| Gummitch |
Sorry for the delay. I started to post, got distracted, forgot to get back.
Gummitch absorbs Ounce's advice and steadies his mind before his next electric blast. Attacking the green Alliance Squad.
Electrical Breath, Athletics: 1d10 ⇒ 6
Wild: 1d6 ⇒ 4
Modifier: +1 (Ounce's aid)
Result = 6 + 1 = 7
Electrical Breath, Damage, Mega: 4d6 ⇒ (1, 3, 1, 2) = 7
Raise Damage: 1d6 ⇒ 3
Meh. 7 dice rolled, 0 aces.
| DM ShadowBloodmoon |
@Terry, the APC is not yet in your square, so I had you attack the nearby CS Squad.
Gummitch breathes lightning at one of the soldiers, hitting him square in the chest, but it grounds out into a nearby iron deposit.
As the soldiers try to fend off the dragon, Terry comes from the back and stabs completely through one of the soldiers, the blade bursting through his chestplate as Terry becomes visible behind him.
Further down the road, Griffin Squad and the Coalition Crimson Squad exchange laser fire between the hills, neither gaining the advantage.
CS Group Shooting, Cover, ROF1: 1d6 - 4 ⇒ (1) - 4 = -31d6 - 4 ⇒ (1) - 4 = -3
CS Group Shooting, Cover, ROF2: 1d6 - 4 ⇒ (2) - 4 = -21d6 - 4 ⇒ (2) - 4 = -2
CS Group Shooting, Cover, ROF3: 1d6 - 4 ⇒ (4) - 4 = 01d6 - 4 ⇒ (3) - 4 = -1
Griffin Group Shooting, Cover, ROF1: 1d6 - 4 ⇒ (2) - 4 = -21d6 - 4 ⇒ (1) - 4 = -3
Griffin Group Shooting, Cover, ROF2: 1d6 - 4 ⇒ (3) - 4 = -11d6 - 4 ⇒ (4) - 4 = 0
Griffin Group Shooting, Cover, ROF3: 1d6 - 4 ⇒ (3) - 4 = -11d6 - 4 ⇒ (2) - 4 = -2
The Free Folk stay hidden, pointing out troops as they spot them.
Group Notice Support: 1d6 ⇒ 11d6 ⇒ 5
CS Sky Cycle Flight (x5)-Joker-
Ounce- KH- Illusion 2rds remain, moved
Barbara- KD-Wounded (-3), in cover (-8)
CS APC-QD-command troops (+1 Support)
Hunter Squad 1(Green, Infiltrators x8)-JS-Blew Open Hatch on Skull Walker, Distracted (-2).
Gummitch-9S- breathe lightning
Terry-9C - Stab a soldier
CS Troops Crimson Squad (x8)-8H- Noticed Ounce and Jingu
Bart-8D -
Josiah-7H -
Griffin Squad 2(Blue, Heavy Weapons x8)-7C- in cover (-4)
Free Folk Squad (x5)- 6H- returned to cover (-4).
CS Skull Walker-5D -
CS Troops Gold Squad (x8)-4D - In Cover (-6)
Burgurk-4C - Behind Cover (-8)
Sentry-3H - Fly, Distracted (-2)
CS Troops Verdant Squad (x5)-2S - In Cover (-4), Distracted (-2)
Bart and Josiah are up! Bart, you have a +1 to your rolls from the Free Folk Squad.
| Bart Swanson SWRifts |
Bart attempts to move back to 6D to help cover barbara.
athletics: 1d6 ⇒ 6
wild: 1d6 ⇒ 6
move it! xplode: 1d6 ⇒ 2
wile xplode: 1d6 ⇒ 6
wild xplode x2: 1d6 ⇒ 5
Seeing a team mate in serious danger Bart's adrenaline levels spike and he rushes closer to her, taking a shot at another sky cycle.
If possible
shooting: 1d10 ⇒ 2
wild: 1d6 ⇒ 5
damage: 4d6 ⇒ (3, 1, 4, 5) = 13
| DM ShadowBloodmoon |
Bart’s running throws off his aim at the Sky Cycles, he opens fire on them and they retaliate in kind, tearing up the ground around him and landing a telling blow.
Group Shooting, Joker: 1d8 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (5) + 2 = 7
Light Laser Damage, Joker, AP5: 2d10 + 2 ⇒ (7, 10) + 2 = 19
Damage Ace: 1d10 + 19 ⇒ (5) + 19 = 24
Bart, you have 2 wounds incoming to Soak.
Meanwhile, the Skull Walker pilots attempt to remove their Legion boarding party.
Group Shooting, Cover: 1d8 - 4 ⇒ (1) - 4 = -31d6 - 4 ⇒ (6) - 4 = 2
Shooting Ace: 1d6 + 2 ⇒ (1) + 2 = 3
From the hill above the road, more CS troops fire down at Gummitch, attempting to get his attention away from the soldiers near him.
Group Test, Shooting, Range: 1d8 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (6) - 2 = 4
Shooting Ace: 1d6 + 4 ⇒ (5) + 4 = 9
Gummitch will have to roll a 9 or better Agility or be Distracted and Vulnerable.
Jingu-AD - Invisible 2 turns remain
Ounce- KH- Illusion 2rds remain, moved
Barbara- KD-Wounded (-3), in cover (-8)
CS APC-QD-command troops (+1 Support)
Hunter Squad 1(Green, Infiltrators x8)-JS-Blew Open Hatch on Skull Walker, Distracted (-2).
Gummitch-9S- breathe lightning
Terry-9C - Stab a soldier
CS Troops Crimson Squad (x8)-8H- Noticed Ounce and Jingu
Bart-8D - Shoot at Sky Cycles
Josiah-7H - Support Burgurk’s next action.
Griffin Squad 2(Blue, Heavy Weapons x8)-7C- in cover (-4), shoot at Crimson Squad
Free Folk Squad (x5)- 6H- returned to cover (-4), Support
CS Skull Walker-5D - Repel Boarders
CS Troops Gold Squad (x8)-4D - In Cover (-6)- Test Gummitch (9)
Burgurk-4C - Behind Cover (-8)
Sentry-3H - Fly, Distracted (-2)
CS Troops Verdant Squad (x5)-2S - In Cover (-4), Distracted (-2)
After all that, it leaves Burgurk and Sentry up! Burgurk, you have a +1 from Josiah.
| Burgurk |
Burgurk tries again to move closer to some Coalition forces :
Athletics & Wild: 1d4 ⇒ 11d6 ⇒ 6
ACE: 1d6 ⇒ 1 = Success
I'm assuming the icons in square B2 are bad guys, so I'll move to square B3. If they're good guys, let me know and I move somewhere else.
And he hunkers down in any cover he can find.
| DM ShadowBloodmoon |
@Bart, even with dodge, they would have a 5 to hit. Unless you have something else to mitigate that.
@Burgurk, there are good guys and bad buys in 5S (B2). They have been shooting at each other from either side of the road. You can get -4 Cover in this area, but you also have an action left, should you choose to do something else.
| Bart Swanson SWRifts |
@Bart, even with dodge, they would have a 5 to hit. Unless you have something else to mitigate that.
@Burgurk, there are good guys and bad buys in 5S (B2). They have been shooting at each other from either side of the road. You can get -4 Cover in this area, but you also have an action left, should you choose to do something else.
No problem. Wasn;'t sure if they. had any range or other penalties. Bart has so many edges it would be impossible to get them all in the header! He will absolutely attempt to soak.
vigor: 1d8 ⇒ 3
wild: 1d6 ⇒ 1
/sigh. If I can benny that...
vigor: 1d8 ⇒ 8
vigor xplode: 1d8 ⇒ 6
wild: 1d6 ⇒ 4
| DM ShadowBloodmoon |
@Bart, no worries, you soaked that one easy.
@Burgurk- since you are in the same square, assume you are in range of the bad guys. I see no reason you can't use your powers from across the road as the two squads shoot back and forth.
@Gummitch- Was that roll for next round's movement?
Has any one heard from Sentry?
| Gummitch |
@Gummitch- Was that roll for next round's movement?
That was to avoid becoming distracted and vulnerable. Since the TN was 9, he failed.
| Burgurk |
DMSBM - I don't have access to the version of the map when I made my action, but I'd swear I was in B4, *two* squares away from B2, and I thought a Success allowed me to only move one square, that's why I said in my post that I was moving to B3, but my icon is indeed in B4 now on the map? I'm confused...
| DM ShadowBloodmoon |
@Gummitch, got it, I went back and read the earlier post. You are correct, the test failed, so you’re good.
@Burgurk- You didn’t account for the +1 from Josiah’s Support roll, so you had an 8 to maneuver, so you can get to B2. I’ll let you take an action even though we’re moving into the next round.
Looks like I might have to both Sentry to keep us going.
Sentry harasses the Sky Cycle Pilots to keep them away from Barbara and Bart.
SentryBot Focus Test: 1d12 ⇒ 31d6 ⇒ 4
Sky Cycle Group Agility to Resist: 1d6 ⇒ 31d6 ⇒ 3
Sky Cycles are Distracted Next Turn
The Verdant Squad takes aim at Terry, temporarily given reprieve by Gold Squad, but their lasers bounce off of his psychic shield harmlessly.
Group Shooting, Shield, CyberCombat, Distracted, Command, ROF1: 1d8 - 4 - 2 - 2 + 1 ⇒ (5) - 4 - 2 - 2 + 1 = -21d6 - 4 - 2 - 2 + 1 ⇒ (4) - 4 - 2 - 2 + 1 = -3
Group Shooting, Shield, CyberCombat, Distracted, Command, ROF2: 1d8 - 4 - 2 - 2 + 1 ⇒ (6) - 4 - 2 - 2 + 1 = -11d6 - 4 - 2 - 2 + 1 ⇒ (2) - 4 - 2 - 2 + 1 = -5
Group Shooting, Shield, CyberCombat, Distracted, Command, ROF3: 1d8 - 4 - 2 - 2 + 1 ⇒ (3) - 4 - 2 - 2 + 1 = -41d6 - 4 - 2 - 2 + 1 ⇒ (5) - 4 - 2 - 2 + 1 = -2
No hits
They keep firing, hoping for a solid hit, but getting nothing they return to cover.
Group Shooting, Shield, CyberCombat, Distracted, Command, Joker, ROF1: 1d8 - 4 - 2 - 2 + 1 + 2 ⇒ (1) - 4 - 2 - 2 + 1 + 2 = -41d6 - 4 - 2 - 2 + 1 + 2 ⇒ (5) - 4 - 2 - 2 + 1 + 2 = 0
Group Shooting, Shield, CyberCombat, Distracted, Command, Joker, ROF2: 1d8 - 4 - 2 - 2 + 1 + 2 ⇒ (3) - 4 - 2 - 2 + 1 + 2 = -21d6 - 4 - 2 - 2 + 1 + 2 ⇒ (6) - 4 - 2 - 2 + 1 + 2 = 1
Group Shooting, Shield, CyberCombat, Distracted, Command, Joker, ROF3: 1d8 - 4 - 2 - 2 + 1 + 2 ⇒ (5) - 4 - 2 - 2 + 1 + 2 = 01d6 - 4 - 2 - 2 + 1 + 2 ⇒ (4) - 4 - 2 - 2 + 1 + 2 = -1
Ace: 1d6 + 1 ⇒ (1) + 1 = 2
Jingu-AD - Invisible 2 turns remain
Ounce- KH- Illusion 2rds remain, moved
Barbara- KD-Wounded (-3), in cover (-8)
CS APC-QD-command troops (+1 Support)
Hunter Squad 1(Green, Infiltrators x8)-JS-Blew Open Hatch on Skull Walker, Distracted (-2).
Gummitch-9S- breathe lightning
Terry-9C - Stab a soldier
CS Troops Crimson Squad (x8)-8H- Noticed Ounce and Jingu
Bart-8D - Shoot at Sky Cycles
Josiah-7H - Support Burgurk’s next action.
Griffin Squad 2(Blue, Heavy Weapons x8)-7C- in cover (-4), shoot at Crimson Squad
Free Folk Squad (x5)- 6H- returned to cover (-4), Support
CS Skull Walker-5D - Repel Boarders
CS Troops Gold Squad (x8)-4D - In Cover (-6)- Test Gummitch (9)
Burgurk-4C - Behind Cover (-8)
Sentry-3H - Fly, Distracted (-2)
CS Troops Verdant Squad (x5)-2S - In Cover (-4), Distracted (-2)
CS Troops Verdant Squad (x5)-Joker - In Cover (-4)
CS APC-AD-command troops (+1 Support)
Ounce- AC- Illusion 1 rds remain,
Bart-KH -
CS Sky Cycle Flight (x5)-QS
Barbara- QD-Wounded (-3), in cover (-8)
CS Troops Gold Squad (x8)-QC - In Cover (-6)
Griffin Squad 2(Blue, Heavy Weapons x8)-JH- in cover (-4), shoot at Crimson Squad
Sentry-10H - Fly
Gummitch-8S-
CS Skull Walker-7D - Repel Boarders
Hunter Squad 1(Green, Infiltrators x8)-7C-Blew Open Hatch on Skull Walker.
Free Folk Squad (x5)- 6S- returned to cover (-4), Support
Burgurk-6C - Behind Cover (-6)
CS Troops Crimson Squad (x8)-3S-
Terry-2H -
Ounce and Bart are up!
| Burgurk |
I didn't notice the +1 Support roll in the many many posts, which I usually just skim, sorry.
Ok, using Force Bolt, Improved Force Bolt, Force Blast, and Rapid Force Bolt :
- 5d6 MegaDamage (6d6 on Raise) for 2 ISP
- SBT for 1 ISP, MBT for 2 ISP, LBT for 3 ISP (I need you to tell me the minimum template needed to catch everyone, or "almost" everyone in one of the groups - and please briefly describe the two groups, thanks!)
- ROF2 for 1 ISP
So, for 3+Template ISP out of my 35 :
Psionics & Wild: 1d12 ⇒ 61d6 ⇒ 1
Damage: 5d6 ⇒ (5, 2, 1, 5, 6) = 19
ACE!: 1d6 ⇒ 6
ACE! ACE!: 1d6 ⇒ 2 = 27
Psionics & Wild: 1d12 ⇒ 11d6 ⇒ 1 !@%!$^!#%*
There is absolutely *nothing* in the manual about anything bad happening to Bursters (which this build is based off of) on a Critical Failure of a Flame Bolt...
| DM ShadowBloodmoon |
Bart continues to fire at the Sky Cycles, hoping to catch another one, but their speed makes it difficult to hit one of them.
Burgurk lets loose with his full power, catching the Coalition Soldiers along the road. A massive explosion of rock and debris later, only two of them remain standing, hobbling along. Burgurk's nose begins to bleed however, as he strained his powers a bit much this time.
@Burgurk- being trained soldiers, the CS do not stand in clumps. You will have to use the large template to get most of them. As far as the Critical Failure goes, since I don't see anything special about Rifts characters v. 'standard' savage worlds, I'm going to say that it works like any other AB, you get Backlash as one level of Fatigue and all current powers shut down.
CS APC-AD-command troops (+1 Support)
Ounce- AC- Illusion 1 rds remain,
Bart-KH - Fire at Sky Cycles
CS Sky Cycle Flight (x5)-QS
Barbara- QD-Wounded (-3), in cover (-8)
CS Troops Gold Squad (x8)-QC - In Cover (-6)
Griffin Squad 2(Blue, Heavy Weapons x8)-JH- in cover (-4), shoot at Crimson Squad
Sentry-10H - Fly
Gummitch-8S-
CS Skull Walker-7D - Repel Boarders
Hunter Squad 1(Green, Infiltrators x8)-7C-Blew Open Hatch on Skull Walker.
Free Folk Squad (x5)- 6S- returned to cover (-4), Support
Burgurk-6C - Behind Cover (-6)
CS Troops Crimson Squad (x2)-3S-
Terry-2H -
Ounce?
| Ounce Felicitas |
Athletics: 1d4 ⇒ 2
Wild: 1d6 ⇒ 5
Ounce moves close to Terry and Gummitch. Then she takes cover and tries to help Terry with his attacks by describing the movements and actions of whatever he chooses to attack.
Notice, support: 1d8 ⇒ 3
Wild: 1d6 ⇒ 1
Modifier: +2 (Alertness)
Result = 3 + 2 = 5
| DM ShadowBloodmoon |
Ounce watches the remaining Coalition soldiers in her area try to converge on Terry, rather than the large dragon. She then lets Terry know how they are lining up their shots so he can take them out.
Meanwhile, the Sky Cycles converge on Bart, Barbara and Sentry, attempting to pin them down.
Group Suppressive Fire: 1d8 ⇒ 31d6 ⇒ 5
Bart, Distracted
Barbara, in Cover, Unaffected
Sentry, Distracted
CS APC-AD-command troops (+1 Support)
Ounce- AC- Support Terry +1
Bart-KH - Shoot at Sky Cycles
CS Sky Cycle Flight (x5)-QS- suppress Bart, Barbara and Sentry
Barbara- QD-Wounded (-3), in cover (-8)
CS Troops Gold Squad (x8)-QC - In Cover (-6)
Griffin Squad 2(Blue, Heavy Weapons x8)-JH- in cover (-4), shoot at Crimson Squad
Sentry-10H - Fly
Gummitch-8S-
CS Skull Walker-7D - Repel Boarders
Hunter Squad 1(Green, Infiltrators x8)-7C-Blew Open Hatch on Skull Walker.
Free Folk Squad (x5)- 6S- returned to cover (-4), Support
Burgurk-6C - Behind Cover (-6)
CS Troops Crimson Squad (x8)-3S-
Terry-2H -
Barbara is up!
| Barbara Lance |
Risking it all, Barbara coaxes her groaning, smoking wreck of a power suit out so that she can sink her pylons again and take a shot with the boom gun at the sky cycles.
Shooting, badly wounded: 1d10 - 3 ⇒ (9) - 3 = 6
Wild die, badly wounded: 1d6 - 3 ⇒ (4) - 3 = 1
Boom gun damage: 5d10 + 5 ⇒ (6, 7, 8, 6, 7) + 5 = 39
| DM ShadowBloodmoon |
Barbara, reeling from multiple cuts and bruises, pushes herself to line up a shot on one of the Sky Cycles. The sudden boom scatters them, but one is not so lucky, the machine and its rider disappear into a fiery explosion, shards of metal and ceramic raining down from the sky.
CS Gold Squad continues to rain fire down on Gummitch from high in the rocks.
Group Suppressive Fire, Medium Range: 1d8 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (4) - 2 = 2
Gummitch Distracted (-2)
Griffin Squad, not having further orders, attempts to finish off the Coalition troops across the road.
Group Shooting, No Mods, TH=4, ROF1: 1d8 ⇒ 41d6 ⇒ 5
Group Shooting, No Mods, TH=4, ROF2: 1d8 ⇒ 71d6 ⇒ 3
Group Shooting, No Mods, TH=4, ROF3: 1d8 ⇒ 71d6 ⇒ 3
Not going to bother with damage, suffice to say that the squad is finished.
CS APC-AD-command troops (+1 Support)
Ounce- AC- Support Terry +1
Bart-KH - Shoot at Sky Cycles
CS Sky Cycle Flight (x4)-QS- suppress Bart, Barbara and Sentry
Barbara- QD-Wounded (-3)
CS Troops Gold Squad (x8)-QC - In Cover (-6)
Griffin Squad 2(Blue, Heavy Weapons x8)-JH- in cover (-4), shoot at Crimson Squad
Sentry-10H - Fly
Gummitch-8S-
CS Skull Walker-7D - Repel Boarders
Hunter Squad 1(Green, Infiltrators x8)-7C-Blew Open Hatch on Skull Walker.
Free Folk Squad (x5)- 6S- returned to cover (-4), Support
Burgurk-6C - Behind Cover (-6)
Terry-2H -
Gummitch (Distracted -2) and Sentry (Distracted -2), are up!
| Gummitch |
Gummitch maintains his invisibility 1 PP. If that's an action, that will be it this turn. If not, he'll make another attack.
Gummitch is tempted to breath electrons back at the troops on the hill and returns to his original target the squad nearby. Seemingly from nowhere, a lightning bolt arcs toward the CS troops. Gummitch then flies in a random direction to be away from the expected focus of return fire.
Electrical Breath, Athletics: 1d10 ⇒ 4
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 6
Wild, Ace^2: 1d6 ⇒ 5
Modifier: -2 (distracted)
Result = 6 + 6 + 5 - 2 = 15
Electrical Breath, Damage, Mega: 4d6 ⇒ (5, 5, 2, 2) = 14
Raise Damage: 1d6 ⇒ 4
| DM ShadowBloodmoon |
The electrical bolt from Gummitch dispatches yet another Coalition Soldier, arcing around the rocks to hit him despite his cover.
CS Verdant Squad Morale Group Spirit: 1d6 ⇒ 51d6 ⇒ 6
Meanwhile, Sentry continues to harass the Sky Cycles.
SentryBot Test Sky Cycles Focus: 1d12 ⇒ 61d6 ⇒ 2
Sky Cycle Group Resist Test: 1d8 ⇒ 41d6 ⇒ 1
Distracted
Inside the Skull Walker, the CS Pilots and Hunter Squad exchange fire. Hunter Squad loses one of theirs and are unable to retaliate in kind, as the two pilots are dug in fairly well.
CS Pilots Group Shooting, Cover: 1d8 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (6) - 2 = 4
Wild Raise: 1d6 + 4 ⇒ (6) + 4 = 10
Damage C10, AP2, Raise: 5d6 ⇒ (3, 3, 6, 5, 1) = 18
Ace Damage: 1d6 + 18 ⇒ (6) + 18 = 24
Ace Damage 2: 1d6 + 24 ⇒ (1) + 24 = 25
Hunter Squad Group Shooting, Cover: 1d8 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (5) - 2 = 3
The Free Folk move to help Barbara out of her predicament.
Group Athletics to Move: 1d6 ⇒ 41d6 ⇒ 4
Group Shooting to Distract Sky Cycles: 1d6 ⇒ 31d6 ⇒ 4
Support +1 to next person who shoots at Sky Cycles
CS APC-AD-command troops (+1 Support)
Ounce- AC- Support Terry +1
Bart-KH - Shoot at Sky Cycles
CS Sky Cycle Flight (x4)-QS- suppress Bart, Barbara and Sentry, Distracted Round 6 (-2)
Barbara- QD-Wounded (-3)
CS Troops Gold Squad (x8)-QC - In Cover (-6)
Griffin Squad 2(Blue, Heavy Weapons x8)-JH- in cover (-4), shoot at Crimson Squad
Sentry-10H - Distract Sky Cycles
Gummitch-8S- Lightning Bolt a Soldier
CS Skull Walker (x2 Pilots)-7D - Repel Boarders
Hunter Squad 1(Green, Infiltrators x7)-7C-Return Fire at Walker Pilots
Free Folk Squad (x5)- 6S- returned to cover (-4), Support
Burgurk-6C - Behind Cover (-6)
Terry-2H -
Burgurk and Terry are up!!
| Burgurk |
Burgurk will continue to hammer the remaining squadron in his square :
So, for 6 ISP :
Psionics & Wild,Fatigue: 1d12 - 1 ⇒ (8) - 1 = 71d6 - 1 ⇒ (3) - 1 = 2
Damage: 5d6 ⇒ (3, 4, 3, 1, 2) = 13
Psionics & Wild,Fatigue: 1d12 - 1 ⇒ (8) - 1 = 71d6 - 1 ⇒ (3) - 1 = 2
Damage+Raise: 5d6 ⇒ (2, 2, 5, 2, 4) = 15
Meh. 12 d6's rolled and not one Ace...
ISP=23
| DM ShadowBloodmoon |
Showing no mercy, Burgurk ends the life of the remaining soldiers across the road. They would have shown him no mercy either.
Terry, meanwhile, is in no mood to show kindness either, as he hacks and slashes his way into the CS Squad harassing him, Gummitch and Ounce. They seemed to determined to fight to the last man, drawing vibroknives.
Sentry continues to keep the Sky Cycles occupied so they leave the ground team near Barbara’s Glitter Girl alone.
Gummitch has his choice of victims for his lightning breath, even as the cyber-knight appears among them, swinging and slicing.
Gummitch-AC- Lightning Bolt a Soldier
CS Troops Verdant Squad (x4)-QS - In Cover (-4)
CS Skull Walker (x2 Pilots)-JS - Repel Boarders
Bart-10H- Shoot at Sky Cycles
Free Folk Squad (x5)- 10D- returned to cover (-4), Support
CS APC-9S-command troops (+1 Support)
CS Sky Cycle Flight (x4)-9H- suppress Bart, Barbara and Sentry, Distracted Round 6 (-2)
Terry-7D - Attack Verdant Squad
Burgurk-5S - Behind Cover (-6)
Ounce- 6S- Support Terry +1
CS Troops Gold Squad (x8)-6H - In Cover (-6)
Hunter Squad 1(Green, Infiltrators x7)-4S-Return Fire at Walker Pilots
Barbara- 4D-Wounded (-3)
Griffin Squad 2(Blue, Heavy Weapons x8)-3S- in cover (-4), shoot at Crimson Squad
Gummitch is up! Sentry is too, but I haven’t heard from him. I’ll fade him out as I will Jingu and Josiah from the battle at least.
| Gummitch |
Gummitch circles the group and instead of lightling he attempts to conjure a stunning effect to affect only the coalition aligned fighters.
Spellcasting: 1d8 ⇒ 8
Spellcasting, Ace: 1d8 ⇒ 8
Spellcasting, Ace^2: 1d8 ⇒ 5
Wild: 1d6 ⇒ 1
Result = 8 + 8 + 5 = 21
PP: 2 (Stun) + 2/3 (Area Effect: 2 for MBT, 3 for LBT) + 1 (selective)
A successful casting means the victims must make a Vigor roll (at −2 with a raise on the arcane skill roll) or be Stunned.
A series of flashes appear around the heads of the affected, overloading their nervous systems.
| DM ShadowBloodmoon |
Number 1: 1d8 - 2 ⇒ (4) - 2 = 2
Number 2: 1d8 - 2 ⇒ (2) - 2 = 0
Number 3: 1d8 - 2 ⇒ (3) - 2 = 1
Number 4: 1d8 - 2 ⇒ (1) - 2 = -1
The big dragon circles the remaining Coalition Soldiers and a powerful halo of energy surrounds their heads. Suddenly they stop moving and stand stock still, unable to do much of anything.
Inside the Walker, the Coalition pilots keep attempting to hold back Hunter Squad.
CS Pilots Shooting into Cover: 1d8 - 2 ⇒ (8) - 2 = 61d6 - 2 ⇒ (3) - 2 = 1
Ace: 1d8 + 6 ⇒ (4) + 6 = 10
C10 Damage, AP2, Raise: 5d6 ⇒ (6, 2, 2, 4, 3) = 17
Ace Damage: 1d6 + 17 ⇒ (4) + 17 = 21
Hunter Squad loses another soldier.
Gummitch-AC- Stun Power, Verdant Squad
CS Troops Verdant Squad (x4)-QS - Stunned, Whole Squad
CS Skull Walker (x2 Pilots)-JS - Repel Boarders
Bart-10H- Shoot at Sky Cycles
Free Folk Squad (x5)- 10D- returned to cover (-4), Support
CS APC-9S-command troops (+1 Support)
CS Sky Cycle Flight (x4)-9H- suppress Bart, Barbara and Sentry, Distracted Round 6 (-2)
Terry-7D - Attack Verdant Squad
Burgurk-5S - Behind Cover (-6)
Ounce- 6S- Support Terry +1
CS Troops Gold Squad (x8)-6H - In Cover (-6)
Hunter Squad 1(Green, Infiltrators x6)-4S-Return Fire at Walker Pilots
Barbara- 4D-Wounded (-3)
Griffin Squad 2(Blue, Heavy Weapons x8)-3S- in cover (-4), shoot at Crimson Squad
Bart and the Free Folk Squad are up next!
| DM ShadowBloodmoon |
Exposed Crew: Odd Pilot, Even Cycle: 1d6 ⇒ 6
Out of Control: 1d8 ⇒ 8
Critical Hit: 2d6 ⇒ (1, 1) = 2
Two Wounds, Bumped
Bart’s shot hits one of the Sky Cycles, sending it into a spiral. The other Sky Cycles scatter to avoid hitting it as the pilot regains control. It takes them a moment to form up again.
Meanwhile, the Faelerin continue to keep firing on them, trying to bring down another one.
Group Support Shooting: 1d6 ⇒ 51d6 ⇒ 1
+1 Support to the next person to shoot at the Sky Cycles
Inside the Coalition APC, the commander of this unit is trying to figure out how best to get a win. He orders the Sky Cycles to leave the stricken Glitter Girl alone and deal with the dragon that is decimating the troops. They peel off and streak towards Gummitch.
Sky Cycle Group Maneuver Action, Distracted, One Wounded (-2), Speed: 1d8 - 2 - 2 + 2 + 2 ⇒ (5) - 2 - 2 + 2 + 2 = 51d6 - 2 - 2 + 2 + 2 ⇒ (4) - 2 - 2 + 2 + 2 = 4
Gummitch-AC- Stun Power, Verdant Squad
CS Troops Verdant Squad (x4)-QS - Stunned, Whole Squad
CS Skull Walker (x2 Pilots)-JS - Repel Boarders
Bart-10H- Shoot at Sky Cycles
Free Folk Squad (x5)- 10D- returned to cover (-4), Support
CS APC-9S-command troops (+1 Support)
CS Sky Cycle Flight (x4)-9H- One Wounded (-2), Moving towards Gummitch
Terry-7D - Attack Verdant Squad
Burgurk-5S - Behind Cover (-6)
Ounce- 6S- Support Terry +1
CS Troops Gold Squad (x8)-6H - In Cover (-6)
Hunter Squad 1(Green, Infiltrators x6)-4S-Return Fire at Walker Pilots
Barbara- 4D-Wounded (-3)
Griffin Squad 2(Blue, Heavy Weapons x8)-3S- in cover (-4), shoot at Crimson Squad
Terry, Burgurk and Ounce are up!
| Burgurk |
I thought of this a few days ago, then totally forgot. Since I didn't take a Move action before my attack last round, and there's nobody left in my square (but there's still an image in it?), can I take a Move action from my last round, then another Move action for this round before attacking?
Also, who's in A1 and C1? Thanks!
| DM ShadowBloodmoon |
That's fine on the move thing. A1 has the Skull Walker, currently being boarded by Hunter Squad, with Jingu supporting, though the player hasn't been around lately. C1 has Gummitch, Ounce, Terry and the remains of CS Verdant squad. The image in your space is Griffin Squad, on your team. They are still there.
| Ounce Felicitas |
Ounce maintains her invisibility power and then focuses her anger at the Coalition goons and their attempt at enslaving into a bolt of holy light and directs it at the stunned soldiers.
Faith: 1d10 ⇒ 10
Faith, Ace: 1d10 ⇒ 8
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 4
Modifier: +2 (target vulnerable)
Result: 10 + 8 + 2 = 20
Damage: 3d6 ⇒ (3, 5, 5) = 13
AP: 10
PP: 3 + 2 (soul blast)
| Terry Jamieson |
Terry charges in at a couple of the remaining soldiers.
attack: 1d8 ⇒ 5
wild: 1d6 ⇒ 2
damage: 1d8 + 1d8 + 1d8 ⇒ (1) + (7) + (6) = 14 AP 8
I really should figure out how to strike faster
| DM ShadowBloodmoon |
Terry rushes in to crush the rest of Verdant Squad as they stumble around, stunned from Gummitch's burst. He catches one coming towards him, dazed. The soldier dies without being able to defend himself. Terry's Cyberknight training causes him to think about what he is doing.
Ounce has no trouble removing the soul from a Coalition soldier, however. His spirit leaves his body as his armor and weapons fall the ground. Two Coalition soldiers remain in this squad, both of whom are still trying to figure out what just happened.
Burgurk, when you are ready!
Gummitch-AC- Stun Power, Verdant Squad
CS Troops Verdant Squad (x4)-QS - Stunned, Whole Squad
CS Skull Walker (x2 Pilots)-JS - Repel Boarders
Bart-10H- Shoot at Sky Cycles
Free Folk Squad (x5)- 10D- returned to cover (-4), Support
CS APC-9S-command troops (+1 Support)
CS Sky Cycle Flight (x4)-9H- One Wounded (-2), Moving towards Gummitch
Terry-7D - Attack Verdant Squad
Burgurk-5S - Behind Cover (-6)
Ounce- 6S- Soul Blast CS Trooper
CS Troops Gold Squad (x8)-6H - In Cover (-6)
Hunter Squad 1(Green, Infiltrators x6)-4S-Return Fire at Walker Pilots
Barbara- 4D-Wounded (-3)
Griffin Squad 2(Blue, Heavy Weapons x8)-3S- in cover (-4), shoot at Crimson Squad
| Burgurk |
Sorry, RL got in the way...
Burgurk tries to move to A2 from the previous round :
Athletics & Wild: 1d4 ⇒ 31d6 ⇒ 3
Burgurk tries to move to A2 on this round :
Athletics & Wild: 1d4 ⇒ 11d6 ⇒ 3
Phooey! If we do anything like this in the future again, I'd like to suggest that you remove the "Chases" aspect of having to roll to move a square, just make it automatic... Maybe one square as a Free Action, two squares (or diagonal) as a non-Free Action? It sure would speed up combat, and keep everyone engaged!
| DM ShadowBloodmoon |
I will keep that in mind, Burgurk. We can continue in Discussion if you like but suffice it to say that I was going for a balance between full combat rules and Quick Encounter rules for such a fight. It's an important one for the story.
Burgurk attempts to navigate the rough terrain and finds it difficult with lasers and rail gun rounds flying through the air.
CS Gold Squad Group Suppressive Fire, Medium Range, ROF3: 1d8 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (4) - 2 = 2
The squad of soldiers on top of the rock formation near the APC continues to rain fire down towards Gummitch, Terry and Ounce, but they are too far away to have any effect.
Hunter Squad Group Return Fire, Cover, Jingu Support, ROF1/3: 1d8 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (5) - 2 = 3
Hunter Squad Group Return Fire, Cover, Jingu Support, ROF2/3: 1d8 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (4) - 2 = 2
Hunter Squad Group Return Fire, Cover, Jingu Support, ROF2/3: 1d8 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (4) - 2 = 2
Damage, AP2: 3d6 ⇒ (3, 3, 1) = 7
Hunter Squad is having trouble gaining access to the Skull Walker, but at least its pilots are distracted.
Barbara and Griffin Squad are up, then a new round starts!
Gummitch-AC- Stun Power, Verdant Squad
CS Troops Verdant Squad (x4)-QS - Stunned, Whole Squad
CS Skull Walker (x2 Pilots)-JS - Repel Boarders
Bart-10H- Shoot at Sky Cycles
Free Folk Squad (x5)- 10D- returned to cover (-4), Support
CS APC-9S-command troops (+1 Support)
CS Sky Cycle Flight (x4)-9H- One Wounded (-2), Moving towards Gummitch
Terry-7D - Attack Verdant Squad
Burgurk-5S - Moving Through Terrain
Ounce- 6S- Soul Blast CS Trooper
CS Troops Gold Squad (x8)-6H - In Cover (-6)
Hunter Squad 1(Green, Infiltrators x6)-4S-Return Fire at Walker Pilots
Barbara- 4D-Wounded (-3)
Griffin Squad 2(Blue, Heavy Weapons x8)-3S- in cover (-4), shoot at Crimson Squad
| DM ShadowBloodmoon |
Technical Difficulties: 1d6 ⇒ 6
Severe Damage, -4 to Using the Boom Gun until fixed
Barbara goes to fire another volley of high velocity shells at one of the remaining Sky Cycles, but suddenly realizes that the ammunition feed has become stuck. Her Glitter Girl will need some work before she can become combat effective with it.
Group Maneuver Athletics: 1d8 ⇒ 11d6 ⇒ 1
Critical Maneuver Failure: 1d6 ⇒ 3
Odd=Fatigue
Griiffin Squad, having finished off the rest of the Coaltion’s Crimson Squad, begins to move towards the Skull Walker in order to support Hunter Squad in taking it over. However, their morale is low after slaughtering the walking wounded and they have a difficult time becoming motivated to keep fighting. For the rest of the fight, unless someone comes along to inspire them, Griffin Squad will be making their way back to Elsie.
Hunter Squad Group Fire at Skull Walker Crew, Light Cover, Jingu Support, ROF1/3: 1d8 - 2 + 1 ⇒ (5) - 2 + 1 = 41d6 - 2 + 1 ⇒ (5) - 2 + 1 = 4
Hunter Squad Group Fire at Skull Walker Crew, Light Cover, Jingu Support, ROF2/3: 1d8 - 2 + 1 ⇒ (4) - 2 + 1 = 31d6 - 2 + 1 ⇒ (6) - 2 + 1 = 5
Ace!: 1d6 + 5 ⇒ (4) + 5 = 9
Hunter Squad Group Fire at Skull Walker Crew, Light Cover, Jingu Support, ROF3/3: 1d8 - 2 + 1 ⇒ (7) - 2 + 1 = 61d6 - 2 + 1 ⇒ (3) - 2 + 1 = 2
Two Hits, One Raise
Hit 1 Damage, AP2: 3d6 ⇒ (6, 3, 5) = 14
Ace!: 1d6 + 14 ⇒ (2) + 14 = 16
Hit 2 Damage, AP2: 3d6 ⇒ (1, 6, 5) = 12
Ace!: 1d6 + 12 ⇒ (4) + 12 = 16
Hit w Raise Damage, AP2: 3d6 + 1d6 ⇒ (4, 6, 2) + (2) = 14
Ace!: 1d6 + 14 ⇒ (1) + 14 = 15
Hunter Squad, after taking some losses, is able to push ahead and take out the crew of the Coalition Skull Walker. It is now out of commission and out of the fight.
Meanwhile, Terry closes in on the remaining members of the Coalition squad near him that are standing around, unable to gain focus due to Gummitch’s spell.
Terry is up!
Hunter Squad 1(Green, Infiltrators x6)-KD-Return Fire at Walker Pilots, takes out crew.
Terry-JS - Attack Verdant Squad
CS Troops Verdant Squad (x4)-JH - Stunned, Whole Squad
Bart-JC- Shoot at Sky Cycles
Barbara- 10H-Wounded (-3), Severe Technical Difficulty on GG Boom Gun (-4)
Gummitch-9S Stun Power, Verdant Squad
Burgurk-9D - Moving Through Terrain
Free Folk Squad (x5)- 9C- returned to cover (-4), Support
CS Troops Gold Squad (x8)-8C - In Cover (-6)
Sentry-6S- Distract Sky Cycles- Cont’d
CS APC-6D-command troops (+1 Support)
Ounce- 6C- Soul Blast CS Trooper
Griffin Squad 2(Blue, Heavy Weapons x8)-3S- Moving away from battle, Fatigued (-1)
CS Sky Cycle Flight (x4)-3C- One Wounded (-2), Moving towards Gummitch
| DM ShadowBloodmoon |
@Terry? You are up. Verdant squad is down to half strength and Stunned until their next turn. If you want to finish another one off, you technically have the drop on them because of Stun.
@All- I will bot Terry later if he doesn't post.
| DM ShadowBloodmoon |
No worries, but since movement of one square is a Free action, you still have your action left. Gold Squad and the APC are in this square. What did you have in mind to disable it?
| DM ShadowBloodmoon |
CS Verdant Squad Group Recover from Stun, Spirit: 1d6 ⇒ 51d6 ⇒ 1
As Terry moves towards the APC, the remaining troops of Verdant Squad try to get themselves back to fighting form.
Since he is in a different square, I will let Terry decide how to attack the APC, but also Bart, Barbara and Gummitch are also up!
Terry-JS - Attack Verdant Squad
CS Troops Verdant Squad (x4)-JH - Vulnerable, Distracted, Whole Squad
Bart-JC- Shoot at Sky Cycles
Barbara- 10H-Wounded (-3), Severe Technical Difficulty on GG Boom Gun (-4)
Gummitch-9S Stun Power, Verdant Squad
Burgurk-9D - Moving Through Terrain
Free Folk Squad (x5)- 9C- returned to cover (-4), Support
CS Troops Gold Squad (x8)-8C - In Cover (-6)
Sentry-6S- Distract Sky Cycles- Cont’d
CS APC-6D-command troops (+1 Support)
Ounce- 6C- Soul Blast CS Trooper
Griffin Squad 2(Blue, Heavy Weapons x8)-3S- Moving away from battle, Fatigued (-1)
CS Sky Cycle Flight (x4)-3C- One Wounded (-2), Moving towards Gummitch
| Terry Jamieson |
Now that the debate about movement is done, its kind of clearer for me. :)
Terry moves up along side the APC, and tries to take the autocannon off the side nearest him.
fighting: 1d8 ⇒ 6
wild: 1d6 ⇒ 1
damage: 3d8 ⇒ (4, 8, 4) = 16 AP 8
damage Explode: 1d8 ⇒ 1 = 17
Using a Psi Point to make this strike Mega Damage.
| Gummitch |
Gummitch extends his invisibility for another 5 rounds, spending 1 PPE.
Gummitch flies until he can send a lightning bolt through the thickest part of the squad. Then he flies in a random direction.
Electrical Breath, Athletics: 1d10 ⇒ 9
Wild: 1d6 ⇒ 1
Electrical Breath, Damage, Mega: 4d6 ⇒ (4, 5, 5, 6) = 20
Damage ace: 1d6 ⇒ 5
Raise Damage: 1d6 ⇒ 3
| Burgurk |
Ret-con : DMSBM - before I move, I need to know if there are any good guys inside the Skull Walker in A1, and if in C1 Gummitch, Ounce, and Terry are intermixed with the CS Verdant squad. Apparently my area attacks don't have a mechanism to exclude friends, which would be nice...
Also, what size Blast Template would be required to cover the Skull Walker, and also for the Verdant squad?