Operation Typhoon- SpyCraft2 (Inactive)

Game Master Shadow Bloodmoon

CIA SAD operations in 1980's Afghanistan during the Soviet occupation

Warehouse Map


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Savage Rifts RotRwT

That would actually be a Search check since it is Active, so it comes up to a 10 total..

Smith quickly searches the are and finds that the soldiers have the typical soldier fair, as found on the soldiers outside, plus some pocket lint, a set of matches and a pack of cigarettes. The captain also has a set of keys and a picture of some military unit with writing on the back, Smith notes that it is in Romanian. Together with the captain's pistol, a TT-33 and 3 AK-47s plus 6 reloads for them, they are well armed, but will probably not have enough to hold off the rest of the unit. The desk contains several documents, some in Russian, some in German and many in Pashto. Most of these seem to be medical documents and orders from Soviet High Command...

Macomb gets into the driver's seat of the crane and the controls are familiar enough, he can at least use them with rudimentary success.


Male Caucasian Scout 3 Snoop 1

Can I use my forage skill to help out in any way?


Savage Rifts RotRwT

Foraging is more of a wilderness survival skill to acquire food and shelter for a day's worth of traveling.. That said, I will allow the knowledge skill from it to act as a synergy bonus to Search if you are looking for something specific.


Male Caucasian Scout 3 Snoop 1

I am looking for anything to set a trap for the soldiers coming my way or explosives, maybe vodka for some molotov cocktails or something.

Foraging 1d20 + 11 ⇒ (3) + 11 = 14 + Search 1d20 + 3 ⇒ (15) + 3 = 18 + Ambush 1d20 + 8 ⇒ (17) + 8 = 25


M Dhampir Monk/Fighter/Rogue/Assassin

No vodka here, but heat applied to all the ammunition you have would make an excellent and potentially lethal timed trap. Smith quickly looks around and sees that there is a lot of ammunition on the soldiers and one of them happened to have a lighter. With enough sustained heat, he has a makeshift claymore. .

-Posted with Wayfinder


Male Caucasian Scout 3 Snoop 1

Smith grabs his messkit, his flask, his knife and about 20 rounds of 7.62mm ammunition. He then takes his knife to three of the round spreading the gunpowder into the messkit, then takes a handful of the ammunition into the black powder, leaving in the cutlery of stainless steel and clatching the lid closed. He then takes a piece of paper and pours a little of his whisky from his flask on it to make it more flammable. His impromptu grenade/molotov cocktail is ready for action.


Savage Rifts RotRwT

That takes about 4 rounds, so you guys have 3 left...


Male Caucasian Scout 3 Snoop 1

I am behind cover and so I want to aim and brace and attack at the maximum range at an enemy that looks like a NCO or an officer.

So if I can take a shot, brace, aim, three round burst I will wait until I can get a shot, so it may be one round or two rounds before they would be able to attack 1d20 + 9 + 1 + 1 ⇒ (19) + 9 + 1 + 1 = 30 if hit [ooc] Man, that is a beauty...

3d6 ⇒ (3, 2, 1) = 6, 3d6 ⇒ (6, 5, 1) = 12, 3d6 ⇒ (2, 4, 6) = 12


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Once reaching the driver's seat of the crane Macomb took a moment to gaze at the controls and familiarize himself with the strange machine. He then quickly slung his AK-47 unto his lap to clear the jam. Once the weapon was operable again he seized the controls and started whistling "Yankee Doodle" to himself. He first tried to lower the lifting arm of the crane and free it from the shipping container. Then he will attempt to crash this crane arm into a neighboring crane arm. If that is not possible he will jump down out of the driver seat and move over to the closest crane.


M Dhampir Monk/Fighter/Rogue/Assassin

Nice shooting Smith!

Waiting for just the right moment, Macomb sends the boom of the crane crashing into the one next to it. The container the cranes were holding up starts listing to one side and it comes down to about ten feet off the floor. Macomb swears he hears something over the din of the panicking soldiers but isn't able to pick it out because right then, Smith's AK barks and turns one of the soldiers into a fountain of crimson. The rest of them start setting up behind cover.

Last round of activity before new initiative, Majors had made it outside. Macomb's weapon is clear. .

-Posted with Wayfinder


Male Caucasian Scout 3 Snoop 1

What is the ground made of, dirt, tile, or rock? I think I want to smear some the dead guys blood on me to make it look like I may be one of them if things get real bad. And perform a last ditch sneak attack.


Savage Rifts RotRwT

It is mostly rock with some bits of dust and such. It won't take long to put some blood from one of the dead soldiers on you.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Razor having lowered the cranes lifting arm and clearing his weapon jam jumped out of the crane and ran over towards the next closest crane. He crouched behind the crane taking up a firing position.


Savage Rifts RotRwT

Soldiers Init: 1d20 + 2 ⇒ (1) + 2 = 3
I'm rolling all the soldiers at once because there are so many. Initiative rolls from you guys for the next round...


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Razor climbed into the driver's compartment of the second crane to gain a better firing position. He knelt down in front of the seat setting his cross hairs on the closest target.

OOC:

Not sure if Razor has a target in range currently. He will climb inside this crane (Standard Move?) and take the aim action on closest guard.


Male Caucasian Scout 3 Snoop 1

Initiative 1d20 + 5 ⇒ (16) + 5 = 21

I will wait until I get a shot and then fire a three round burst.

Brace, Aim 1d20 + 9 + 1 + 1 ⇒ (20) + 9 + 1 + 1 = 31 straight up uncanny, is there anything cool I can do with a crit?

3d6 ⇒ (1, 1, 2) = 4, 3d6 ⇒ (4, 3, 3) = 10, 3d6 ⇒ (6, 2, 4) = 12


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

If you spend an action dice it is an automatic Damage Save Failure (usually death for generic NPCs) but I would save the action die as the guard will probably be taken down by 26 points of damage anyways. And burst can only target a single person.


Savage Rifts RotRwT

As Macomb said, the action die to confirm the threat will kill the soldier, but the damage will more than likely do that for you. Macomb has someone in range, just really far...

As the soldiers take up firing positions, it appears the now damaged crane structure is having difficulty holding up the container, as the sounds of strained metal echo within the large chamber. It is soon drowned out by the even louder sound of automatic fire.

Soldier Damage Save v. DC 12: 1d20 + 8 ⇒ (19) + 8 = 27
Soldier Damage Save v. DC 17: 1d20 + 8 ⇒ (16) + 8 = 24
Soldier Damage Save v. DC 23: 1d20 + 8 ⇒ (14) + 8 = 22

Smith's trained skills lined up one the soldiers who was just getting a bead on him and let loose with the AK in his hands as if it were a natural extension of his body. The burst walked up the center torso into the forehead and sent the man flying backwards, instantly dead.

Macomb finds cover in his new vehicle and peers over just enough to see a soldier setting up to fire at Smith, paying no attention to where Macomb is.

Soldier Group 1 (9) Autofire at Smith v. Def 13+4: 1d20 + 3 + 16 - 2 - 10 ⇒ (2) + 3 + 16 - 2 - 10 = 9
Soldier Group 2 (9) Autofire at Macomb v. Def 14+4: 1d20 + 3 + 16 - 2 - 10 ⇒ (15) + 3 + 16 - 2 - 10 = 22
AK-47 Damage on Macomb, 2 hits: 3d6 ⇒ (3, 3, 3) = 93d6 ⇒ (2, 1, 2) = 5

The Russian soldiers light up the area with 7.62mm rounds, sending sparks flying in all directions. Smith's cover holds for the moment, but a few stray shots wing Macomb.

I have both of you at Half cover, adjust if necessary. Macomb takes 14 to Vitality. There are 18 soldiers remaining... you guys are up. Range is still approximately 200 ft.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

If I had cover and therefore defense of 18 not sure I should have gotten hit twice.
"With a hit, the target is struck by 1 shot. If the attack result exceeds the target’s Defense by 5 or more, the target is struck by 2 shots."
Not sure where all the mods come from so don't know which ones to apply besides range -2. +1 for aim action.

Macomb flinches as the bullets come streaming into the cranes cabin and ricochet around him.
He then puts the guard whose attention is being held by Smith and lets go with a 3-round burst of fire.
attack1: 1d20 + 8 + 1 - 2 ⇒ (17) + 8 + 1 - 2 = 24
damage1: 3d6 ⇒ (6, 3, 4) = 13
damage2: 3d6 ⇒ (4, 5, 2) = 11
damage3: 3d6 ⇒ (2, 2, 2) = 6

IfFirstTargetDies:

Macomb seeing his first target drop aimed at a guard in the group of soldiers closest to him. (Group 2) He winced as he fired a 3-round burst into a guard who hadn't gotten into cover yet.

IfFirstTargetLives:

Seeing his bullets hit his target but not bring the man down Macomb decided to finish what he started and try to put 3 more holes in the man.

attack2: 1d20 + 8 + 1 - 2 ⇒ (9) + 8 + 1 - 2 = 16
damage1: 3d6 ⇒ (1, 3, 1) = 5
damage2: 3d6 ⇒ (2, 2, 2) = 6
damage3: 3d6 ⇒ (6, 5, 1) = 12


Male Caucasian Scout 3 Snoop 1

Smith takes another braced, aimed three round burst at the nearest group when they stick their heads up 1d20 + 9 + 1 + 1 ⇒ (7) + 9 + 1 + 1 = 18 if hit

3d6 ⇒ (1, 2, 1) = 4, 3d6 ⇒ (3, 1, 2) = 6, 3d6 ⇒ (2, 1, 6) = 9

And then lets another 3 rounds downrange at that enemy or another 1d20 + 9 + 1 + 1 ⇒ (14) + 9 + 1 + 1 = 25

3d6 ⇒ (4, 1, 2) = 7, 3d6 ⇒ (6, 2, 2) = 10, 3d6 ⇒ (2, 5, 4) = 11


Savage Rifts RotRwT

@Smith- While you can Brace as long as you like, you have to Aim at each new target, costing you a half action each time. I allowed the two bursts this time because the Aim bonus doesn't change how many shots hit, 1 from the first and 2 from the second.

@Macomb- The soldiers took the Autofire action together, the big bonus coming from the amount of them shooting at you. Autofire gives a hit 1 +1/4 above. Your burst hits the first soldier with two shots and your second target is not hit at all. Remember, as I mentioned to Smith, Aim costs a half action on each target, so I did the same and allowed the shots minus the Aim bonus.

Smith Soldier Damage Save v. DC 12: 1d20 + 8 ⇒ (18) + 8 = 26
Smith Soldier Damage Save v. DC 16: 1d20 + 8 ⇒ (3) + 8 = 11
Macomb Soldier Damage Save v. DC 17: 1d20 + 8 ⇒ (4) + 8 = 12

Despite the hail of fire coming his way, Smith puts on a calm face and carefully maintains fire discipline, dropping a soldier with two bursts from the AK-47.

Macomb does the same to one of the soldiers aiming at Smith, gaining his attention with a burst from his own rifle, spinning him around dead. His second burst just barely wings the container the next soldier is hiding behind.

As they attempt to reload and fire the next volley, the truck comes barreling through the front gate, crashing through some crates and coming to a halt about 30 feet from Smith. Majors points to the container and then to the truck and then ducks as a hail of fire from some of the soldiers sends shrapnel flying his direction.

The distraction causes Smith to forget his cover for a moment, just enough for a burst to catch him in the arm 13 vitality.

Group 1 (5) Reload, Burst at Majors v. 18: 1d20 + 3 + 8 - 2 ⇒ (4) + 3 + 8 - 2 = 13
Group 2 (5) Reload, Burst at Smith v. 17: 1d20 + 3 + 8 - 2 ⇒ (13) + 3 + 8 - 2 = 22
Group 3 (6) Reload, Burst at Macomb v. 18: 1d20 + 3 + 10 - 2 ⇒ (2) + 3 + 10 - 2 = 13
Damage to Smith, 2 shots hit: 3d6 ⇒ (6, 4, 4) = 143d6 ⇒ (3, 4, 6) = 13

16 Soldiers remain, 5 on Smith, 6 on Macomb, 5 on the truck. The group on Macomb made an error, if either of you have action points left, now is the time...and you're up..


Male Caucasian Scout 3 Snoop 1

I thought Majors escaped... how close are they now can I toss my IED at them?


I called aim as my last action of the round before. I left the aim in the second attack because I didn't know if it was a new target or not. Would Macomb have seen Majors gestures?


Male Caucasian Scout 3 Snoop 1

Smith says, "Blyad!!!" as he takes the two rounds in the arm.

He fires 1d20 + 9 ⇒ (20) + 9 = 29 hitting 3d6 ⇒ (5, 1, 6) = 12, 3d6 ⇒ (2, 4, 1) = 7, 3d6 ⇒ (2, 6, 4) = 12

ducks totally behind the desk and lights the wick with his Zippo.

Can I toss it this round or do I have to wait till next


Savage Rifts RotRwT

Got it Macomb, my bad. Still works out though. You got one... Majors did escape, but decided to come back and yes, both Macomb and Smith can see Majors gesturing...Readying the explosive costs you a half action, but they are still about 200 ft from you, they haven't moved yet...


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Macomb pushes on the controls of this second crane in an attempt to lower at least one edge of the storage container to the ground.

ooc:

Not sure how many actions this will take and if any rolls are required.
His main objective will be to lower the container as low as he can make it with this crane. I will add more if he has half-actions left after trying to do this.


Male Caucasian Scout 3 Snoop 1

Scratch the lighting of the IED, if they are at 200 feet then he couldn't throw it that far.


Savage Rifts RotRwT

Got it. The crane moves down about 1 foot per second, so in a full round, about 6 feet down. This lowers one edge close enough to reach up and touch. It's easy enough for Macomb to figure out, I'm not going to worry about rolls.

Soldier Damage Save v. DC 16: 1d20 + 8 ⇒ (8) + 8 = 16
Soldier Damage Save v. DC 20: 1d20 + 8 ⇒ (7) + 8 = 15
Soldier Damage Save v. DC 26: 1d20 + 8 ⇒ (10) + 8 = 18

Smith lets another burst rip into one of the soldiers, knocking him down and then he ducks behind the desk fully to ponder his next move. +8 cover

Macomb lowers another side of the crane so that it is only a few feet off the ground and one of the doors fall open. He can see someone trying to get out.

"Don't let them escape!" As one the soldiers leap from cover and dive into the next, firing a burst as they go.

Range 170ft.
Group 1 (5), Move, Burst at Majors v. 18: 1d20 + 3 + 8 - 2 ⇒ (5) + 3 + 8 - 2 = 14
Group 2 (4), Move, Burst at Smith v. 21: 1d20 + 3 + 6 - 2 ⇒ (1) + 3 + 6 - 2 = 8
Group 3 (6), Move, Burst at Macomb v. 18: 1d20 + 3 + 10 - 2 ⇒ (7) + 3 + 10 - 2 = 18

Most of the rounds only hit cover, but a single ricochet causes Macomb to flinch when it catches his leg. Damage: 3d6 ⇒ (2, 4, 4) = 10.

Someone jumps/falls out of the container and begins to hobble towards the truck and then another person starts to climb out of the container.


Male Caucasian Scout 3 Snoop 1

Smith yells in return Не волнуйтесь, товарищи! Мы проследим, чтобы убить каждый последний из вас, как Кутузов сделал французской Великой армии В сражении под Смоленском!"

Russian

Spoiler:
Don't worry comrades! We will make sure to kill every last one of you, like Kutuzov did to the french Grande Army at the battle of Smolensk!

Smith pops up and takes an aimed burst at another soldier 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21 if hits 3d6 ⇒ (6, 1, 2) = 9, 3d6 ⇒ (6, 2, 2) = 10, 3d6 ⇒ (3, 5, 1) = 9 he stays behind cover


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Macomb curses a bullet finds his leg inside the crane's cab.
He grits his teeth and lowers the crane another painfully slow 3 feet so that it is touching the ground and the people coming out don't have to jump. He then jumps out of the cab to get the crane's body between him and the line of fire streaming his way.

OOC:

I want to lower for a 1/2 half action then standard move to behind full cover. Not sure if this would give me a final attack or not. If you rule yes than here it is.
FinalAttackBurst: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14 -2 for range.
damage1: 3d6 ⇒ (1, 6, 5) = 12
damage2: 3d6 ⇒ (1, 6, 6) = 13
damage3: 3d6 ⇒ (2, 2, 3) = 7


Savage Rifts RotRwT

Soldier Damage Save v. DC 15: 1d20 + 8 ⇒ (11) + 8 = 19
Soldier Damage Save v. DC 20: 1d20 + 8 ⇒ (2) + 8 = 10

Smith fires another burst, ending the life of one more Soviet trooper as Macomb lowers the crane closer to the ground, firing a short burst that only manages to catch some smaller wooden crates. The first person to get out of the container scurries into the back of the truck as the second finishes jumping down and runs towards it. No more people are seen getting out of the container.

Range 140ft.

Group 1 (5), Move, Burst at Majors v. DC 18: 1d20 + 3 + 8 - 2 ⇒ (3) + 3 + 8 - 2 = 12
Group 2 (3), Move, Burst at Majors v. DC 21: 1d20 + 3 + 4 - 2 ⇒ (8) + 3 + 4 - 2 = 13
Group 3 (6), Move, Burst at Majors v. DC 22: 1d20 + 3 + 10 - 2 ⇒ (5) + 3 + 10 - 2 = 16

Even as they close, the soldiers are unable to make headway against any of you, instead only sending sparks and some debris and smoke in your general direction.

You guys are up!


Male Caucasian Scout 3 Snoop 1

Smith shoots three round burst aim brace 1d20 + 9 + 1 + 1 ⇒ (12) + 9 + 1 + 1 = 23 if hits 3d6 ⇒ (1, 2, 4) = 7, 3d6 ⇒ (1, 6, 6) = 13, 3d6 ⇒ (4, 5, 2) = 11

second 3 rounder at another soldier 1d20 + 9 + 1 + 1 ⇒ (8) + 9 + 1 + 1 = 19 if hits 3d6 ⇒ (2, 2, 2) = 6, 3d6 ⇒ (2, 4, 4) = 10, 3d6 ⇒ (1, 1, 3) = 5


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Smith normally aim and brace are two separate 1/2 actions leaving no actions to attack.
Macomb finally back on the ground decides to make a break for the Truck. He moves towards the truck using the numerous crates and packing materials as cover. Three quarters of the way through his move he pops up and takes a quick 3-round burst fire at a Russian soldier.

mechanics and rolls:

Will take the Full Defense action. Which allows for a standard move +4 defense.
Combat Mobility allows for movement of 60' with the standard move.
Mobile Offense allows for a Final Attack with the standard move.
Using Burst as a trick with this final attack.
Defense is now 18 plus 1/2 cover.
Attack was made at 100ft away.
Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage1: 3d6 ⇒ (4, 1, 4) = 9
Damage2: 3d6 ⇒ (1, 4, 2) = 7
Damage3: 3d6 ⇒ (4, 2, 3) = 9


Savage Rifts RotRwT

Also Smith, you had moved from your last Brace action to get behind better cover. Honestly, without the Aim and Brace, you would still hit and doing both would also put you back to only half cover. I'll take the shots as is, sans Aim and Brace.

Soldier Damage Save v. DC 14: 1d20 + 8 ⇒ (10) + 8 = 18
Soldier Damage Save v. DC 20: 1d20 + 8 ⇒ (15) + 8 = 23
Second Soldier Damage Save v. DC 13: 1d20 + 8 ⇒ (16) + 8 = 24
Macomb's Soldier Damage Save v. DC 15: 1d20 + 8 ⇒ (12) + 8 = 20

Smith shoots at more soldiers, but these ones seem to have found better cover and take only glancing wounds from the assault.

Macomb makes a break for the truck and sends a wild burst into the oncoming soldiers, winging one in the leg, but it doesn't put him down.

Macomb can climb in the truck on his next turn. Range 110ft.

Group 1 (5) Move, Burst at Majors v. DC 18: 1d20 + 3 + 8 ⇒ (4) + 3 + 8 = 15
Group 2 (3) Move, Burst at Smith v. DC 21: 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20
Group 3 (6) Move, Burst at Macomb v. DC 22: 1d20 + 3 + 10 ⇒ (16) + 3 + 10 = 29
Macomb is Hit!: 3d6 ⇒ (5, 6, 5) = 163d6 ⇒ (1, 2, 1) = 4
I believe that leaves you at 2 WP remaining and you are fatigued. ouch...

Macomb gets punished for his daring run however as several rounds tear into him. His leg buckles as he reaches the truck. Majors moves to the other side of the cab and reaches out to pull him in. "You're not out of this yet buddy! You gotta drive this thing outta here!"

Wow... ummm... you guys are up.


Male Caucasian Scout 3 Snoop 1

Smith attacks, three round burst 1d20 + 9 ⇒ (16) + 9 = 25 if hits 3d6 ⇒ (5, 5, 2) = 12, 3d6 ⇒ (4, 5, 3) = 12, 3d6 ⇒ (3, 3, 4) = 10

again next target 1d20 + 9 ⇒ (14) + 9 = 23 if hits 3d6 ⇒ (1, 4, 4) = 9, 3d6 ⇒ (6, 6, 6) = 18, 3d6 ⇒ (1, 5, 4) = 10

final attack 1d20 + 9 ⇒ (19) + 9 = 28 if hits 3d6 ⇒ (2, 4, 2) = 8, 3d6 ⇒ (5, 1, 5) = 11, 3d6 ⇒ (5, 6, 3) = 14

Magazine empty. What is quicker game mechanic wise, picking up one AK that is already loaded or reloading my current one?


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Damnit! Razor cries out as a hail of bullets tears into his flesh. One ripping into his calf muscle and shredding it. He takes Majors hand and climbs into the truck's driver's seat. He puts the truck into gear and calls out to Smith.
Time to leave my friend. Viva La France!


Male Caucasian Scout 3 Snoop 1

Actually, I think I have one round in the chamber, which would make the reload time that much quicker.


Savage Rifts RotRwT

See Discussion thread, but forgot about Macomb's raid jacket, which means he has only taken 17 total vitality points and is not wounded or fatigued. Smith, reloading is a half action regardless, as is picking up an item. There are feats and talents that speed that up of course. You have also only taken 17 points of vitality.. I am curious where Smith's final attack is coming from though...I also realized I haven't been making you guys do Morale rolls... so much to remember sometimes.. Next time..

Soldier Damage Save v. DC 16: 1d20 + 8 ⇒ (4) + 8 = 12
Soldier Damage Save v. DC 22: 1d20 + 8 ⇒ (20) + 8 = 28
2nd Soldier Damage Save v. DC 15: 1d20 + 8 ⇒ (18) + 8 = 26
2nd Soldier Damage Save v. DC 24: 1d20 + 8 ⇒ (11) + 8 = 19

As Macomb climbs into the truck, Majors moves to let him drive. Smith continues to rain bullets into two more soldiers, dropping them.

12 Soldiers remain.

Morale:

Soldier Morale v. DC 15: 1d20 + 3 ⇒ (6) + 3 = 9
Soldier Morale v. DC 15: 1d20 + 3 ⇒ (10) + 3 = 13
Soldier Morale v. DC 15: 1d20 + 3 ⇒ (8) + 3 = 11
Soldier Morale v. DC 15: 1d20 + 3 ⇒ (3) + 3 = 6
Soldier Morale v. DC 15: 1d20 + 3 ⇒ (11) + 3 = 14
Soldier Morale v. DC 15: 1d20 + 3 ⇒ (5) + 3 = 8
Soldier Morale v. DC 15: 1d20 + 3 ⇒ (3) + 3 = 6
Soldier Morale v. DC 15: 1d20 + 3 ⇒ (13) + 3 = 16
Soldier Morale v. DC 15: 1d20 + 3 ⇒ (3) + 3 = 6
Soldier Morale v. DC 15: 1d20 + 3 ⇒ (5) + 3 = 8
Soldier Morale v. DC 15: 1d20 + 3 ⇒ (7) + 3 = 10
Soldier Morale v. DC 15: 1d20 + 3 ⇒ (3) + 3 = 6
Soldier Morale v. DC 15: 1d20 + 3 ⇒ (18) + 3 = 21
Stress Damage x4: 1d6 ⇒ 3

Group 1 (2) Move to Range 90ft, Burst at Smith v. Def 21: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Group 2 (4) Move to Better Cover (+6), Stay at 110ft and Burst at Truck v. Def 9: 1d20 + 3 + 6 ⇒ (13) + 3 + 6 = 22
Damage to Truck: 3d6 ⇒ (5, 2, 1) = 83d6 ⇒ (1, 1, 1) = 33d6 ⇒ (5, 5, 6) = 16
Truck Damage Save v. DC 14, 16, 24: 1d20 + 15 ⇒ (11) + 15 = 261d20 + 15 ⇒ (20) + 15 = 351d20 + 15 ⇒ (3) + 15 = 18, 1/3 Saves til Broken

The remaining soldiers, seeing their comrades dropping left and right, change tactics. Two of them move forward, continuing to fire at Smith while a few hide behind some larger equipment and start taking shots at the truck itself, shattering one of the windows and Macomb sees steam coming out of the engine compartment.

The remaining few soldiers start moving back to different positions and taking cover. Total (+8) Cover, Range 130ft.


Male Caucasian Scout 3 Snoop 1

I was really hoping I had cleared my group and I could use my bomb to help Mac out. I guess I will have to fight my way through these guys to.

Smith ejects the mostly spent magazine and jams the other home and fires a three round burst into one of the soldiers 1d20 + 9 ⇒ (11) + 9 = 20 if hit 3d6 ⇒ (5, 5, 5) = 15, 3d6 ⇒ (3, 1, 2) = 6, 3d6 ⇒ (3, 2, 3) = 8


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Macomb closes the distance between the truck and Smith quickly putting the van between the group of Russian soldiers firing at him and Smith.
When he does so he brings up his AK-47 to fire a 3 round burst into the group of soldiers through the drivers side window.
I believe any drive action allows for a 1/2 action as well.
Attak: 1d20 + 8 ⇒ (12) + 8 = 20
Damage1: 3d6 ⇒ (6, 1, 3) = 10Damage2: 3d6 ⇒ (2, 5, 1) = 8Damage3: 3d6 ⇒ (1, 6, 5) = 12

In now, mon ami!


Savage Rifts RotRwT

Smith Soldier Damage Save v. DC 17: 1d20 + 8 ⇒ (6) + 8 = 14
Macomb Soldier Damage Save v. DC 15: 1d20 + 8 ⇒ (10) + 8 = 18

Smith fires a burst at one of the soldier's closing in on him and tears right through the wooden crate and into the man's shoulder, sending him spiraling to the ground. Just then, Smith's line of fire is filled up with the view of the truck and Macomb yelling at him to get in as he fires with just enough effectiveness to keep heads down.

Morale:

Morale v. DC 10: 1d20 + 3 ⇒ (8) + 3 = 11
Morale v. DC 15: 1d20 + 3 ⇒ (17) + 3 = 20
Morale v. DC 15: 1d20 + 3 ⇒ (12) + 3 = 15
Morale v. DC 15: 1d20 + 3 ⇒ (3) + 3 = 6
Morale v. DC 15: 1d20 + 3 ⇒ (15) + 3 = 18
Morale v. DC 15: 1d20 + 3 ⇒ (12) + 3 = 15
Morale v. DC 15: 1d20 + 3 ⇒ (12) + 3 = 15
Morale v. DC 15: 1d20 + 3 ⇒ (11) + 3 = 14
Morale v. DC 15: 1d20 + 3 ⇒ (4) + 3 = 7
Morale v. DC 15: 1d20 + 3 ⇒ (7) + 3 = 10
Morale v. DC 15: 1d20 + 3 ⇒ (4) + 3 = 7
Stress Damage: 1d6 ⇒ 6

Group 1 (4) at 90ft, Half Cover, Burst at Truck v. Def 9: 1d20 + 3 + 6 ⇒ (16) + 3 + 6 = 25
Damage from Burst: 3d6 ⇒ (1, 1, 2) = 43d6 ⇒ (2, 4, 3) = 93d6 ⇒ (1, 1, 6) = 8
Truck Damage Save v. DC 20: 1d20 + 15 ⇒ (6) + 15 = 21

Three soldiers move up to support the one soldier that had held his ground, shooting at the truck. Another runs back to better cover with his comrades who also stay behind cover. 7 Soldiers behind total cover. Four behind half cover. You guys are up.


Male Caucasian Scout 3 Snoop 1

Macomb, what are we doing? Are we going to rescue these guys or what?


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Yes for all we know these could be the scientist. We are getting out of here now. With these two and their intel rather than staying to face down legions of soldiers.


Male Caucasian Scout 3 Snoop 1

Smith jumps in the van and shoots a 3 round burst out the window 1d20 + 9 ⇒ (18) + 9 = 27 if hit 3d6 ⇒ (6, 5, 4) = 15, 3d6 ⇒ (2, 4, 4) = 10, 3d6 ⇒ (2, 1, 6) = 9,

"We've got some more documents, maybe there are some plans we could read about later."


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Majors are the two people they held prisoner in the back?
Razor asked as he prepared to drive in reverse through the hole in the gate that Majors created.


Savage Rifts RotRwT

Sorry guys.. long weekend.. Switching to Chase Mode here. Starting Lead 5 (20ft per Lead), so range is 100ft. Maneuvering room is currently Crowded, Macomb gets a +2 to all Maneuver checks due to the higher top speed of the truck v. the soldiers.

Majors nods quickly. "That's them. I thought there were mo..," he trails off as a stray round ricochets off the side mirror. "That was too close!" He grunts along with the truck's gears as Macomb slams it into reverse.

Soldier Damage Save v. DC 17: 1d20 + 8 ⇒ (7) + 8 = 15

Smith's rifle rattles off a few more rounds and another soldier goes down. As the truck careens back through the gate, they start running after it. One of them has a radio in his hand..

Macomb is up, you still get a half action before the chase part begins, as that occurs on their Initiative count.


Male Caucasian Scout 3 Snoop 1

Smith as a free action nudges the cigarette lighter on the van with his knee to activate it.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Back from the honeymoon. I can't think of really anything that I would want to do with the half action as I can't see him firing and concentrating on getting out of dodge as fast as possible. I forget the truck's stats? What is its A/T?
Razor doesn't waste any more time getting out of harm's way.


Savage Rifts RotRwT

Welcome back! I trust you had a good time. The truck is essentially a deuce and a half, so : Truck, cargo, 2.5-ton Size: L (2×4) Crew: 1+2 A/T: 1/3 MPH: 35/65 Def/Tgh: 9/+16 Upg: 2 Comp: 17/+0 Cargo: 2.5 tons R/F: 5/D

Macomb turns the wheel hard so he can drive forward down the hillside as bullets snap all around the truck.

Need a Strategy and Drive roll from Macomb vs. theirs, then they will take their actions and then it'll be next round.

BTS:
Soldier Drive Go Go Go: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17

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