Savage Rifts and the Tomorrow Legion

Game Master Shadow Bloodmoon

The world ended and now you are a part of its rebirth and aftermath. The Tomorrow Legion protects the innocent from those who would harm, hinder or simply eat them. You are a part of the Legion, make us proud.

Maps


3,851 to 3,900 of 4,535 << first < prev | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | next > last >>

Map Female Human Mystic (Veteran, 9 advances)| Bennies 4 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 3/15 ISP 10/20 | Active Power:

Terry is mentioned as in the invisible group in a post. If the group over in square 3D is to be included, they will have to have been near Ounce when she cast the spell and then move to the new place. The effect only lasts 5 rounds, so they may need to decide if they want to be invisible or in position. When the enemy arrives. I was thinking the spell would be cast just the round before action begins.


Savage Rifts RotRwT

Agreed, and the fact that Invisibility is kind of nebulous when it comes to power armor. I usually allow it though, because it is Rifts after all. Go big or, well, just go big. That said, I want to make sure everyone is in position, as there are others ready to take their turn and I want to get to them soon.


M Human;
Bennies:
3/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Well, if I get missed, makes a bit more of a challenge. :)
Hey Bart, save me some coffee. :)


Savage Rifts RotRwT

Let's hope that doesn't happen. I don't see where you left Ounce's side before she cast the spell, so you would be invisible for about 5 rounds during the combat. So, to reiterate, here is the first round's initiative:

Initiative Round 1:
CS APC-AS
Ounce- AH
Josiah- AC
Sentry- KC
Barbara- JH- on Hold, would not be able to be Invisible though unless you stayed by Ounce, her power wouldn't last long enough.
Gummitch- JD
Burgurk- 10S- Increase defenses
Hunter Squad (Infiltrators)- Jingu?- 10D
Terry- 7H- Was going to go on Hold
Jingu- 6H
Griffin Squad (Heavy Weapons)- Burgurk?- 6C
CS Skull Walker- 5H
Bart- 5D- On Hold? You can change this after the Skull Walker takes its turn.
Free Folk Squad- 4D
CS Sky Cycle Flight (x6)-3S

Current Locations:
3H- CS Forces- APC, Skull Walker, Troops, Sky Cycles.
QS- Elsie, Josiah, Griffin Squad, Hunter Squad, Remaining Free Folk
6D- Barbara, Sentry, Bart
7S- Burgurk, Ounce, Free Folk Squad, Terry, Gummitch, Jingu. Those who chose to use Ounce’s blessing are invisible.

This is what I have so far. I haven't seen anything for the 3 squads, Jingu, Josiah or Sentry as far as actions go. Ounce and Gummitch, your spellcasting was prior to the fight, so you still have your turns to take. If I am missing anything, let me know. I might have to bot a couple so we can move ahead.


Map Female Human Mystic (Veteran, 9 advances)| Bennies 4 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 3/15 ISP 10/20 | Active Power:

I just need to know if the Faelerin are in on the invisibility, assuming they can each contribute the 3 PPE needed to be included, as well as whether they contributed any additional PPE to reduce the cost of the spell further for Ounce and Gummitch, so I'll know their current point totals.


Female Human Veteran Glittergirl | Bennies 1

No problem, Barbara can stay visible, draw some enemy attention anyway :)


Barbara Lance wrote:
No problem, Barbara can stay visible, draw some enemy attention anyway :)

Sentry is with Barbara, hovering about 7 feet away from the left shoulder of the G10


Savage Rifts RotRwT

The Faelerin did take the invisibility option and did contribute. There are five of them that can fight, so they contribute a total of 50PP that you can use this battle.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

So, are we good to start?


Savage Rifts RotRwT

I think so. Unless someone needed more info, the initiative for the first round is up and ready to go. Pretty much everyone is up first, except Bart and the rebels.


M Human;
Bennies:
3/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

I need them to close. After all, even though I do have a rifle and pistol, my characters forte should be melee.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Yeah, that's the one drawback to Cyber-Knights that bugs me - in a spread-out combat, they're kind of useless...


M Human;
Bennies:
3/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,
Burgurk wrote:
Yeah, that's the one drawback to Cyber-Knights that bugs me - in a spread-out combat, they're kind of useless...

The other thing, is that the dice roller will probably have me flailing around doing absolutely nothing. :)


Map Female Human Mystic (Veteran, 9 advances)| Bennies 4 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 3/15 ISP 10/20 | Active Power:

PPE accounting: Invisibility for Faelerin @ 3/person = 15. 35/50 remaining. Ounce spent 5 + 9 to make herself, Gummitch, Burgurk, and Terry, invisibible (can add 3 more for Jingμ if necessary). She draws on her ISP and converts them to PPE for this. Ounce ISP = 1/20, PPE 15/15. Gummitch: PPE 12/20 ISP 10/10

While waiting for the enemy to close, she adds some protective armor for herself. Casts Protection on herself, with the More Armor and Toughness enhancements. Cost = 3 PPE.

Faith: 1d10 ⇒ 3
Wild: 1d6 ⇒ 1

Spends a benny to reroll that.

Faith: 1d10 ⇒ 9
Wild: 1d6 ⇒ 3
Raise, which grants 6 points of Toughness for 5 turns.

See note in Discussion.

Ounce recommends the Faelerin spread out, find cover, and wait for the enemy to get in range and then open fire with their lasers. "Be sure to move after you shoot, since your laser shots will identify where you are."


male dragon hatchling | Pace 6 (fly 12) Parry 7 Tough 36 (armor 18) [humanoid: 6] Size 6 [15 feet head to tail] | PPE 15/20 ISP 10/10 | Bennies: 4 | Active Effects: Invisibility 5/5 rounds

Edit: previous post was a duplicate of Ounce's post in Discussion. This is what I wanted to post for Gummitch:

Gummitch says, "Onward, into the Breeches!" Then his invisible form flies toward battle. He flies close to the ground and looks for a place he can take cover from random gunfire.

He moves 12" when flying. Let me know if he can make it to the next square (C2).


Human T 14 (5) | Parry: 7| Notice D6 | Pace 8 run die d8
Terry Jamieson wrote:
Burgurk wrote:
Yeah, that's the one drawback to Cyber-Knights that bugs me - in a spread-out combat, they're kind of useless...

The other thing, is that the dice roller will probably have me flailing around doing absolutely nothing. :)

Hey now, Don't take Bart's job away from him!!!


Savage Rifts RotRwT

A suggestion: If you feel you have little to do but wait, you can always take the Support or even Test action, presuming it makes sense narratively. Remember, the length of chase rounds is more abstract, so you can actually do more with one roll.

@Gummitch, movement in chases is based on a Maneuver Roll, how far you move is up to how well you roll. As a Limited Free Action, you can roll Athletics. A Success lets you move one card, Raise gets you two cards. If you want a +2 to the roll, it is a Limited Action. Incidentally, moving around the same card costs you nothing.


male dragon hatchling | Pace 6 (fly 12) Parry 7 Tough 36 (armor 18) [humanoid: 6] Size 6 [15 feet head to tail] | PPE 15/20 ISP 10/10 | Bennies: 4 | Active Effects: Invisibility 5/5 rounds

For Gummitch's maneuver roll to advance to the next square.
Athletics: 1d10 ⇒ 9
Wild: 1d6 ⇒ 1


Map Female Human Mystic (Veteran, 9 advances)| Bennies 4 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 3/15 ISP 10/20 | Active Power:

See Ounce's post in discussion thread: she'll spend 4 pp for her +6 toughness.


2 people marked this as a favorite.
Savage Rifts RotRwT

Almost everyone has gone or gone on Hold for the first round. We'll let Jingu/Josiah catch up and then if no one takes command of the two Legion squads, I'll have them move on their own. Then the rest of the CS will go and then Bart can finish his cuppa and go.


Female Human Veteran Glittergirl | Bennies 1

I think Barbara is Holding until the perfect time for a good shot at an enemy troop concentration or vehicle.


Human T 14 (5) | Parry: 7| Notice D6 | Pace 8 run die d8

Bart sits, daintily drinking with pinky out.


Savage Rifts RotRwT

Sounds good. I will bot Jingu tomorrow if he doesn't post before then.


M Human;
Bennies:
3/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Waiting to get into melee. But will also spend 4 ISP to bring his toughness up to 20. (5 Rounds)


Savage Rifts RotRwT

Busy day at work Friday, but let’s get this thing going. Note, I also have been reading through the new Science Fiction companion over the weekend and have thought about changing this fight to new Clash rules. Let me know what you guys think in Discussion.

JinguBot plans to return to his invisible self and go about sneaking his way towards the Skull Walker. He figures if he can do destroy one from the inside, a second shouldn’t be a problem. His suit powers up the light folding devices and soon, he is gone from sight.

Free Maneuver, Athletics: 1d8 ⇒ 71d6 + 1d6 ⇒ (6) + (5) = 11
Stealth: 1d6 ⇒ 21d6 ⇒ 1

Hunter Squad also maneuvers ahead, but they attempt to flank the troops disembarking from the APC they move up the hill leading away from Thaytown.

Free Group Maneuver: 1d6 ⇒ 41d6 ⇒ 4
Group Stealth: 1d8 ⇒ 31d6 ⇒ 2

Griffin Squad sets up a firing position in the western part of the town, placing their missiles and plasma guns on overwatch. On Hold

Free Group Maneuver: 1d6 ⇒ 21d6 ⇒ 4

Picking up movement on its scanners, the Coalition Skull Walker moves to obtain a stable firing position from which it will provide cover fire for the troops under its protection. It should be in 5S, but I’m having trouble moving it on Ounce’s map.

Action Maneuver, Piloting: 1d8 + 2 + 1d8 ⇒ (8) + 2 + (4) = 14

That leaves Bart and the Faelerin squad to go. I believe Ounce had commanded them to take cover. Once Bart is done, I’ll draw next round.


Human T 14 (5) | Parry: 7| Notice D6 | Pace 8 run die d8

Bart takes one last sip of his coffee, sets the cup down somewhere safe-ish and stretches.
He then lays down in cover and aims at... Ah, a convenient target.
Getting an odd error on the map link right now. Will check back later.


M Human;
Bennies:
3/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

One big problem of invisibility is that friendlies cannot see you either, and may end up shooting you by accident. :)


Savage Rifts RotRwT

Did you want to move Bart, or just take cover? Taking cover in the same square costs you nothing. Taking Aim is an action though.

The group of Faelerin find cover in some of the buildings, hoping the Coalition will make a mistake and come for them rather than having to chase them down. They take Aim at the approaching troops.

Meanwhile, the Sky Cycles shoot overhead, looking for signs of activity. Spotting the shiny Glitter Girl, they turn towards it..

Group Action Sky Cycle Maneuver, Handling, Speed: 1d10 + 3 + 2 ⇒ (9) + 3 + 2 = 141d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Here is the next round when Bart confirms he is done with his turn.As for being Invisible to your teammates, you can talk to each other to confirm location. Less likely to cause friendly fire.

Initiative Round 2
Hunter Squad 1(Infiltrators)-AS-done Stealth 16
CS Troops Gold Squad- AD- done, in Cover, Aim At Sentry
Ounce- KD
Jingu- QS
CS Troops Crimson Squad-10S
Barbara- 9H
Terry- 9D
Free Folk Squad- 8D
Josiah- 7S
Burgurk- 7H
Griffin Squad 2(Heavy Weapons)-7C- Complication
CS APC-6D
CS Sky Cycle Flight (x6)-5D
CS Skull Walker- 4S
Sentry- 3H
Bart- 3C- Complication
CS Troops Verdant Squad- 2H
Gummitch- 2C- Complication

Hunter Squad's leader radios back. "That Skull Walker is moving up. They haven't spotted us yet, so we're going to try and get close, see if we can mess up their targeting systems."

Free Group Maneuver Athletics: 1d6 ⇒ 31d6 ⇒ 3
Group Stealth: 1d8 ⇒ 41d6 + 1d6 + 1d6 ⇒ (6) + (6) + (4) = 16

Coalition Forces start spreading out, it looks like they are attempting to cut off any escape routes. Spotting Sentry flying near the Glitter Girl, they take Aim..

CS Gold Squad Free Group Maneuver: 1d8 + 1d8 ⇒ (8) + (6) = 141d6 ⇒ 4

Ounce and Jingu are up next!


Female Human Veteran Glittergirl | Bennies 1

Barbara calls out over an encrypted channel, "I don't like the look of that air cav coming at me. I'm going to take aim at that Skull Walker, if someone can keep those cycles off my back."


"As soon as we kick this off, I'll go over there sis; I doubt they'll be expecting air support from this slaving camp."


Female Human Veteran Glittergirl | Bennies 1

"Thanks bro, knew I could count on you."


M Human;
Bennies:
3/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

+++Thats what Bart and Sentry are for. We are going to need to kick it off soon+++


Human T 14 (5) | Parry: 7| Notice D6 | Pace 8 run die d8

Apologies. Yes, take cover and aim. Sounds like I might be aiming at some sky cycles. :)


Savage Rifts RotRwT

JinguBot sneaks up to the Skull Walker and attempts to open the hatch quietly, but he is unable to crack the code yet.

Free Maneuver Athletics: 1d8 ⇒ 41d6 + 1d6 + 1d6 ⇒ (6) + (6) + (1) = 13
Stealth, MAP: 1d6 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (3) - 2 = 1
CS Skull Walker Group Notice, Invisible Target: 1d6 - 4 ⇒ (5) - 4 = 11d6 - 4 ⇒ (3) - 4 = -1
Hacking, MAP: 1d10 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (2) - 2 = 0

Initiative Round 2
Hunter Squad 1(Infiltrators)-AS-done Stealth 16 in 3S
CS Troops Gold Squad- AD- done, in Cover, Aim At Sentry from Joker
Ounce- KD
Jingu- QS- Done, Invisible 4 turns remain, Hacking Skull Walker in 5S
CS Troops Crimson Squad-10S
Barbara- 9H
Terry- 9D
Free Folk Squad- 8D
Josiah- 7S
Burgurk- 7H
Griffin Squad 2(Heavy Weapons)-7C- Complication
CS APC-6D
CS Sky Cycle Flight (x6)-5D
CS Skull Walker- 4S
Sentry- 3H
Bart- 3C- Complication
CS Troops Verdant Squad- 2H
Gummitch- 2C- Complication

Ounce is up!


Map Female Human Mystic (Veteran, 9 advances)| Bennies 4 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 3/15 ISP 10/20 | Active Power:

Athletics: 1d4 ⇒ 4
Athletics, Ace: 1d4 ⇒ 4
Athletics, Ace^2: 1d4 ⇒ 1
Wild: 1d6 ⇒ 2
Result = 4 + 4 + 1 = 9

Ounce moves toward the Skull Walker, hoping to help with the fight there.

If this allows Ounce to move to 5S (B2) where the Skull Walker is, and if she can cast a spell, she will do so.

Ounce concentrates on the Skull walker and a puff of smoke appears near the walker's sensor array and then an inky liquid sprays the sensors and view ports. If the paint-like liquid were real, it would prevent them from seeing the area outside the skull walker.

Psionics: 1d8 ⇒ 7
Wild: 1d6 ⇒ 5

Psionics Illusion cast with 5 PP, 3 for illusion + 2 to make it harder to disbelieve.

SWADE wrote:

Those who contact an illusion or doubt it’s real make a Smarts roll as a free action (at −2). If successful, that individual is no longer subject to this casting.

The GM should make group rolls for Extras as they point out the illusion’s inconsistencies to each other.


Savage Rifts RotRwT

With that raise, you can certainly move into 5S. I'm going to rule that the Skull Walker is effectively Blind until they figure out how to deal with the ink cloud.

CS Skull Pilots Free Group Smarts: 1d6 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (5) - 2 = 3

Crimson Squad moves away from the APC and notices the cloud of ink surrounding the Skull Walker. They immediately start looking around for the source of it. They spot a shimmer in the air near the Walker and their sergeant tells them to ready to fire.

Free Group Maneuver: 1d8 ⇒ 31d6 ⇒ 5
Group Notice, Invisible Targets: 1d6 - 4 + 1d6 ⇒ (6) - 4 + (4) = 61d6 - 4 ⇒ (3) - 4 = -1


Initiative Round 2
Barbara- 9H
Terry- 9D
Free Folk Squad- 8D
Josiah- 7S
Burgurk- 7H
Griffin Squad 2(Heavy Weapons)-7C- Complication
CS APC-6D
CS Sky Cycle Flight (x6)-5D
CS Skull Walker- 4S
Sentry- 3H
Bart- 3C- Complication
CS Troops Verdant Squad- 2H
Gummitch- 2C- Complication

Round 2 Finished
Hunter Squad 1(Infiltrators)-AS-done Stealth 16 in 3S
CS Troops Gold Squad- AD- done, in Cover, Aim At Sentry from Joker
Ounce- KD- Done, Illusion, Blind Skull Walker in 5S
Jingu- QS- Done, Invisible 4 turns remain, Hacking Skull Walker in 5S
CS Troops Crimson Squad-10S- Done, Noticed Ounce and Jingu, in 5H

Barbara, Terry, Josiah and Burgurk are up, as is the Free Folk Squad and Griffin Squad if anyone wants to give them orders.


Female Human Veteran Glittergirl | Bennies 1

"Switching targets," calls out Barbara. Since people are already going after the Skull Walker, I don't want to hit them with the burst from the boom gun.

Roll20 shows the game as unreachable, so I can't see the map. Are there any other Coalition forces that I can reasonably target without risking blowing up allies?


Map Female Human Mystic (Veteran, 9 advances)| Bennies 4 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 3/15 ISP 10/20 | Active Power:

Ounce had left orders for the free folk to fire their lasers at the enemy and then move to another location where they can take cover, so as to preserve the value of their invisibility.

Let me know the range, damage, and shooting skill of the free folk. If the lasers have sufficient range, they'll fire at the skycycles.


Human T 14 (5) | Parry: 7| Notice D6 | Pace 8 run die d8
Barbara Lance wrote:

"Switching targets," calls out Barbara. Since people are already going after the Skull Walker, I don't want to hit them with the burst from the boom gun.

Roll20 shows the game as unreachable, so I can't see the map. Are there any other Coalition forces that I can reasonably target without risking blowing up allies?

I think that was the error I was seeing a few days ago. ROll 20 had logged me out, hadn't gone there for a few weeks and when I logged back in... Haven't tried it since. Just tried it again. All i'm getting is what looks to be an old map with some demons on it.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Will have to wait until tomorrow to post my action, but...
Barbara, Bart - if you're trying to access the map image, Ounce has a link named "Map" at the very beginning of her tag line, which appears right below her PC name in every one of her posts...


M Human;
Bennies:
3/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Terry taking advantage of his invisibility moves north trying to close with the APC's.

+++ Barbara, can you safely engage the APC's+++

Invisible 4/5 rounds, Tough 4/5 rounds


1 person marked this as a favorite.
Human T 14 (5) | Parry: 7| Notice D6 | Pace 8 run die d8
Burgurk wrote:

Will have to wait until tomorrow to post my action, but...

Barbara, Bart - if you're trying to access the map image, Ounce has a link named "Map" at the very beginning of her tag line, which appears right below her PC name in every one of her posts...

Ahem. Apparently Bart was paying attention to his cuppa more than his surroundings. Clicking on the correct map link does make a difference!

Thanks for the reminder!


Savage Rifts RotRwT

I should take that link out of my tagline.. sorry everyone. Burgurk is correct, we are using the map that Ounce made for us, it is in her avatar header. I changed the link in my header to the map Ounce made for us.

@Ounce, the Freefolk are D6 in everything. Their rifles can hit up to two squares away (long), one square is medium range and in the same square is short range. Damage is 3d6 AP2, ROF 3. They can use Group Fire, or you can roll them all at once, your choice. There are five of them in the squad.

@Terry, you'll need to make a free Athletics roll to move one square up.

@Barbara, the APC is by itself with a squad of troops at the moment and two squads have moved as well. There is also the Sky Cycles heading right for you. All of the troops have Cover (-4). The APC does not, the skull walker does not and while the Sky Cycles have no cover, they are flying really fast and thus have the Speed (-2) modifier.

I hope that clears things up a bit.


M Human;
Bennies:
3/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Athletics: 1d10 ⇒ 8
wild: 1d6 ⇒ 6
wild Explode: 1d6 ⇒ 5 = 11 = 1 Raise

Just a reminder I have a pace of 8


That map is awesome, thanks for the reminder


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Question : does Ounce's invisibility travel with me, or is it an "umbrella" that I'm just standing under? That will influence my actions...


Female Human Veteran Glittergirl | Bennies 1

Barbara trusts her little brother to tangle with the Sky Cycles.

She takes a wide stance and activates the stabilization system. The power armor vents air pressure as the pneumatic pistons fire hardened rods into the ground beneath her feet in a dramatic, first-time-used-in-this-anime shot. The pylons stabilize the armor as the heavy Gauss rifle comes down across the shoulder and takes aim at the APC. The unicorn bust with its pointing horn aims directly down the barrel and there's a momentary whoomp from the shockwave of supercompressed air as the railgun hurls its load downrange at Mach 5. A second later the tremendous BOOM follows.

Shooting: 1d10 ⇒ 5
Wild die: 1d6 ⇒ 1
Boom gun damage: 5d10 + 5 ⇒ (2, 2, 9, 2, 5) + 5 = 25


Map Female Human Mystic (Veteran, 9 advances)| Bennies 4 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 3/15 ISP 10/20 | Active Power:

The Additional Recipients modifier just says "The power may affect more than one target. I'd assume therefore the invisible effect goes with each recipient and does not require proximity to the caster.

The free folk fire their lasers at the skycycles and immediately shift positions, taking cover again to minimize damage from random blasts.

Attack rolls:
Group Roll

Shooting: 1d6 ⇒ 2
Wild: 1d6 ⇒ 2

I doubt they have bennies to spend, but if they do, spend one to reroll.

Shooting, ROF 1: 1d6 ⇒ 1
Shooting, ROF 2: 1d6 ⇒ 6
Shooting, ROF 2, Ace: 1d6 ⇒ 5
Shooting, ROF 3: 1d6 ⇒ 5
Wild: 1d6 ⇒ 2

ROF 1: 3d6 ⇒ (5, 1, 5) = 11
ROF 2: 3d6 ⇒ (5, 1, 2) = 8
ROF 3: 3d6 ⇒ (5, 5, 2) = 12


Savage Rifts RotRwT

@Burgurk, it's not a burst power or invisibility 10 ft radius kind of thing, so I'm going to rule that you are still invisible when you move.

Barbara lets loose with her Glitter Girl's main gun, a resounding boom setting things off. The 200 tungsten steel carbide rods become deadly needles as they rake across the APCs armor. The heavy vehicle rocks with the impact. You can tell you have their attention, as their own rail guns turn towards you.

CS APC Out of Control?: 1d8 ⇒ 32d6 ⇒ (4, 5) = 9
Distracted (-2)

Terry charges ahead, sure that no one can see him, as he races towards the APC, not giving them a chance to recover from Barbara's blast.

The Free folk open fire at the Sky Cycles headed towards them and their lack of training is evident. Only one shot managed to hit a Sky Cycle, but it only sent sparks flying and did little else.

Initiative Round 2:

Josiah- 7S
Burgurk- 7H
Griffin Squad 2(Heavy Weapons)-7C- Complication
CS APC-6D
CS Sky Cycle Flight (x6)-5D
CS Skull Walker- 4S
Sentry- 3H
Bart- 3C- Complication
CS Troops Verdant Squad- 2H
Gummitch- 2C- Complication

Round 2 Finished:

Hunter Squad 1(Infiltrators)-AS-done Stealth 16 in 3S
CS Troops Gold Squad- AD- done, in Cover, Aim At Sentry from Joker
Ounce- KD- Done, Illusion, Blind Skull Walker in 5S
Jingu- QS- Done, Invisible 4 turns remain, Hacking Skull Walker in 5S
CS Troops Crimson Squad-10S- Done, Noticed Ounce and Jingu, in 5H
Barbara- 9H-done fired Boom Gun at APC, in 6D
Terry- 9D- Done, Move towards APC, Invisible, in 3H
Free Folk Squad- 8D- Done, fired at Sky Cycles, returned to cover (-4).

I'll let Burgurk finish and then bot Josiah and Griffin Squad as needed, unless one of you want to take control of Griffin Squad, as intended. NPC Allies have no Bennies, but you can spend one of your own if you roll for them.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Please let me know if I do anything wrong...

Burgurk will move from C3 to B2 as a Limited Free Action (using the grid notation, not card notation) :

Athletics & Wild: 1d4 ⇒ 11d6 ⇒ 5 = Success

Then attack the Skull Walker (1 ISP for ROF 2, 2 ISP for 5d6) :

Psionics & Wild: 1d12 ⇒ 11d6 ⇒ 1 @!#$&(!&_#$%!&#$_)!%$!!!

From his build : "Rolling a 1 on the Psionics die when using TK bolt does not result in Brainburn"

32 ISP

3,851 to 3,900 of 4,535 << first < prev | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Savage Rifts and the Tomorrow Legion All Messageboards

Want to post a reply? Sign in.