| Browman |
Having established a defensive position you begin to determine your position the GPS places you 2 kilometers south of the enemy craft, it should take you about half an hour to reach the target in this terrain.
Power line radios you, "I am setting the bird wherever I can find a spot. I will radio co-ordinates when I know them. "
What formation are you using to approach the target?
| Pete Carlton |
Seeing his group had more or less landed in the area, without a thought Pete drew his M16 to cover the parameter before noting the direction the group would have to go to the target from the debriefing. He tries to bring up any information that could expedite their travel, any knowledge that could be noticed about the wildlife that could key them to enemy presence and a keen eye behind the full-on helmet as they traveled.
" Status? Everyone have a safe trip? Good, we are two Kilometers south. I'll use my know how to get us there safely and hopefully avoid locals. If possible we will approach from a vantage. I've read up on the basic specialties you all had. Since Mark there has covert training, he should take point while I watch his six. Jack and Bob has heavy ordinance and close range capability training similar to me. They'll be next. Don't be afraid to fire off that rocket if needed. Rather wasted ammo than lives, soldier. The rest provide cover fire and increased awareness. That sound alright? I'm not going to get any nicer, but I rather this go smoothly. "
Navigate Surface 39: 1d100 ⇒ 8
Survival 32: 1d100 ⇒ 13
Awareness 12: 1d100 ⇒ 9
| Mark Castle |
With the LZ secured, and Jack seemingly little the worse for wear after his fall, the group begins to move out. Listening to Pete's proposal, Mark nods.
"Agreed. Let's get going, we need to get this done before we lose the light."
Following Pete's directions, Mark leads the squad off into the forest. He keeps his Mk23 in hand, and his eyes continually scan through the trees for signs of hostile activity.
Awareness 47: 1d100 ⇒ 85
| SWAT Gunner Jack |
As Jack descended from the chopper, he noted that his line had a snag, probably happened during the crazy flying. He was 3m from the ground. F**k this noise Jack thought, I'm going to cut the rope. Jack cut the rope and landed, fortunately only getting a small boo-boo on his forearm.
I'm fine Pete, only a flesh wound. ORBAT sounds good to me. C'mon Bob, let's shake ourselves out.
Jack and Bob got in line and started prepping the rocket launcher and waited for the fun to begin.
18/19 wounds left
| Browman |
The party starts moving, guns sweeping in different directions as members of the team cover their arcs. You start making better time after hitting a trail that heads in the general direction you need to go, after traveling about 1 kilometer you pause as Pete gives the signal to halt, having spotted something black and bulky moving in the woods to the NW.
| Anna White-Campbell |
"Not my most graceful descent ever but, hey, I'm alive."
She says, unclipping herself from the line.
"Glad I brought this thing...Anyways, yeah, I'll watch your backs though I'll probably need someone to watch mine if I ever have to run into to save your butts. But we'll cross that road when we get there."
Perception: 1d100 ⇒ 2 With Perception 33 so 3 Degrees of Success; also have a Photo-Visor in the event that its getting ever-so-dark to see properly.
What do I see?
| Pete Carlton |
Pete gave a silent signal, his hand placed up to bring the thing to attention. He looked through the scope not fully sure what it could be but ready to place a bullet into it at a moments notice. While he waits for confirmation from the rest.
Ashley mimics his placement with her C8.
How many meters from us about? Do note everyone that awareness is the check you want and if you are not trained, it is a -20 to the skill.
Readied Aimed M16 Single Shot 72 Ballistics: 1d100 ⇒ 421d10 + 3 ⇒ (10) + 3 = 13
Adjust for if Short-Range or otherwise. Currently 40 + 5 custom grip + 5 Companion action + 10 standard attack + 12 Aim
Righteous Fury: 1d10 ⇒ 5
Edit For Righteous Fury
| Roger Macaskill |
Roger looks for where they are pointing at the bulky shape, using his photo-visor and after a round of aiming he shoots as Pete starts to
BS 33, +20 for aiming, +10 standard attack, +4 modified stock = 67 (unless there are other modifiers
full round aimed single shot: 1d100 ⇒ 63
If it's a hit, dmg roll
dmg: 1d10 + 2 ⇒ (9) + 2 = 11
If I need an awareness roll
Awareness: 1d100 ⇒ 58
| Browman |
"Not my most graceful descent ever but, hey, I'm alive."
She says, unclipping herself from the line.
"Glad I brought this thing...Anyways, yeah, I'll watch your backs though I'll probably need someone to watch mine if I ever have to run into to save your butts. But we'll cross that road when we get there."
[dice=Perception] 1d100 With Perception 33 so 3 Degrees of Success; also have a Photo-Visor in the event that its getting ever-so-dark to see properly.
What do I see?
Anna realizes that you are seeing a black bear about 100 meters off the trail.
| Pete Carlton |
Pete places his sights down and nods in Anna's direction. " Affirmative. Don't yell next time that is just as stupid. Keep going, they likely don't have a scout party this far out. I'm not taking any chances. Stay vigilant. "
Motioning the group forward, Pete kept his M16 ready.
| Anna White-Campbell |
Wasnt yelling, I use caps for that :P I used exclamation points to put an edge on it but not a IM BELLOWING AT THE TOP OF MY LUNGS edge ^_^ I would also assume that we're close enough to each other that yelling would actually serve no purpose hah! I'll work on making that clearer.
"Roger that, Pete."
Anna keeps going forward, her C-8 At the ready.
| Pete Carlton |
Pete took in the area and formulated a plan. Pointing down the path. " Its crunch time. This is where the real tactics matter. Jack and Bob, you are on point with me and Ashley close behind. Either keep your Rocket ready or switch to mid-close range. We are going to be approaching within 60 meters. Keep your Awareness tight and sweep for any contact. At this point it is unlikely to be animal. Report anything you can. Mark, you're on our 3' o clock, I want you to stay somewhat in the brush to give us a possible flank, I know you have stealth skills and good eyes. Anna, Jessica, Roger and Lema shoot anything that shoots the Advance team and keep up Parameter. "
Pete's helmet scanned before approaching down the trail his M16 poised to fire at any strange creature or hostile.
Basically he'll have Jack up, Pete behind Jack, Mark to the right, Roger and Anna Behind Pete. Jack and Pete will switch off as they get closer. Can't aim as I dont see a target but am ready for one.
Readied M16 Single Shot Short Range 70: 1d100 ⇒ 171d10 + 3 ⇒ (5) + 3 = 8
| Browman |
perception Jack and Pete: 1d100 ⇒ 741d100 ⇒ 29
The team advances towards expected combat getting about 10 meters away from the clearing, which at this point still appears to be empty.
With neither of your point guys passing their awareness checks they blunder into a trip wire. Which tosses some kind of mine into the air that detonates with a pulse of green energy.
Both Jack and Pete need to make Toughness checks or be knocked down and stunned for 1d5 rounds. If you pass the toughness test you are only knocked down.
With that detonation two weapons begin firing towards the trail, creating a kill zone above the lead two team members who are now prone.
1d10 + 2 ⇒ (7) + 2 = 9
Edit:People should roll Initiative
| Pete Carlton |
Pete curses as it seemed NOONE decided to keep up awareness... as he said. If they died it would be from lack of following sane advice. He knew he couldn't see much with his visor he had HOPED other people were somewhat capable.
Toughness 34: 1d100 ⇒ 2
Pete shakes off the effect and Ashley takes his example, and flips back up to their feet.
Is what fired off the shots seeable?
| Pete Carlton |
" Fine, Embarrassed but fine. Locate the enemy and gun them down. This trap probably alerted the whole vessel. Expect reinforcements. Small note, this trap was for capture, thats bad. " Pete groaned as he recovered from the blast.
| Mark Castle |
"Thanks mate," Mark says to Roger, gratefully accepting the NVGs and clipping them to his webbing.
Mark moves out to the squad's flank, and is quietly pressing forwards when he hears a noise like a door being slammed, accompanied by a green flash. He ducks behind a tree as he hears the sound of weapons firing, but is relieved to be able to pick out the sound of muted conversation in the squad, suggesting minimal casualties at present.
Total Initiative bonus +7: Ag + Paranoia + Custom Trigger
Initiative: 1d10 + 7 ⇒ (2) + 7 = 9
| SWAT Gunner Jack |
1d100 ⇒ 23
Toughness 52
Initiative: 1d10 + 3 - 1 ⇒ (3) + 3 - 1 = 5
Jack shook off the effects of the trip wire, but confirmed his sneaking suspicion this was a trap. Bullets whizzing over his head, Jack quickly contemplated his next move.
Bob, we need to be able to stand up. Please pass me the rocket launcher.
Once I am able to, I fire at an enemy that is still shooting. If all enemies are gone by the time it's my turn, I do not fire. I also only fire if the back blast won't have Pete eat it.If needed, I adopt a kneeling position to fire.
1d100 ⇒ 90 BS= 32, book not in front of me, need to confirm potential bonus for companion.
Damage: 3d10 + 8 ⇒ (7, 5, 5) + 8 = 25 8 Pen
| Roger Macaskill |
Initiative, agi+4: 1d10 + 4 ⇒ (1) + 4 = 5
On his turn Roger and Lema split up and hide in the heavy brush within 10m of each other, covering each other's back as well as the rest of the squad's.
As I'm covering the rear we might be able to ambush anyone coming, it also disguises our numbers. Just putting up the actions and rolls here so I don't slow things down
stealth 40: 1d100 ⇒ 52 Not sure about modifiers for dark and heavy brush
| Anna White-Campbell |
I guess I'll just Provide Suppressing Fire until we get a better idea of what we're facing.
Suppressing Fire will target, if possible with the 45 degree arc, the Two Weapon Sources with Jessica Supporting with a Ranged Volley. I'll be making damn sure that none of my newly acquired Bros are in said killzone too, sacrificing KZ Coverage for their safety of me not shooting them accidentally.
Total Adjusted BS for Suppressing Fire:
Base: 37 + 5(grip) + 5(comrade) -20 = 27
All the BS means is for this is that success and every two degrees of success means I hit a random target in the killzone. I also have tracer rounds so I gain half-again as many Degrees of Success rounding up.
I'll be firing this at Full Auto which makes the Resulting Pinning Test be taken at -20.
Suppressing Fire: 1d100 ⇒ 16 1 Degree of success +1 from Tracer Rounds (0.5 rounded up)
So a total of two hits randomly allocated to random targets within the killzone.
Damage from 2 Shot:
1st shot: 1d10 + 2 ⇒ (9) + 2 = 11
2nd shot: 1d10 + 2 ⇒ (6) + 2 = 8
Turning to Jessica as they both take cover behind some nearby Trees:
"Alright Jess, lets give our guys some Cover Fire."
Anna gives the guys a heads up of what to expect since she's shooting from behind them and she isn't all that familiar with the new team yet.
"Heads down guys, Suppressing Fire."
| Mark Castle |
Mark moves carefully through the trees, searching for the source of the weapon fire. Pistol in hand, he flicks on his laser aiming module and the red beam plays across the tree trunks in front of him. Another weapon opens up from where the rest of the squad were, and Mark follows the tracer rounds towards, presumably, their targets.
I'm trying to remain in cover in the woods to flank the targets are previously discussed. Half Action to Move towards the targets, then if I spot something to shoot at I'll use my other Half Action to fire a single shot. If not, I'll Move again until I can see something.
BS 39 +10 (Red dot) + 5 (Custom Grip): 1d100 ⇒ 81
HK Mk23 9/10
M4 30/30
FP 2/2
| Pete Carlton |
Pete stood up and listened around for any movement, he had an Idea.
Awareness 12: 1d100 ⇒ 49
Based on what he could figure he would quickly take a Flash grenade from his vest and lob it to where he knew it be around the center most area to catch the two enemies and possibly others.
It would explode in a 15m radius.
" Flash out. Start advancing. Ashley provide assist fire. "
Ballistics 55: 1d100 ⇒ 12
Tossing extreme Range though
| SWAT Gunner Jack |
Jack's wild rocket goes off, hopefully so far wide it circles back and hits the enemy.
"Never the same as booting down a door", Jack grumbled. "Bob, take the launcher, I'm grabbing the shotgun and charging their position".
Jack swaps weapons and makes his way toward the enemy until he is point blank. He does not get outnumbered.
Awareness 16: 1d100 ⇒ 6 .......with a degree of success (?!?)
| Anna White-Campbell |
"Jess, with me, we're circling around."
Anna and Jessica then move to circle in the opposite direction Mark went making sure to maintain the same distance that separates them from Pete and Jack while keeping Roger in sight.
I'll move as a half action going up to my Agi Bonus (3) in distance as well as use the Delay Action to give myself an Extra Half Action next turn. I'll also roll for stealth since I want to get into position as quietly as possible.
stealth: 1d100 ⇒ 4 Agi of 36. Thats a minimum of 3 Successes; more if I have bonuses I'm not aware of (I have Stealth as a Trained Skill only).
Additionally, I've got Paranoia now going on full blast on the look out for danger.
Edit:
I feel naked without my Techmarines Auspexes v_v But yeah, good call Pete.
Awareness: 1d100 ⇒ 63 Thats a fail.
| Browman |
1d100 ⇒ 51d100 ⇒ 71d100 ⇒ 411d100 ⇒ 86
Pete manages to toss the flash grenade with accuracy out to 36 meters. It detonates roughly where you think the enemy is.
Both Jack and Mark catch glimpses of leathery or scaled skin in two places near where the grenade detonated, but both are moving in different directions, spreading out along the far edge of the clearing. Now that you are closer you see that the trail catches almost the east edge of the clearing. To the west it opens up for almost 40 meters but only 10 to the east.
One of them sprays fire down the pathway again, while the other tries to shoot Jack as he advances. None of their shots are accurate though.
The players can act again
| Pete Carlton |
Pete sees the rats have come out though not fully sure where they may be he takes a chapter out of Anna's book. " Keep going! I'll provide pressure on one, you all focus on the other!"
He tries to lay down a 3 round semi-auto burst to provide suppressing fire for the group. He focuses his arch on the enemy who fired down the path. Ashley, knowing his cue moves up a bit and spreads a clip to isolate the target.
Supressing Fire M16 Ballistics 40: 1d100 ⇒ 9
40+10 Short Range+5 Grip+5 Comrade-20 Suppressing
4 degrees of success
M16 Damage: 1d10 + 3 ⇒ (5) + 3 = 8
M16 Damage: 1d10 + 3 ⇒ (1) + 3 = 4
M16 Damage: 1d10 + 3 ⇒ (5) + 3 = 8
| Anna White-Campbell |
"Lizardmen? Not the stereotype I was expecting..." She mutters to herself. She looks to Jessica opposite to her and nods once before opening fire; taking a few moments to properly aim at the enemy obscured by the brush.
Anna then shoots at the Targets that cross her path, Tracer Rounds acting as visual guides for Her, Jessica and any others who were firing at the same target.
I have an Extra Half Action thanks to Delay from previous turn.
37 + 5 Grip + 5 Comrade + 10 Half Action Aim + 2 Modified Stock - 10 Full Auto total of 49 BS
Then, since I have 2 Half Actions or a Single Full action, I'll fire 1 Full Auto Burst and then move up.
Full Auto 1: 1d100 ⇒ 48 1 Degree of Success + 1 from Tracer Rounds for 2 total.
Damage 1st Shot: 1d10 + 2 ⇒ (3) + 2 = 5
Damage 2nd Shot: 1d10 + 2 ⇒ (2) + 2 = 4
"Alright Jess, let's move up, can't let them get too far but watch out for traps."
Awareness: 1d100 ⇒ 97 Fail.
Half-Action Move with AB of (3) Crouch Walking in an attempt to flank the Enemy.
"Be ready to hit the ground if we get a hopper mine Jess."
Ammo Count: Clip down to 22
| Mark Castle |
A flash of clearly inhuman skin causes Mark to pause momentarily, but then his Special Forces training reasserts itself as he continues to move towards the clearing. Could do with a PRR, he thinks. Flashy multi-national agency, and they couldn't even provide us with section comms.
PRR is Personal Role Radio, the British Army's section-level comms system. Half Action to stealthily Move towards the clearing to set up a flank while trying to track the position of the hostiles. Delay the other Half Action to either shoot at a hostile or continue moving, depending whether I see anything.
Stealth 52: 1d100 ⇒ 13
Awareness 47: 1d100 ⇒ 68
| Browman |
Jack has run for two rounds, which should leave him 16 meters from the lizards initial firing point.
Pete, tracking the wounded lizard puts a burst of fire on his position killing that enemy.
Meanwhile Anna suppresses the other lizard.
Mark keeps moving up undetected on the flank.
Roger remains hidden covering the rear of the squad.
The alien remains suppressed.
| Pete Carlton |
Pete keeps his posture tight as he rushes to advance, hearing the body drop to the ground unceremoniously after his gunfire. " One down! Advance with caution, the targets' ship is near. I'm Regrouping with Jack and Bob, Ashley watch my nine! Keep fire on Lizard two! "
The man barrels forward, companion on his heels.
Run action 18m towards Jack
| SWAT Gunner Jack |
Jack takes a turn or two (depending on where he can find the alien), then blasts the alien with his auto shotgun at point blank range:
1d100 ⇒ 15
BS: 31+40+5-10= 66
5 degrees of success, 3 hits from 4 rounds:
1d10 + 3 ⇒ (4) + 3 = 7
1d10 + 3 ⇒ (5) + 3 = 8
1d10 + 3 ⇒ (1) + 3 = 4
8/12 rounds in clip
| Anna White-Campbell |
"Roger that Pete."
"Don't want him getting back to his ship to do Lord Knows What."
BS: 37 + 12 (half-action aim + stock) + 5 (comrade) + 5 Grip -10 Full Auto = 49
Full Auto: 1d100 ⇒ 25
2 Degrees + 1 from Tracer Rounds; total of 3
1st shot: 1d10 + 2 ⇒ (5) + 2 = 7
2nd shot: 1d10 + 2 ⇒ (1) + 2 = 3
3rd shot: 1d10 + 2 ⇒ (10) + 2 = 12 Righteous Fury!
1d5 ⇒ 5
| Browman |
Jack takes a turn or two (depending on where he can find the alien), then blasts the alien with his auto shotgun at point blank range:
1d100
BS: 31+40+5-10= 66
5 degrees of success, 3 hits from 4 rounds:
1d10+3
1d10+3
1d10+38/12 rounds in clip
I made a mistake calculating your run distance, your shot can be made this turn.
| Mark Castle |
An inhuman scream echoes around the forest, before being cut short by another burst of gunfire. Having lost sight of the other hostile, Mark creeps towards the clearing trying to pinpoint it's location.
Use my Delayed Half Action from last round and Full Action this round to move towards the last know position of the hostile, looking out for it as I move.
Stealth 52: 1d100 ⇒ 1
Awareness 47: 1d100 ⇒ 49
| SWAT Gunner Jack |
SWAT Gunner Jack wrote:I made a mistake calculating your run distance, your shot can be made this turn.Jack takes a turn or two (depending on where he can find the alien), then blasts the alien with his auto shotgun at point blank range:
1d100
BS: 31+40+5-10= 66
5 degrees of success, 3 hits from 4 rounds:
1d10+3
1d10+3
1d10+38/12 rounds in clip
Does the alien drop?