DM ShadowBloodmoon |
”They are about 500 yards out and closing,” the scout says. ”Most of the troops are on foot, but I saw at least two squads of Skellies and an APC with them.”
There are quite a few buildings to hide behind, but the men of the village seem to prefer heading towards them and hiding taking cover in the forest. Marcus leads them and you can over hear him commanding them to setup the ambush site.
I’ll wait another day for Jingu and then go from there.
Jingμ |
Jingu looks at Deloso, and after getting a nod, shoots off into the air in order to get a lay of the land and see the approaching force. He switches on his armour's adaptive camouflage, but holds off on channelling the power to activate true invisibility just yet.
Boost Notice (Shorted): 1d12 - 2 ⇒ (10) - 2 = 81d6 - 2 ⇒ (3) - 2 = 1
Notice: 1d12 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (2) + 2 = 4
Free Reroll Notice: 1d12 + 2 ⇒ (10) + 2 = 121d6 + 2 ⇒ (3) + 2 = 5
He counts out the troops and how they are deployed, transmitting a mental image of the same to Deloso.
Actions for just prior to combat: Boost Fighting, Deflection, Protection, Smite.
DM ShadowBloodmoon |
Captain Deloso gives the go ahead nod salute as his own powers activate, flames wreathing his form. He orders Josie to ready the main guns on Elsie, in case the APC gets too close. He then orders Jace to surge ahead and pick off whomever he can. The Juicer takes off in a flash.
As Jingu rises up, he can see the telltale signs of movement through the forest. The APC is trundling just behind, but along the road, as maneuvering through the forest would be difficult at best for the big machine. With so many trees blocking the view, it is hard to count all of them, but the scout was right. Two squads of Skelebots are flanking a full platoon of CS Soldiers. What the scout missed was a Psi-Hound pack led by a Psi-Stalker that is farther ahead than the rest of the troops and attempting to sneak through the forest.
Main Force is at 400 yards and closing, APC at 500 yards along the main road and the Psi-pack is at 100 yards and will be at the forest’s edge in moments. The rest of the area is all spread out small residential buildings and low hills, but otherwise only sparse trees.
Round 1 Draw
CS Skelebots: Joker
Jace: AH
Jingu, Josiah: 9H
psi-stalker:6C
CS Troops: 5D
Deloso, Trent: 4S
Burgurk: 4H
psi-hounds:3C
APC: 2C
Skelebot Group Notice, Joker: 1d6 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (1) + 2 = 3
I will post Jace’s actions later on and then Jingu and Josiah may go.
Jace Belleraphon |
Jace makes a quick gesture to Captain Deloso before rushing off. He thought if he could get behind some of the troops, he would be able to provide an anvil force to the rest of their hammer. Jace was excited to finally see some action. All this sitting around and jabbering was driving him crazy. Feeling the rush of endorphins and adrenal boosters, he grinned as he drew blade and pistol and ran to the outside of the incoming forces.
Run: 1d8 + 20 ⇒ (8) + 20 = 28
Jingμ |
Checking my pre-round Psionics checks to see which got raises vs. simple successes. With the Psi-Squad out there, I think I will swap Protection for Arcane Protection instead.
Boost Fighting: 1d12 + 1 + 1d12 ⇒ (12) + 1 + (1) = 141d6 ⇒ 5 Raise - Fighting to d12+2, Free reroll per round
Gr. Deflection: 1d12 + 1 ⇒ (10) + 1 = 111d6 + 1 ⇒ (3) + 1 = 4 Raise - RATN to 16, Parry to 20
Ex. Arcane Protection: 1d12 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (3) + 1 = 4 Success - Opponents are at -4 to affect with powers.
Gr. Smite: 1d12 + 1 ⇒ (11) + 1 = 121d6 + 1 + 1d6 ⇒ (6) + 1 + (3) = 10 Raise - +6 Damage and all Damage is MegaDamage.
16 ISP Expended
●Squad! There is a PSI-Hound pack and a Psi-Stalker moving ahead of the main group. Use caution. Captain, which group do you want me to engage?●
Josiah Oates |
Josie preps himself by getting Elsie oriented in a good direction, preferably near some natural cover if he can, such as rocks or large trees. He then spends the few minutes before the fight, whipping up some party favours. He positions the jury rigged devices near his driver's seat, so he can activate them once the fighting proper actually starts.
Barrier: 1d12 ⇒ 11d6 + 1d6 ⇒ (6) + (5) = 11 15/15 PPE
Boost Driving: 1d12 ⇒ 81d6 ⇒ 2 15/15 PPE
Boost Shooting: 1d12 ⇒ 31d6 ⇒ 1 Bzzzt... fizz
Smite: 1d12 ⇒ 51d6 ⇒ 6 10/10 PPE
Warriors Gift: 1d12 ⇒ 41d6 ⇒ 2 10/10 PPE
DM ShadowBloodmoon |
Deloso responds back to Jingu. ”I thought I smelled something funny. You’re on dog patrol Jingu, see if you can redirect them elsewhere, we’ll handle the main force. Don’t let them catch wind of Burgurk, that Stalker will come after him.”
CS Psi-Stalker Notice to detect presence: 1d8 + 1d8 + 1d8 ⇒ (8) + (8) + (6) = 221d6 + 1d6 ⇒ (6) + (5) = 11
Wow. He is really good at what he does.
Jingu sees the Psi-Stalker suddenly stop and command the Dog Boys with him to stop. After a brief second they all point directly at Jingu and take up aim with their weapons. Burgurk feels a psychic wave overcome him as the being casts his mind outwards. He has been detected as well. Burgurk knows well the psychic signature of a Psi-Stalker.
Jingu relays that the troops in the trees start to head for cover in the trees, aiming their laser rifles in the direction of the town and slowly advancing. The men of the village run and hit the ground for cover, trying to make it harder to be hit since they won’t reach the forest in time to setup their ambush.
Deloso orders Trent into the truck with Josiah and then decides to help the village men with tactics. Support
I believe Jingu and Josiah were just doing the pre-fight rolls, so they still have their first action, then Burgurk, that puts you up as well.
Josiah Oates |
"Put your hand here, Mr. Trent!
Ex. Quickness: 1d12 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (4) + 1 = 5 Neither man will suffer any MAP. 7 PPE from Josie's personal pool.
"Shields up Mr. Chekov!"
Barrier: 1d12 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (4) + 1 = 5
Shaped, Size, Stalwart, and Strong. Toughness of 24(12), but counts as an object (no Acing or raises on damage dice). He fixes it to the exterior of the truck, so it will move with him. I'm picturing a dome, tall enough to cover the truck, but leaving the laser cannon excluded at the top. If that is too complex a shape, he'll make it 4 walls: tall enough to cover all sides of the truck, but leaving the top uncovered so he can still fire the laser, even though it leaves him vulnerable to attacks from above (or called shots on the laser cannon).
7/15 PPE remaining
"Sulu, full power to Phasers!
Gr. Smite: 1d12 + 1 ⇒ (3) + 1 = 41d6 + 1 + 1d6 ⇒ (6) + 1 + (1) = 8 Raise. +6 to Damage. He'll also apply the boost to his Nova Rifle, and Trent's personal weapon. 2/10 PPE Remaining
"Mr. Trent? Feel free to take the first shot!"
The targeting system for the Laser allows him to ignore -2 in penalties for range, called shots, etc.
Heavy Laser (Forward Fixed Mount)
4d10+4+6 AP 30
150/300/600
Jingμ |
Ex. Quickness: 1d12 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (5) + 1 = 6
Warrior's Gift: 1d12 + 1 + 1d12 ⇒ (12) + 1 + (5) = 181d6 + 1 ⇒ (2) + 1 = 3 He'll grant himself Imp. Counterattack and Imp. Sweep.
He dives down, hitting the ground between the Psi-Stalker and the dogs, and striking out around him in all directions, starting with the stalker.
Sweep Attack: 1d12 + 1 ⇒ (10) + 1 = 111d6 + 1 ⇒ (3) + 1 = 4
Sweep says to resolve damage against each target individually.
I don't know how many he could hit, so here's a few rolls.
Mega Damage AP 26: 2d12 + 8 ⇒ (8, 8) + 8 = 24
Mega Damage AP 26: 2d12 + 8 + 1d12 ⇒ (7, 12) + 8 + (6) = 33
Mega Damage AP 26: 2d12 + 8 ⇒ (9, 11) + 8 = 28
Mega Damage AP 26: 2d12 + 8 + 1d12 + 1d12 ⇒ (12, 6) + 8 + (12) + (7) = 45
Mega Damage AP 26: 2d12 + 8 ⇒ (3, 11) + 8 = 22
Since Dogboys usually use melee attacks, Jingu is prepared for survivors trying to rush him.
Counterattack
REQUIREMENTS: Seasoned, Fighting d8+
Fighters with this Edge deal instant punishment for an enemy’s mistakes. Once per turn (if not Shaken or Stunned), the character receives a Free Attack (page 101) against one failed Fighting attack against him. The counterattack takes place immediately (before other hits against the hero on the same Action Card, if any).Improved Counterattack
REQUIREMENTS: Veteran, Counterattack
As above but the hero gets a Free Attack against up to three failed attacks each turn.
Counter 1: 1d12 + 1 ⇒ (11) + 1 = 121d6 ⇒ 4
Mega Damage AP 26: 2d12 + 8 ⇒ (9, 11) + 8 = 28Counter 2: 1d12 + 1 ⇒ (3) + 1 = 41d6 ⇒ 2
Mega Damage AP 26: 2d12 + 8 ⇒ (1, 11) + 8 = 20
Counter 3: 1d12 + 1 ⇒ (8) + 1 = 91d6 ⇒ 4
Mega Damage AP 26: 2d12 + 8 ⇒ (1, 9) + 8 = 18
DM ShadowBloodmoon |
Jingu, I wasn’t sure of your altitude, but the Psi-Stalker was still at 100 yards or 50 inches before your action. Your flight speed is 12 and with Quickness taking two turns with a ‘Run’ would give you about 30 inches of movement on average. While the visual is cool, they aren’t in range yet. I’ll let you retake the turn or you can run both turns to try and get down there. Unless I missed something, which happens on occasion.
Trent nervously takes the controls of the laser cannon and aims it in the direction of the oncoming APC. He waits just long enough for it to fill up his targeting reticle and then triggers the firing button.
Trent Shooting, Targeting System, Medium Range: 1d6 + 1d6 ⇒ (6) + (3) = 91d6 ⇒ 3
Laser Damage, Raise: 4d10 + 4 + 6 + 1d6 ⇒ (1, 5, 9, 6) + 4 + 6 + (2) = 33
3 Wounds on the APC
Out of Control?: 1d8 - 3 + 1d8 ⇒ (8) - 3 + (2) = 7
Critical Hit: 2d6 ⇒ (4, 3) = 7Chassis
The beam lances out and skewers the APC, sending smoke and fire rising up from the center. The pilot brings the vehicle to a halt, aiming its main guns towards Elsie.
Burgurk is up after Jingu does his thing.
Josiah Oates |
"Well if that didn't just take the spit out of 'em! Nice shooten', small fry!"
Josiah gives Trent a firm slap on the back in congratulations.
"Looks like 'e's still moven' a touch; wait for the recharge and then hit 'im again!"
Dang, didn't realize I was that far out. I'll take a look and see if I can find a way for Jingu to get there...
Jingμ |
I've never been clear on whether Speed would apply to his flight speed or not; it says base movement, which flight is generally not, but then flight is his default movement method. But then, what power would he use to make his running faster, if he ever needed it? Would it be fair to say that Speed does not affect his fly speed, but if he uses the Fly power (which he gets through his Armour), it adds to his flight speed, instead of replacing it? Since he flies by wing power, the TK based Fly power could act as an extra boost to his speed when he needs it (kind of like his nitrous or afterburners).
Regardless, if I use the Fly power, I should be able to get there, if you let me add it in on the first turn. A Raise would give me 24" (or 36") with Fly, which would get me dang close over two turns, if not all the way, but Swift Flight should do it for sure (48"). Its an expensive power, so I think I'll try shorting it by 2 to save ISP.
Fly: 1d12 + 1 - 2 ⇒ (10) + 1 - 2 = 91d6 + 1 - 2 ⇒ (5) + 1 - 2 = 4
If you let me use Fly as a speed boost, he'll just use Fly (1 ISP/36"), and if not, he'll use Swift Fly (6 ISP/48").
I think that should allow him to stick to the original action.
DM ShadowBloodmoon |
See discussion
Jingu lands with enough force to push back a couple of Hounds. The Psi-Stalker doesn’t get a chance to recover as Jingu’s blade slashes through his armor. Jingu doesn’t need telepathy to know he angered the hunter, especially since two of his companions go down with barely a whimper.
Psi-Stalker Wounded, Two of Five Hounds down.
Burgurk is up!
Burgurk |
Before the oncoming troops got close, Burgurk did the following :
Boost Trait/Psionics, Boost Trait/Fighting (for Parry), Boost Trait/Vigor (for Toughness), Deflection, activate Force Aura (no-roll, non-Free Action).
Boost Trait/Psionics: 1d12 ⇒ 61d6 ⇒ 5 = Success, Psionics is d12+1
Boost Trait/Fighting: 1d12 + 1 ⇒ (8) + 1 = 91d6 + 1 ⇒ (6) + 1 = 7 = Raise, Fighting is d10, Parry is 7.
Boost Trait/Vigor: 1d12 + 1 ⇒ (7) + 1 = 81d6 + 1 ⇒ (5) + 1 = 6 = Raise, Vigor is d10, Toughness is 14(5).
Deflection: 1d12 + 1 ⇒ (9) + 1 = 101d6 + 1 ⇒ (6) + 1 = 7 = Raise, -4 to Ranged attacks (RATN = 10)
Force Aura activated : additional -2 to Ranged Attacks (RATN = 12).
10 ISP spent.
Sorry, how far away are the nearest troops? And how far away is the Psi Stalker? That will determine my action.
DM ShadowBloodmoon |
The Psi-Stalker is at 100 yards and wounded. His Psi Hound Pack of Three now is scattered a few yards from him. The next closest unit to you would be the Skelebots at 400 yards and in the forest.
DM ShadowBloodmoon |
Got it, Burgurk is on hold.
The Hounds growl at Jingu, seeing two of their companions go down and their leader wounded. They pounce on the Melliferan, attempting to drive him to the ground.
Psi-Hound Fighting, Gang-Up Bonus: 1d8 + 2 ⇒ (4) + 2 = 6
Psi-Hound Fighting, Gang-Up Bonus: 1d8 + 2 ⇒ (6) + 2 = 8
Psi-Hound Fighting, Gang-Up Bonus: 1d8 + 2 + 1d8 ⇒ (8) + 2 + (4) = 14
Jingu’s psychically quickened reflexes allow him to easily evade the dog boys’ attacks.
The APCs guns, now facing Elsie, spit fire and hyper velocity shells at the truck, attempting to return the favor.
APC Gunner, Dual-Linked Railgun, Long Range, Targeting System: 1d8 - 4 + 2 + 1 ⇒ (3) - 4 + 2 + 1 = 2
APC Gunner Dual-Linked Laser, Long Range, Targeting System: 1d8 - 4 + 2 + 1 ⇒ (4) - 4 + 2 + 1 = 3
The blasts miss, but only barely, sending gouges of dirt and debris into the air around Elsie.
Round 2 Draw
psi-hounds: Joker
APC: KS
CS Skelebots: KH
Jace: KD
Militia: QH
Burgurk: QC
Jingu, Josiah: JS
CS Troops:8D
Deloso, Trent:6D
psi-stalker: 5S
The Psi Hounds continue to harass Jingu, clawing at him with their vibroblades.
Psi-Hound Fighting, Gang-Up Bonus, Joker: 1d8 + 2 + 2 + 1d8 ⇒ (8) + 2 + 2 + (6) = 18
Psi-Hound Fighting, Gang-Up Bonus, Joker: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Psi-Hound Fighting, Gang-Up Bonus, Joker: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Though they swarm him, his puissant skill with his own blade keeps them at bay.
The APC gunners adjust their targeting and fire again.
APC Gunner, Dual-Linked Railgun, Long Range, Targeting System: 1d8 - 4 + 2 + 1 ⇒ (1) - 4 + 2 + 1 = 0
APC Gunner Dual-Linked Laser, Long Range, Targeting System: 1d8 - 4 + 2 + 1 ⇒ (3) - 4 + 2 + 1 = 2
The rounds hit further away, shattering some trees along the way. The two squads of Skelebots start marching forward, one opening fire through trees at the running Jace and the other moving to get into range of Elsie.
Skelebot Squad 1 Shooting, Medium Range, Cover, Targeting: 1d8 - 2 - 4 + 2 ⇒ (2) - 2 - 4 + 2 = -21d6 - 2 - 4 + 2 ⇒ (3) - 2 - 4 + 2 = -1
Squad 2 Skelebots Running: 1d8 + 8 ⇒ (5) + 8 = 13
I will post Jace’s turn next, then the militia and then finally, Burgurk may go.
Jace Belleraphon |
Jace dashes between laser blasts, attempting to get past the Skelebots as they work to bracket him with fire. His pistol sends packets of energy back at them, but they are too far for him to do more than burn a few trees.
Run: 1d10 + 20 ⇒ (3) + 20 = 23
Shoot, Long Range, Cover, Split the Seconds: 1d12 - 4 - 4 - 2 ⇒ (7) - 4 - 4 - 2 = -31d6 - 4 - 4 - 2 ⇒ (1) - 4 - 4 - 2 = -9
Shoot, Long Range, Cover, Split the Seconds: 1d12 - 4 - 4 - 2 ⇒ (8) - 4 - 4 - 2 = -21d6 - 4 - 4 - 2 ⇒ (1) - 4 - 4 - 2 = -9
DM ShadowBloodmoon |
The militia take cover in a copse of trees, attempting to engage the main Coalition force.
Militia Shooting, Long Range, Cover, Support: 1d6 - 4 - 4 + 1 ⇒ (2) - 4 - 4 + 1 = -51d6 - 4 - 4 + 1 ⇒ (4) - 4 - 4 + 1 = -3
Burgurk, no one has closed range with you yet, but the Second Squad of Skelebots is now about 374 yards from you and the truck and headed your way. You are up and then Jingu and Josiah.
Jingμ |
It was quite a few posts back, but Jingu gave himself the Improved Counterattack Edge with Warrior's Gift. As such he gets a counterattack every time someone misses him with a Fighting attack, up to three occasions.
If any of the Dogboys survive their first attack, he'll react to the second as well...
Counterattack 1: 1d12 + 3 ⇒ (10) + 3 = 131d6 + 3 ⇒ (3) + 3 = 6
Damage AP 26: 2d12 + 8 ⇒ (3, 6) + 8 = 17
Counterattack 2: 1d12 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (1) + 3 = 4
Damage AP 26: 2d12 + 8 ⇒ (3, 8) + 8 = 19
Counterattack 3: 1d12 + 3 ⇒ (11) + 3 = 141d6 + 3 ⇒ (5) + 3 = 8
Damage AP 26: 2d12 + 8 ⇒ (5, 1) + 8 = 14
DM ShadowBloodmoon |
Got it Burgurk. I forget that I don’t need to draw for you until you come off Hold, which means you can act any time. Jingu, with those counterattacks, the Dog Pack would be down, so all you have left near you is the wounded Psi-Stalker and it is you and Josiah’s turn.
Jingu’s wrath takes out the remaining Dog Pack, leaving only their leader, clutching his gut, to fight the Melliferan.
Burgurk on Hold, Jingu and Josiah up, then CS Troops.
Jingμ |
Jingu pauses for a brief second to salute the PsiStalker with his blade, before launching into a aggressive sequence of strikes intended to finish the fight.
Attack: 1d12 + 3 ⇒ (11) + 3 = 141d6 + 3 ⇒ (4) + 3 = 7
Damage AP 26: 2d12 + 8 ⇒ (10, 2) + 8 = 20
Damage w/Raise: 20 + 1d6 + 1d6 ⇒ 20 + (6) + (3) = 29
Attack: 1d12 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (4) + 3 = 7
Damage AP 26: 2d12 + 8 ⇒ (10, 11) + 8 = 29
Attack: 1d12 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (2) + 3 = 5
Damage AP 26: 2d12 + 8 ⇒ (5, 11) + 8 = 24
DM ShadowBloodmoon |
The Psi-Stalker barely has time to react before he is cut down by the psi-blade of Jingu. His defenses are strong, but his energy is easily depleted and he goes down in a heap. Surrounded by bodies, Jingu looks for his next targets.
Is Josiah going to do anything this turn?
Josiah Oates |
Yes, meant to post and then ran out of break time.
"Hmm, I had a dohickey for aiming... goldarn piece o' flotsam shorted out first time round. Lemme try this again..."
Just noticed, I had him build a Boost Shooting device, and a Boost Driving device. That's not actually needed, he makes a Boost device, and decides how to use it on the turn...
Gr. Boost Shooting: 1d12 ⇒ 111d6 ⇒ 5 used on Trent and himself. +2 dice on Shooting, plus a free reroll per round. PPE: 10/15
Warrior's Gift: 1d12 ⇒ 91d6 ⇒ 2
He'll give them both Marksman; 5/10 PPE
He'll aim at the APC, picturing the location of the reactor in his mind, attempting to disable the vehicle's main power.
Shooting Called Shot: 1d12 ⇒ 11d6 ⇒ 3
Free reroll: 1d12 ⇒ 111d6 ⇒ 5
Whatever the penalty is for aiming for the reactor, he should be able to ignore up to -6 in penalties.
Damage AP 30: 4d10 + 4 + 6 + 1d10 ⇒ (10, 5, 8, 3) + 4 + 6 + (1) = 37
Raise: 37 + 1d6 ⇒ 37 + (3) = 40
DM ShadowBloodmoon |
Got it Burgurk.
Josiah targets the APC again, focusing on the distant machine as it lines up for another shot on Elsie. Not willing to let this happen, he fires the big laser, sending a bolt of energy directly into the rear of the vehicle. A massive explosion tells him that his shot was on target.
The CS troops in the forest shoot from cover, slowly closing the distance to the militia and the rest of your team.
CS Troops (20) Group Supported Suppressive Fire, Medium Range: 1d8 + 4 - 2 ⇒ (7) + 4 - 2 = 91d6 + 4 - 2 ⇒ (4) + 4 - 2 = 6
Damage AP 3: 4d6 ⇒ (6, 1, 2, 5) = 14
Hits 3 Militia men, 27 remain. Distracted. Range 394 yards from Burgurk and center of combat group.
Trent will continue to Support Josiah (+1) and Deloso is Supporting the Militia.
Round 3 Draw
Burgurk: Hold
Deloso, Trent:KC
CS Skelebots: QC
Jace: 10S
Militia: 8C
Jingu, Josiah: 6H
CS Troops:4D
The first squad of Skelebots, ten strong, continue to close with Jace, trying to stop him from getting behind them, but they are still too far away to do much. Range 120 (240yds).
Skelebots Run: 1d8 ⇒ 2
The second squad continues to attempt to close with Elsie, their robotic legs carrying them. Range 126 (252 yds)
I’ll post Jace and the Militia shortly and then Jingu and Josiah are up. Burgurk on Hold.
Jace Belleraphon |
Jace continues dodging stray fire from the Skelebots, knowing full well they can’t touch him from here. As he closes with them, he knows he will have to be more careful, but his joy of combat doesn’t let him care. Much.
Run: 1d10 + 20 ⇒ (4) + 20 = 24
Range 96 (192 yards)Run and Dodge
The Militia attempts to return fire at the Coalition, their weapons not near as advanced.
Militia (17) Distracted Suppressive Fire Group Support: 1d6 + 4 - 2 - 2 + 1d6 ⇒ (6) + 4 - 2 - 2 + (4) = 101d6 + 4 - 2 - 2 ⇒ (6) + 4 - 2 - 2 = 6
Damage, 1 Hit: 3d6 ⇒ (5, 4, 2) = 11
No Damage, Jingu and Josiah up, Burgurk on Hold!
Jingμ |
Jingu takes flight, lifting off from the decimated Psi-squad. Still under the effect of his enhanced flight, he makes quick time towards the next closest group.
Moves 36"/72 yards.
Josiah Oates |
"Damn; Elsie's cannon can put down som'thin' twice 'er size, but ain't much good on troops. Guess we just pick one."
Notice: 1d6 ⇒ 41d6 ⇒ 3
He scanned the troops on the screen, hoping to be able to pick out an officer.
Laser: 1d12 ⇒ 61d6 + 1d6 ⇒ (6) + (1) = 7
Ignores up to -6 for range or cover.
Damage AP 30: 4d10 + 4 + 6 ⇒ (5, 9, 1, 2) + 4 + 6 = 27
DM ShadowBloodmoon |
Jingu flies as fast as he can towards the nearest unit, which would be the Skelebots heading for Elsie. He finds himself about 92 yards 46 inchesfrom them. So far they don’t notice the little Melliferan flying towards them, their sights set on a bigger target.
Josiah, I wasn’t clear on whether you were aiming for the Skelebots that were closing in on you or the troops in the forest farther away. Either way, you were unable to pick out an officer among them.
Josiah sees no officer among the group of soldiers in the trees, though with all the woods in the way laser fire all around, that’s to be expected. Still, he manages to find one poor CS trooper who was not in cover at the right time and the fellow is vaporized where he stands.
19 CS Soldiers remain.
CS Troops charge ahead so they are in better than Extreme Range, I.e., Run: 1d6 + 6 ⇒ (2) + 6 = 8
Range 190 (380 yards)
Round 4 Draw
Burgurk: Hold
Deloso, Trent:AC
Jace: KH
CS Skelebots: KD
Jingu, Josiah: QH
Militia: 9D
CS Troops: 6S
Captain Deloso continue to support the militia, while Trent does as he is told inside Josiah’s rig to keep them fighting.
+1 to first rolls.
Jace is next, then the Skelebots. Burgurk is on Hold and can go at anytime.
Jace Belleraphon |
Jace bounces from cover to cover, staying just out of sight as he closes with the first squad of Skelebots. He mentally goes through how he is going to take down ten of them by himself. They are just machines and I am so much faster, he reminds himself.
Run: 1d10 + 20 ⇒ (6) + 20 = 26
Range 70 (140 yards)
He knows his is not close enough to hit them with his pistol, but he fires it anyway to keep their attention on him.
DM ShadowBloodmoon |
The Skelebots maintain their focus on Jace and forget any idea of cover as they hunt down the fugitive Juicer, firing as they go. Their shots go wide and hit more trees than anything, burning them and setting some on fire.
Run: 1d8 + 8 ⇒ (4) + 8 = 12
Range 58 (116 yards)
Supported Group Fire, Long Rng, Sensors, Cover, Juicer Reflexes: 1d8 + 2 - 4 + 4 - 4 - 2 ⇒ (2) + 2 - 4 + 4 - 4 - 2 = -21d6 + 2 - 4 + 4 - 4 - 2 ⇒ (1) + 2 - 4 + 4 - 4 - 2 = -3
The other group of Skelebots close with Elsie, ready to open her up as soon as they get within range.
Run: 1d8 + 8 ⇒ (6) + 8 = 14
Range 112 (224 yards)
Burgurk on Hold, Jingu and Josiah are up!
Josiah Oates |
"Take over on the cannon, Mr. Trent; I'm going to see if I can light 'em up with My darling Scarlet."
Josiah stands up, popping up the top hatch so he can see over the force field. He takes aim with his Nova Rifle, trying to drop a Fireball on the advancing Skelebots.
Shooting Long Range + Aim: 1d12 + 1 - 4 + 4 + 1d12 ⇒ (12) + 1 - 4 + 4 + (9) = 221d6 + 1 - 4 + 4 + 1d6 ⇒ (6) + 1 - 4 + 4 + (4) = 11
Medium Blast Template
Damage AP 8: 4d8 + 6 + 1d6 + 1d8 ⇒ (2, 2, 1, 8) + 6 + (2) + (5) = 26
DM ShadowBloodmoon |
Remember that Aiming only works on your next round attack. Unless there is some Edge you have that I am missing. Still, they aren’t in cover, so you still hit the middle of them.
Josiah lines up a shot into the middle of the oncoming Skelebots, sending a burning ball of plasma towards their center. It hits the ground and explodes, sending dirt, debris, and a lot of scrap metal flying in all directions.
Three Skelebots vaporized. Seven remain in Squad 2. Range to Elsie and crew and Burgurk 112 (224 yards)
Jingu range to Squad 2 Skelebots is 10 (20 yards)
The Militia stay in cover, choosing to take pot shots at the advancing CS troops, their weapons to far away to do much good, except to keep heads down.
The CS continues to advance however, bounding from tree to tree and rock to rock, returning fire where they can, but not hitting much at this range.
Run: 1d6 + 6 ⇒ (2) + 6 = 8
Range to Militia 182 (364 yards)
Round 5 Draw
Round 4 Draw
Burgurk: Hold
Militia: QS
CS Skelebots: JD
Jace: 10H
Deloso, Trent:8H
Jingu, Josiah: 8C
CS Troops: 5D
The militia continues to hold where they are, not willing to give up their position to the Dead Boy army. With a command from Deloso, they hold their fire, lining up their shots on the approaching soldiers. Aim to Extreme Range
Jace’s new friends, all machines, tend to perform as he expects. He waits for them to close and then dances through their fire.
Skelebots Supported Group Fire (+3), Long Range (50, -4), Sensors (+5), Juicer Reflexes (-2), Cover (-4), To Hit=7: 1d8 ⇒ 11d6 ⇒ 2
The second squad recovers from the blast and sets to putting down Elsie. Two of them pull out launchers while the rest aim their rifles at the machine and set to firing, though the weapons are too far away to do more than spark the force field around it. The missiles are another story.
Skelebot Launcher 1 , Medium Range (106, -2), Sensors (+3), Size (+4): 1d8 + 5 ⇒ (2) + 5 = 7
Skelebot Launcher 2 , Medium Range (106, -2), Sensors (+3), Size (+4): 1d8 + 5 ⇒ (6) + 5 = 11
Damage HE Missile 1 Raise AP8 MD v. Tgh 34: 5d6 + 1d6 ⇒ (3, 3, 4, 4, 4) + (1) = 19
Damage HE Missile 2 Raise AP8 MD v. Tgh 34: 5d6 + 1d6 ⇒ (5, 5, 1, 2, 2) + (5) = 20
Luckily, the weapons are not strong enough to pierce the force field of Elsie and they explode harmlessly against her.
Jace is next, Burgurk on Hold
Jace Belleraphon |
After easily avoiding the blasts of several machines bent on terminating him, Jace bolts closer to the group, ready to cut them down as soon as he gets near.
Run: 1d10 + 20 ⇒ (8) + 20 = 28
Range 30 (60 yards)
Shooting Laser Pistol 1, Medium Range (30, -2), MAP (-4), Split the Seconds (+2): 1d12 - 4 ⇒ (11) - 4 = 71d6 - 4 ⇒ (3) - 4 = -1
Shooting Laser Pistol 2, Medium Range (30, -2), MAP (-4), Split the Seconds (+2): 1d12 - 4 ⇒ (3) - 4 = -11d6 - 4 ⇒ (3) - 4 = -1
Damage 1, AP2 v. T17(7): 3d6 ⇒ (5, 3, 4) = 12
He scores a hit on one of the bots, buts it armor is too strong for small blasters.
DM ShadowBloodmoon |
Captain Deloso does his best to steady the militia as the Coaliton Forces close in on them. Support +1
Trent quickly aims the big cannon down range, attempting to knock out one of the other Skelebots.
Trent Fire, Short Range (106), Size (-4), Targeting Sensors (+4): 1d6 ⇒ 4
Damage, AP30, MD v. T17(7): 4d10 + 4 ⇒ (4, 3, 6, 8) + 4 = 25
Another Skelebot is vaporized by Elsie’s main cannon. Six remain in squad 2
Burgurk on Hold, Range 106 to Skelebots, Jingu and Josiah Up!
Josiah Oates |
Remember that Aiming only works on your next round attack. Unless there is some Edge you have that I am missing. Still, they aren’t in cover, so you still hit the middle of them.
Between Josiah, Jingu, and Trent, I have about a dozen buffs going, so I don't blame you for missing or forgetting some. He used Warrior's Gift to give himself and Trent the Marksman edge, which lets you use Aim on the same turn if you don't move. Standing up to use the hatch may count as moving I suppose, YMMV. All good either way. Josiah also buffed Trent's Shooting skill, making it +2 dice (d10), with a free reroll every round. He also hit both of them with Exalted Quickness, and Smite on their small arms. Most effects are just 1 ppe extra to use on 2 people, so most of what he used on himself, he used on Trent as well.
"Well that's just daisy! How 'bout another?"
He aims to put another fireball on a group of Skelebots, making sure not to hit Jace or Jingu.
Shooting Long Range w/Aim: 1d12 + 1 ⇒ (7) + 1 = 81d6 + 1 + 1d6 + 1d6 + 1d6 ⇒ (6) + 1 + (6) + (6) + (4) = 23
MBT Damage AP 8 w/raise: 4d8 + 6 + 1d6 ⇒ (3, 3, 3, 1) + 6 + (4) = 20
Jingμ |
Jingu lands beside the remaining skelebots, across the group from Jace's position. He lunges forward, sweeping his glowing blade through the few closest droids, striking them with a single stroke.
Sweep: 1d12 + 3 + 1d12 ⇒ (12) + 3 + (7) = 221d6 + 3 ⇒ (1) + 3 = 4
Damage AP 26 w/Raise: 2d12 + 8 + 1d6 ⇒ (8, 6) + 8 + (5) = 27
Damage AP 26 w/Raise: 2d12 + 8 + 1d6 + 1d6 + 1d6 ⇒ (6, 2) + 8 + (6) + (6) + (3) = 31
Damage AP 26 w/Raise: 2d12 + 8 + 1d6 + 1d6 ⇒ (6, 4) + 8 + (6) + (3) = 27
DM ShadowBloodmoon |
Fair enough. It is a lot to keep track of. Still, the blast hit, so we’re all good. To be clear though, Jace is fighting with a separate squad of Skelebots right now, who are about 100 yards from the group you are dealing with. He had run ahead to try and take them out of the main force by himself, as Juicers are wont to do.
Three more Skelebots disappear in a blast of fire from Josiah’s rifle, their metal bodies bending and sagging from the heat. From within the haze of smoke, a small insectoid body appears, a shimmering blade of energy slashing through what remains of the squad. Only one is left standing.
The Coalition Soldiers march ever forward, relentless in their mission to take out this particular group of militia and its protectors. Their weapons keep spitting laser fire, but more for effect than any actual damage at this range.
Run to Cover: 1d6 + 6 ⇒ (6) + 6 = 12
Range to Militia 170 (340yards)
Round 6 Draw
Burgurk: Hold
CS Skelebots: Joker
CS Troops: AH
Jace: KH
Militia: 10C
Deloso, Trent:7C
Jingu, Josiah: 5S
Burgurk on hold, I will have to post the enemy actions later. Back to work.
DM ShadowBloodmoon |
The full squad of Skelebots move to surround Jace, attempting to cut him off from escaping as their rifles fire on him.
Run: 1d8 + 8 ⇒ (6) + 8 = 14
Skelebot Supported Group Fire, Range (16), Run Steady Hands (-1), Juicer Reflexes (-2), Tree Cover (-4), Support +3, Sensors +5: 1d8 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (2) + 1 = 3
Jace easily bounces from tree to tree, sacrificing it for his own ability to spring towards the enemy bots.
The last remaining Skelebot, sans any directives otherwise, continues to assault the Hover Truck, bringing up its laser rifle as it runs towards Elsie.
Run: 1d8 + 8 ⇒ (4) + 8 = 12
Skelebot Rifle, Long Range (94, -4), Sensors (+5), Size (+4), Heavy Pulse (+1): 1d8 + 6 ⇒ (8) + 6 = 14
Heavy Pulse Damage with Raise, AP4, MD: 4d6 + 3 + 1d6 ⇒ (4, 2, 5, 1) + 3 + (5) = 20
Its shots are ineffective against the heavy vehicle.
The Coalition Soldiers, seeing that their reinforcements and Skelebot backup are slowly being whittled down, decide to advance more slowly. They pick their way through the woods and brush, still headed towards the militia, but spreading out.
Range to Militia 164 (328 yards, in cover)
Jace is up, Burgurk on Hold.
Jace Belleraphon |
Jace jumps out from a tree and bolts towards the nearest Skelebot, shooting at one nearby and slicing the other.
Blast…, Short Range (6), MAP (-2), Split the Seconds (+2): 1d12 ⇒ 91d6 ⇒ 4
Pistol Damage, AP2, Raise: 3d6 + 1d6 + 2d6 ⇒ (6, 6, 1) + (2) + (2, 4) = 21
…and Slash, MAP (-2), Split the Seconds (+2): 1d12 ⇒ 21d6 ⇒ 2
The first bot goes down, but the second brings up it vibrio-sword arms blades just in time to block the strike.
DM ShadowBloodmoon |
After listening to Captain Deloso, the Militia fires a volley towards the CS troops approaching them.
Militia Suppressive Fire Group Support, Support (+4), Extreme Range (164, -8), Cover (-4), Aimed: 1d6 - 8 ⇒ (2) - 8 = -61d6 - 8 ⇒ (4) - 8 = -4
At this range, their lasers simply can not be effective. Deloso continues to coach them anyway, hoping to keep most of them alive.
Trent readies another couple of shots, his senses boosted by the science-magic of Josiah.
Trent Fire, Short Range (94), Size (-4), Targeting Sensors (+4), MAP (-2), Exalted Quickness (+2), Boosted Shooting (x2): 1d10 ⇒ 6
Damage, AP30, MD v. T17(7): 4d10 + 4 ⇒ (7, 2, 3, 8) + 4 = 24
Destroying the last Skelebot, Trent adjusts his aim towards the CS Troopers headed this way.
Trent Fire, Medium Range (164, -2), Size (-4), Cover (-4), Targeting Sensors (+6), MAP (-2), Exalted Quickness (+2), Boosted Shooting (x2): 1d10 - 4 ⇒ (9) - 4 = 5
Damage, AP30, MD v. T15(7): 4d10 + 4 + 1d6 ⇒ (3, 1, 8, 4) + 4 + (2) = 22
His shots goes right through a tree and into one of the Soldiers, bringing their total to 19.
Burgurk on Hold, Jingu and Josiah are up!
Jingμ |
Seeing the last Skelebot in his vicinity go down, he launches back into the air, moving towards the next enemy group.
Ex. Mind Link: 1d12 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (3) + 1 = 4
2 ISP. Allows him to broadcast to every sentient mind within a mile.
Jingu send out a message to all the minds in the vicinity. He includes images of the smoking APC, and piles of shattered Skelebots.
"Coalition troopers, your vehicle support has been destroyed. Your Psi hounds are dead, as is their leader. Only a few of your droids remain, and they with soon be dealt with. Drop your weapons and remove your helmet, and your surrender will be accepted. Anyone that continues their aggression will not survive. Make your choice."
Persuasion: 1d4 ⇒ 11d6 + 1d6 ⇒ (6) + (2) = 8
Josiah Oates |
"Rest 'o them deaders are outcho range, sweet Scarlet. But don' you worry none, there'll be other skellies to roast come soon."
Josiah stays in position on the top hatch, looking for anyone that might have snuck closer to their position.
Notice: 1d6 ⇒ 21d6 ⇒ 1
"Let 'em have another, Trent!"
DM ShadowBloodmoon |
CS Troops Spirit: 1d8 ⇒ 11d6 ⇒ 2
Josiah is busy counting the amount of raw materials in the pile of Skelebots to be able to see anything closer to him other than the militia and Burgurk.
Round 7 Draw
Burgurk: Hold
Jace: AC
CS Skelebots: JC
Militia: 9S
Deloso, Trent: 7H
Jingu, Josiah: 6H
CS Troops: 5C
Jace is Up, Burgurk on Hold
Jace Belleraphon |
Jace immediately attempts to cut through the Skelebots armor, trusting his boosted reflexes to be faster than any machine.
Fighting, MAP(-2), Split the Seconds(+2), Trademark Weapon (+1): 1d12 + 1 ⇒ (10) + 1 = 111d6 + 1 ⇒ (5) + 1 = 6
Slash MD, AP8, Raise: 1d8 + 1 + 1d8 + 1d6 ⇒ (6) + 1 + (3) + (4) = 14
The first one goes down in a scrap pile and he is instantly onto the next one.
Fighting, MAP(-2), Split the Seconds(+2), Trademark Weapon (+1): 1d12 + 1 + 1d12 ⇒ (12) + 1 + (8) = 211d6 + 1 ⇒ (2) + 1 = 3
Slash MD, AP8, Raise: 1d8 + 1 + 1d8 + 1d6 ⇒ (3) + 1 + (7) + (3) = 14
The next one drops as well, and he congratulates himself. ”Three down, seven to go.” He grins towards the next closest Skelebot.