| Jace Belleraphon |
Jace runs up to Deloso. ”Sir, should I go and stake out a counter reconnaissance spot? They will probably be coming from the East. If I can spot them before they get close, I can radio back. “
| Arsenio Doloso |
"Sounds like our best bet. I think we missed our chance to copy their callsigns and try to buy some time, so things could get rough."
He raises his voice a bit so everyone can hear. "From this moment on, keep your eyes peeled! We don't know when trouble is coming exactly, but we need to be ready for it this time!"
I'll spend a bit of time getting the remaining soldiers organized and in defensive positions. We can probably set up some makeshift barricades from the wrecked vehicles and whatnot in the time we have, and Arsenio can spot-weld the pieces together.
| Jace Belleraphon |
Jace nods and then immediately races East, faster than anyone can think to stop him. You can tell he is excited to have something to do. He runs so fast that the ration packet he was chewing out of is still spinning in the air once you lose sight of him.
Stealth: 1d4 ⇒ 31d6 ⇒ 3
Notice: 1d6 ⇒ 41d6 ⇒ 2
| DM ShadowBloodmoon |
I am probably going to run this as a mass battle, like I did against the mercenaries when Burgurk was in charge, so everyone will basically pick what they are doing during the battle and then that will modify Capt. Deleso’s battle roll.
It isn’t long until Jace radios back. About half an hour goes by and then he says, ”You called it, sir. I’ve got incoming land craft about ten minutes out. They have two of those walkers with them and they are coming through the trees. They look ready for a fight, sir.”
You and your team, at least those who were not working on the comms tower, have spent the last half hour using burnt out buildings and other structures to put up what barricades they can, but you realize that without much in the way of mechanized vehicles, other than Josiah’s truck, those walkers will be trouble.
| Josiah Oates |
"Elsie's new light-bulb has a decent shot ay piercing the armour on a Spider-Walker, but those boys carry heavy rail guns. Elsie's well put together, but I'd give one walker the edge over her in both armour and firepower. A standup fight with two would be over pretty quick. If we could conceal 'er somehow and get a clean shot or two, we might be able to to use 'er to down one of them. After that, I'd have to get 'er clear, cause I doubt she'd stand up long to th'other 'un."
| Jingμ |
*I might be able to disable one by sabotage. If I can sneak close enough, I could plant an explosive in a critical system, or failing that, attempt to hack in to the operating system and cause malfunctions. As a last option, my blade is unaffected by armour, while it would be difficult to destroy something so large, it would not be impossible, with enough focus.*
| Jingμ |
Seemingly oblivious to Jingu's thoughtwave, Josie suggests, "Hey, what about a bomb? I might be able to rig something up outa what we got here. We got a whole Lotta warheads from missiles of the big 'bot. I seen Buzzbee get close to big stuff like that all the time; he's a diva at sneakin' about. That could be something..."
| DM ShadowBloodmoon |
Sounds like Josie will be using Repair for the first round and Jingu will be using Psionics or Stealth? Jace will use Fighting, as that is what he is good at. Others?
| Jason Whitlock |
"Cap, my NG-303 doesn't have much of a chance to punch through that skull armor, but I think we can use one of the microwave transmitters, juiced by the reactor in the UAR to blind one of the walkers for a bit."
Using electronics
| Sun Li Tao |
"I can provide synaptic bursts and target the walkers. If I close the range, my psiblade can likely cut through their armor as well." Sun Li offers, looking over the rest of the team. "Full-scale combat is not my specialty but the lessons it could teach, as long as squad losses are acceptable, could be very valuable."
| DM ShadowBloodmoon |
Okay, so first battle round. It will probably be considered about ten minutes of actual maneuvering and fighting. You have 23 men total, versus their 40. That gives them 10 tokens and you 6 tokens to start. Before Captain Deloso rolls his battle roll, the rest of you will roll your chosen skill. What you roll will determine the total bonus that Deloso will get to his roll. If you roll a Raise or a Critical Failure, also roll a 2d6 for Battle results.
I will bot those who don’t roll for this turn. So far the bonuses for each side are:
Legion: +2 Tactical Advantage, you know the terrain and you are using the buildings as a fortification, +2 Battle Plan, you have a rough idea of where they are coming from and how to slow them down.
Coalition: +2 Tactical Advantage. They have air power and two walkers. +1 Battle Plan. The enemy does not expect significant resistance.
Let’s have those rolls and descriptive maneuvering!!
| Jason Whitlock |
As the first walker comes into view Whitlock swings the antenna over and closes the circuit with the UAR's core, the pulse lasts almost a full second, there is no visual change but the cyborgs' olfactory sensors register a spike of ozone as the system melts itself. The chips will begin to regrow immediately but it will take the system hours before he can pull this same trick. The hull where the pulse hit reads at about 1371.111°C, shy of it's melting point but the energy transferred to ships system should should all but disable the onboard electronics for a moment at least.
Electronics: 1d8 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (5) + 2 = 7
| Josiah Oates |
Josiah jumps over the bot, whiping out tools, and removing the warhead of the missiles as fast as he can move.
Repair: 1d12 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (3) + 1 = 4
| Jace Belleraphon |
Fighting: 1d12 ⇒ 91d6 ⇒ 2
Jace reaches the advance team before anyone else, one because he was already close and two, because he was simply that fast. Excited to finally be doing something, Jace spared no time as he slipped into combat mode, the drugs that fueled him pumping into his veins. His vibroblade gleamed in the afternoon sun as it slashed into the enemy’s armor.
| DM ShadowBloodmoon |
Looks like everyone except Sun Li has rolled. I’ll bot him if I can get that post done and then Deloso can roll his skill with the bonuses after I add them up.
| Sun Li Tao |
Sun Li moves through the foliage, hiding his psionic presence entirely from the enemy. As the massive walkers come into range, he focuses all of his psionic power and tries to shock the synapses of all those within the metal machine. It wouldn't permanently disable the machine but it could afford the advantage that the Legion needed to take control of the battle.
Psionics: 1d8 ⇒ 2Free Reroll: 1d8 ⇒ 8Wild!: 1d6 ⇒ 6
Reroll Ace!: 1d8 ⇒ 1Wild Ace!: 1d6 ⇒ 2
Battle Results: 2d6 ⇒ (2, 5) = 7
| DM ShadowBloodmoon |
Jingu Battle Effects: 2d6 ⇒ (6, 5) = 11
Jace Battle Effects: 2d6 ⇒ (4, 3) = 7
Alright, here is the breakdown:
Legion Bonuses
Terrain +2
Plan +2
Burgurk +1, Fatigue
Whitlock +1, Fatigue
Josiah +1, Fatigue
Jingu +2 or -2 from opponent’s Battle roll, your choice
Jace +2
Sun Li Tao +2
So, Deloso, you get to roll your Battle and add +13 to the roll or +11 and the enemy will get a -2.
| Arsenio Doloso |
Deloso does his best to direct his comrades, and laments once again that he's never had the time to actually take those officer courses the Legion offers.
Still, he does possess the most useful skill a commander can have: the ability to delegate to others and listen to the advice of those who know more.
Untrained Tactics: 1d4 - 2 + 11 ⇒ (3) - 2 + 11 = 12
Wild: 1d6 - 2 + 11 ⇒ (4) - 2 + 11 = 13
| DM ShadowBloodmoon |
I’ll take the -2 for the bad guy commander, but I do have to take away 3 from the battle roll, as the max support is +4. Still, the enemy commander has no more named characters to help him out, so it’s his straight roll with the +3 from environment and tactics and +4 from numbers..
CS Commander Tactics v. Deloso 10: 1d8 + 3 + 4 - 2 ⇒ (4) + 3 + 4 - 2 = 91d6 + 3 + 4 - 2 ⇒ (4) + 3 + 4 - 2 = 9
The fighting starts in earnest as each member of Unit X-23 engages the CS forces sent to see what happened to their mercenaries. Lasers, Psychic Blasts and Railgun rounds shred building after building and tree after tree as the fight goes one, neither side giving in.
Whitlock’s tampering with the electronics of the UAR and Josiah’s quick work make it difficult for the two walkers to get a decent firing solution. Still, their danger hasn’t yet passed. The psychics of the team cut through the minimal mental defenses of the Coalition forces and are able to hold them at bay for a time as the fighters in the group cut down Dead Boy after Dead Boy, but they still keep coming…
Wow, that was a close one! Each side loses 1 token, so we’re at 5 and 9. Now Deloso has to roll Spirit at +1 (-1 for losing a Token, +2 for fortified positions) for Morale.
CS Commander Morale: 1d8 - 1 ⇒ (6) - 1 = 51d8 - 1 + 1d8 ⇒ (8) - 1 + (4) = 11
| DM ShadowBloodmoon |
Agreed and that’s on me too. With a new semester starting up, it has been difficult to get all the posts in. That and it could severely alter the results of the battle, so I was hoping he could roll it. I’ll roll his Spirit and determine the results. Spring Break is next week, so I will have a bit more time then as well.
DelosoBot Spirit with Battle Results: 1d10 - 1 + 2 ⇒ (9) - 1 + 2 = 101d6 - 1 + 2 ⇒ (1) - 1 + 2 = 2
After an hour of fighting in between burned out buildings and a quick route through the forest, the battle still continues to rage on, despite losses on both sides. For one reason or another, Garnet Town has become a hotbed of activity and the CS is willing to lay down lives to keep it their own.
Okay, apologies everyone for waiting so long, but the next round of battle is up, let’s have the actions and rolls.
| Jace Belleraphon |
Jace continues to tear into the black armored soldiers with his vibroblade, moving faster than the eye can see, his movements barely perceptible before they hit home.
Fighting: 1d12 ⇒ 41d6 ⇒ 3
+1 to the Battle Roll, Bumps and Bruises
| Jason Whitlock |
Whitlock moves down the communication tower, tumbeling about half of the distance. 'Internal systems 90%: Rerouting'
As he moves he monitors the enemy signals, as he moves he isolates the IFF frequency they are using, finding another point with a good line of site Whitlock fires up a script launching off a barrage of IFF requests at the enemy walkers. This sort of DDOS attack would not work against an actual CS unit but Jason is hoping that these mercenaries have not taken the time to secure their systems.
Electronics-Fatigue: 1d8 + 2 - 1 ⇒ (1) + 2 - 1 = 21d6 + 2 - 1 ⇒ (5) + 2 - 1 = 6
Bennie!
Electronics-Fatigue RE-Roll: 1d8 + 2 - 1 ⇒ (8) + 2 - 1 = 91d6 + 2 - 1 ⇒ (2) + 2 - 1 = 3
Ace: 1d8 ⇒ 4 Net 13
| Burgurk |
Bugurk will continue to mentally blast any soldiers not in the walkers :
Psionics & Wild,Fatigue: 1d12 - 1 ⇒ (2) - 1 = 11d6 - 1 ⇒ (2) - 1 = 1
Ok, this is weird : I'd rather take a Wound than re-roll and maybe only get a Success, because I can take 3 Wounds and still act, but can only take 2 Fatigue and still act. And as I predicted in Discussion, I'm already on a downward spiral towards being able to act at all. This mass combat system is weird...
| DM ShadowBloodmoon |
Round 2 Results, and here’s the thing, if the battle gets to be too much, a character does not have to participate for one round and can spend time resting or healing. Others can help with this. Also remember that Specialist Jimenez is a medic and can assist with that, if you so choose to ask her to do so. Fatigue from Bumps and Bruises can be healed any time, other than naturally, which takes 24 hours.
BotSun Li Tao Psionics, Support Battle: 1d8 ⇒ 11d6 ⇒ 5
BotSun Li Tao Master Psionic Reroll: 1d8 + 1d8 ⇒ (8) + (7) = 15
Sun Li Battle Effects: 2d6 ⇒ (3, 4) = 7
Whitlock Raise Battle Effects: 2d6 ⇒ (2, 4) = 6
Jingu Raise Battle Effects: 2d6 ⇒ (5, 3) = 8
Sun Li Adds +2 to the Battle Roll
Burgurk Takes 1 Wound and is Fatigued
Jace Adds +1 to the Battle Roll, but takes 1 Fatigue.
Whitlock Adds +2 to the Battle Roll, Fatigued
Jingu Adds +2 to Battle Roll
Josiah Adds +1 to Battle Roll, Exhausted
Okay, so Deloso’s roll will be at +4 from Support, +2 from Battle Plans and +2 from Terrain, so a net +8. You will have to beat:
CS Commander’s Battle with Terrain, Plan and Numbers: 1d8 + 2 + 1 + 4 + 1d8 ⇒ (8) + 2 + 1 + 4 + (6) = 211d6 + 2 + 1 + 4 ⇒ (3) + 2 + 1 + 4 = 10
A 21… Good luck.
| DM ShadowBloodmoon |
BotDeloso’s Untrained Battle Roll, Team Support, Plans, Terrain: 1d4 - 2 + 8 ⇒ (1) - 2 + 8 = 71d6 - 2 + 8 ⇒ (2) - 2 + 8 = 8
CS Victory over Legionnaires for this round. Lose 2 tokens, they outnumber you 9 to 3
CS Cmdr Morale, Lost 1 token so far: 1d8 - 1 ⇒ (1) - 1 = 01d6 - 1 ⇒ (4) - 1 = 3
DelosoBot Morale, Lost 3 tokens so far, Good Position: 1d10 - 3 + 2 ⇒ (1) - 3 + 2 = 01d6 - 3 + 2 ⇒ (4) - 3 + 2 = 3
Technically, both sides failed their rolls and so the battle ends…
Despite your best efforts, the Coalition forces are greater in number and they nearly overwhelm your troops, the walkers powerful as they are, are too much to keep back, even with your significant firepower. Still, even as it seems like you are about to be overrun, your men fight to the last as they can, pulling back as needed, finding cover among the buildings and just as soon as they turn to fire back at the pursuing enemy troops, the laser fire stops. Except for a few potshots here and there to cover their withdrawal, the CS pulls back. The walkers provide moving cover and so they fall back and work to make their way towards where they came from. Some of your men look to see if this is some sort of ruse and they await your next commands. Looking around, you see that more than a few of them have fallen in battle. If the CS or anyone for that matter, attacks again, there are few who would survive.
Command Staff
Captain (O3) Arsenio Deloso, Human Burster, 720cr/wk
Junior Warrant Officer (W1) Sun Li Tao, Human ex-CS Psi-Operative, 540cr/wk
Specialist (E4) Ariel Renee Jimenez, Medic, Medicine d8Aftermath: 1d6 ⇒ 6
Senior Warrant Officer (WO2) Josiah Oates, Human Techno-Wizard Driver, Sidekick of Jingμ
Delta Platoon
Able Squad
Fire Team 1
Lance Sergeant (E4) Burgurk, Simvan Telekinetic, 630cr/wk
Specialist (E4)Sir Elias Maru, Human Cyber-Knight, 630cr/wk
Senior Legionnaire (E3) Jason Gorman- Cowardly Human Aftermath: 1d6 ⇒ 1
Junior Legionnaire (E2) Apone- Gung Ho Simvan Aftermath: 1d6 ⇒ 4
Fire Team 2
Senior Legionnaire (E3) Jason Whitlock, Human ex-CS Combat Borg 585cr/wk
Junior Legionnaire (E2) Wierzbowski- Bright(1) Smarts d6 Human Aftermath: 1d6 ⇒ 3
Recruit Legionnaire (E1) Wolfe- Observant Human Aftermath: 1d6 ⇒ 4
Recruit Legionnaire (E1) Barnes- Happy Psi-Ghost Aftermath: 1d6 ⇒ 6
Recruit Legionnaire (E1) Elias- Crude Human Aftermath: 1d6 ⇒ 4
Baker Squad
Fire Team 1
Senior Legionnaire (E3) Jingu, Melliferan Psi-Warrior 585cr/wk
Junior Legionnaire (E2) Burke- Heroic (1)- Fighting d8 Human Aftermath: 1d6 ⇒ 2
Junior Legionnaire (E2) Spunkmeyer- Heroic D-Bee Vernulian Aftermath: 1d6 ⇒ 3
Junior Legionnaire (E2) Dietrich- Sneaky Dwarf Aftermath: 1d6 ⇒ 2
Recruit Legionnaire (E1) Rhah- Lazy(1)- Stealth d6 Lyn-Srial Aftermath: 1d6 ⇒ 5
Fire Team 2
Senior Legionnaire (E3) Jace Belleraphon, Human Juicer, 585cr/wk
Junior Legionnaire (E2) Drake- Experienced Human Aftermath: 1d6 ⇒ 6
Junior Legionnaire (E2) Crowe- Agile (1)- Agility d8 Human Aftermath: 1d6 ⇒ 3
Junior Legionnaire (E2) Ferrow- Young Lyn-Srial Aftermath: 1d6 ⇒ 6
Recruit Legionnaire (E1) King - Clueless(1)- Stealth d6 Psi-X Aftermath: 1d6 ⇒ 5
During the battle, SL Gorman lost his life by finally overcoming is usual cowardice and keeping his squad mate, the only other Simvan in the platoon, from getting shot by a Coalition Dead Boy. He jumped in front of the shot at the last moment and saved Apone’s life.
JL Wierzbowski, helping his squad leader hack the communications and disrupt the sensors of the walkers was killed when one of them fired missiles at their position. While the others could find cover, the blast shredded his armor.
JL Spunkmeyer, Burke and Dietrich were supporting Jingu in his efforts to keep the Coalition Psi Stalkers from disrupting the battle, but several dog boys got to them and they were unable to get free. Their only other squadmate survived because he was too busy hiding among the ruins of Garnet Town.
JL Crowe, one of Jace’s team, did his best to keep up with the Juicer, but a stray shot from a Sky Cycle strafing run cut him down.
The rest of the platoon, knowing that this world is dangerous and deadly, still mourn for their dead. It is perhaps for the best that the Coalition pulled back, as morale among the team is at a low point and their willingness to fight is waning…
I will update the roster later on with the dead and the skill increases for the surviving extras. Otherwise, you are free to decide what to do next.
| DM ShadowBloodmoon |
The orders were to find out what happened to communications with Garnet Town and if possible, reestablish comms, which is why the communications tower equipment was sent with you.
| Burgurk |
So, to recap : we got to Garnet town to find it a smouldering ruin. We defeated the CS troops that were guarding it, but our tower was damaged in the process. While trying to cobble together the tower from spare parts, the troops we defeated missed a call-in report, and so a massive CS troop force was sent to investigate, which turned into the Mass Battle we just finished. We lost some NPC troops, but we and our remaining equipment survived.
SBM, does that about sum up the high points?
I would say Arsenio needs to make a command decision about whether or not to continue this operation, given that the CS know we're here, and could come back at any time. Even if we get the tower up, they will just come back at some time and destroy it.
| Arsenio Doloso |
Yeah, that was what I was leaning toward when I posted it in Discussion. As nobody seems to have a preference, I'll just go with that. Even though my character is in command I don't really like making unilateral decisions if they can be discussed OOC first, but it's been a while since I posted that with no input.
Arsenio musses his hair in frustration, trailing sparks all the while.
"Josiah, forget the tower. We're done here. The Coalition has us beat here, we need reinforcements from base if we want to help these people instead of throwing our lives away."
"Pack us up. Let's go home. We can come back later."
| DM ShadowBloodmoon |
That pretty much sums it up. Your APC is destroyed but the truck and trailer is still in good condition.
| Arsenio Doloso |
"Go for it. Meanwhile, Jace, start informing the civilians that we're heading out soon. Any that want to come with and can get packed up before we leave can come along, but this train's not waiting."
| Jace Belleraphon |
Jace nods. ”I’m on it sir, but didn’t we send most of them with Hicks to try and head back to base before we started this mess? We do have a couple of prisoners and we can see if any of the Deadheads survived, but they probably won’t come along quietly.”
| Jason Whitlock |
Whitlock heads for the Ruins of the APC, on the way he reaches for his thermite charges and brings up the schematics to find the location of the memory matrices.
Repair (Demolitionist Edge): 1d6 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (1) + 2 = 3
| DM ShadowBloodmoon |
The APC is damaged too much to remove anything useful, but just to be sure, Whitlock is able to place his thermite charges in just the right spot to burn out the computer core and any data that might have been left. Meanwhile, the rest of the troops start collecting their gear and getting ready to move out.
Where to?
| Burgurk |
I forget if we have radio contact with home base. If so...
"So, do we contact headquarters, inform them of the situation, and ask for instructions?"
If not...
"So, back to headquarters for a debriefing and new assignment?"
| Jingμ |
Am I correct in assuming that the Coalition is not defeated; merely regrouping as we are? If go back to setting up the antennae, chances are they will just re-engage.
Jingu would still ne willing to try and take on a solo mission to try and take out one of those walkers by sabotage.
| DM ShadowBloodmoon |
Approximately one more hour. The CS troops made an orderly retreat, though you are not sure why. They did go back the direction they came from, but without some sort of intel, visual or otherwise, you do not know if they are regrouping or moving on somewhere else. If you want to go on a solo mission, that’s fine, but the question is, does Jingu go on his own or does he let his superiors know first?
| Jingμ |
He'd let them know first. He has a strict hive-mentality, so everything he does will be for the benefit of the hive. Running off and not telling your group where you are going tends to be a bad idea.
[B]*Sir, I'd like permission to scout the Coalition retreat. I think it would be good to know if they are falling back, or just regrouping. In either case, I'd like to attempt to sabotage one of the walkers if the opportunity comes up. I have a few options, either planting the improvised fusion block Josiah improvised out of a warhead, or by hacking into the system, if I can fly up close enough to access a maintenance port unseen.*[/ooc]
Of course the other reason to avoid solo missions is that they can slow down the game for everyone else involved, and I want to be mindful of the group experience.