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


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Sentry will race to engage the Cycles before they take aim on the Free Folk


Savage Rifts RotRwT

Burgurk, you can make it to the adjacent card, as you can’t move diagonally on these, only orthogonally. That would put you in B3 (card 10C). Though with that Psi roll, it doesn’t matter anyway.

Burgurk closes with the Skull Walker, trying to focus his mind on attacking the great machine, but the immense size of the railguns and other weapons it bristles with gives him pause and he isn’t quite up to full power yet.

Josiah trains Elsie’s guns on the Skull Walker, taking advantage of its blindness, but the blast misses wide, narrowly hitting Jingu and Ounce, instead vaporizing a crater into the rocky hillside.

Shooting, Medium Range, Targeting System: 1d10 ⇒ 21d6 ⇒ 1

Griffin Squad comes across a set of buildings that were burned out in the battle with the slavers. They have trouble getting through them, but manage anyway, setting up a firing position in one of the structures.

Free Group Athletics v. Obstacle: 1d6 - 2 ⇒ (3) - 2 = 11d6 - 2 + 1d6 ⇒ (6) - 2 + (5) = 9
Missile Shooting, Medium Range, Size: 1d6 - 2 + 4 ⇒ (4) - 2 + 4 = 6
Missile Damage, AP20: 4d6 ⇒ (1, 1, 1, 5) = 8

The first missile explodes harmlessly against the Skull Walker’s Armor.

Missile 2 Shooting, Medium Range, Size: 1d6 - 2 + 4 + 1d6 ⇒ (6) - 2 + 4 + (2) = 10
Missile Damage, AP20: 4d6 + 1d6 + 2d6 ⇒ (4, 4, 4, 6) + (6) + (1, 2) = 27

The second missile strikes hard against the side, but again, the Walker’s armor is too strong.

Plasma Cannon Shooting, Medium Range: 1d6 - 2 ⇒ (4) - 2 = 2
Group Laser Rifle Shooting, Medium Range: 1d6 - 2 ⇒ (4) - 2 = 21d6 - 2 + 1d6 ⇒ (2) - 2 + (5) = 5
Laser Rifle Damage, AP2: 3d6 ⇒ (2, 2, 2) = 6

The Plasma cannon and the laser rifles of the squad do little against the massive machine.

The Coalition command APC is quick to react, turning its main cannons back towards the Glitter Girl and opening fire.

Twin Linked Rail Guns, ROF1/3, Medium Range, Targeting Systems, Dug In GG: 1d8 - 2 + 2 + 1 + 2 ⇒ (6) - 2 + 2 + 1 + 2 = 9
Damage ROF 1/3, AP14: 3d12 + 3 + 2 + 1d6 ⇒ (7, 2, 6) + 3 + 2 + (2) = 22

Twin Linked Rail Guns, ROF2/3, Medium Range, Targeting Systems, Dug In GG: 1d8 - 2 + 2 + 1 + 2 ⇒ (7) - 2 + 2 + 1 + 2 = 10
Damage ROF 2/3, AP14: 3d12 + 3 + 2 + 1d6 ⇒ (9, 1, 7) + 3 + 2 + (2) = 24

Twin Linked Rail Guns, ROF3/3, Medium Range, Targeting Systems, Dug In GG: 1d8 - 2 + 2 + 1 + 2 ⇒ (7) - 2 + 2 + 1 + 2 = 10
Damage ROF 3/3, AP14: 3d12 + 3 + 2 + 1d6 ⇒ (1, 10, 11) + 3 + 2 + (2) = 29

The hypervelocity rounds tear into Barbara’s Glitter Girl, her pistons and jets withering the storm of fire. Barbara is Shaken.

Meanwhile, the Sky Cycles bear down on Sentry and Bart, opening fire with their lasers as they break out of formation to attack.

Free Group Piloting, Fastest, Handling: 1d10 + 2 + 3 + 1d10 ⇒ (10) + 2 + 3 + (5) = 201d6 + 2 + 3 ⇒ (2) + 2 + 3 = 7

Steady, Group Shooting @Sentry, Dual Linked: 1d8 + 1 ⇒ (5) + 1 = 61d6 + 1 ⇒ (5) + 1 = 6
Light Laser Damage, Dual Linked, AP10: 2d10 ⇒ (4, 8) = 12

The Cycles chasing Sentry hit him hard, but his super powered skin absorbs most of the blasts.

Steady, Group Shooting at Bart, in Cover, Dual Linked: 1d8 + 1 - 4 ⇒ (4) + 1 - 4 = 11d6 + 1 - 4 ⇒ (6) + 1 - 4 = 3
The rocks around Bart disintegrate, sending shards of hot stone against his armor, a close call. He will have to find a new place of cover.

The Skull Walker, currently blinded by Ounce’s power, attempts to clear the obstruction by moving in a random direction.

Group Maneuvering Action, Blind: 1d8 + 2 - 4 + 1d8 ⇒ (8) + 2 - 4 + (7) = 131d6 + 2 - 4 ⇒ (4) + 2 - 4 = 2

Initiative Round 2:

Sentry- 3H
Bart- 3C- Complication
CS Troops Verdant Squad- 2H
Gummitch- 2C- Complication

Round 2 Done:

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).
Burgurk- 7H- Done- Move to 10C, psi power, gathering energy
Josiah- 7S- done, fire at Skull Walker
Griffin Squad 2(Heavy Weapons)-7C- Complication- done, fire at Skull Walker
CS APC-6D- done, Vulnerable, fire at Barbara
CS Sky Cycle Flight (x6)-5D- done, fire at Bart and Sentry
CS Skull Walker- 4S- Done, blindly move to 4H

After all that, Bart and Sentry are up. Sentry, if you want to stay where you are, you can, three of the Sky Cycles are chasing you. If you do want to move, it is an Athletics roll. Bart, you got a complication this round. Since the rocks exploded around you, you will have to make an Athletics roll at -2 or be moved back to AS, as the Sky Cycles chase you into higher ground.


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

If I'm not in the same card as the Skull Walker, I wouldn't have been able to attack anyway due to my limited Range. So the roll never happened, yes?


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

Bart curses the enemy air support and takes a shot at the last one with his rifle on standard mode after it passes.
shooting: 1d10 ⇒ 5
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 4

damage - AP 4: 4d6 ⇒ (5, 5, 2, 6) = 18
raise damage?: 1d6 ⇒ 6
raise damage xplode: 1d6 ⇒ 4

He then scampers for new cover...


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

Oops. Missed that 6 damage in the standard damage!
damage xplode: 1d6 ⇒ 2


Savage Rifts RotRwT

Fair enough, Burgurk. So no, no ISP wasted. You can take a different action if you wish.

Bart Pilot (odd)/Cycle (even): 1d6 ⇒ 3

Bart lines up his shot and squeezes off one singular blast. It streaks through the air, hitting one Sky Cycle pilot between the eyes. He immediately falls from his ride, sending it careening to the ground in a fiery explosion.

Sentry and Burgurk if you want to change yours, you are up.


DM-S & Zen: do I need to adjust this version of Sentry also? Is shooting also worthless in this case because his Gamma Vision needs to use Focus? Just thought I would ask. I can do the adjustments quickly ...


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

Burgurk will Evade as an Action, so all attacks against him until the start of his Turn in the next Round are at -4...

DMSBM - Sentry is referring to his identical PC in my Supers game that you are also in - I ruled that since the Supers book says that Shooting is used for Ranged attack "devices", but Focus is used for Ranged "energy blasts", he needed to change his activation Skill to Focus. But that would not change the PC build points needed for the different Skill - it's really just a Skill name change. Unless, in this RIFTS game, Sentry might possibly someday pick up a shooting weapon and use it - then he would need both Skills. Since this is your game, it's your call here.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Still waiting for my turn in the action sequence. :)


Savage Rifts RotRwT

@Sentry- Like Burgurk said, if you plan on picking up a gun and using it at some point, you will need Shooting. SPC states that you need Focus for it, because using your power and shooting a weapon are two different things, which is why it takes an arcane roll to hit with Bolt, rather than Shooting. If you never plan on using a gun, keep it at Focus. If you do, maybe look at changing some points to Shooting.

@Burgurk- Unless I am missing something, Evade is for explosive or area attacks and are a reaction, but you are in a location that has a bunch of cover, even almost full cover (-8) if you want it. If you are thinking Defend, that is for melee attacks only.

@Terry- I had you moving towards the APC for your turn, but I did not see any other actions. You are there in the same location as the APC and Invisible.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

So if I am reading that right, I will be able to introduce myself to the deadboys on the next round.


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

DMSBM - I think you're thinking of the Situational Rule Evasion. I'm talking about the Chase Action Maneuver "Evade", p. 115 in my 5th-printing SWADE book, which provides a -4 to melee and ranged attacks against me.
But, -8 Cover is even better, so I'll go with that. ;)


Savage Rifts RotRwT

@Burgurk, ah, you are right. I was thinking the combat version not the chase version.

@Terry- Correct, one the next turn you can play with the deadboys.

I'll let Sentry fix his sheet how he wants and then blast one of the SkyCycles, else I will bot him Monday if he hasn't responded by then.


DM ShadowBloodmoon wrote:

@Sentry- Like Burgurk said, if you plan on picking up a gun and using it at some point, you will need Shooting. SPC states that you need Focus for it, because using your power and shooting a weapon are two different things, which is why it takes an arcane roll to hit with Bolt, rather than Shooting. If you never plan on using a gun, keep it at Focus. If you do, maybe look at changing some points to Shooting.

@Burgurk- Unless I am missing something, Evade is for explosive or area attacks and are a reaction, but you are in a location that has a bunch of cover, even almost full cover (-8) if you want it. If you are thinking Defend, that is for melee attacks only.

@Terry- I had you moving towards the APC for your turn, but I did not see any other actions. You are there in the same location as the APC and Invisible.

Copy that and thank you (both); I will move Sentry's points to Focus and repost his stats. This is another case of pride & parenting; Sentry will have been conditioned by his parents to rely on his own powers, not the devices of this world.


Savage Rifts RotRwT

Fair enough. were you going to shoot at one of the Sky Cycles or should we move on?

Almost forgot Bart's Complication: 1d6 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (3) - 2 = 1
Bart gets moved back to AS after his shot.

The Coaliton Squad around the APC looks frantically around for who has started shooting, taking up defensive positions near the APC.

Group Notice, Invisible Target: 1d6 - 6 ⇒ (1) - 6 = -51d6 - 6 + 1d6 + 1d6 + 1d6 ⇒ (6) - 6 + (6) + (6) + (3) = 15

They start pointing out a shimmering shape in the air near them. They see you Terry.

Round 2:

Gummitch- 2C- Complication

Round 2 Done:

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).
Burgurk- 7H- Done- Move to 10C, psi power, gathering energy
Josiah- 7S- done, fire at Skull Walker
Griffin Squad 2(Heavy Weapons)-7C- Complication- done, fire at Skull Walker
CS APC-6D- done, Vulnerable, fire at Barbara
CS Sky Cycle Flight (x6)-5D- done, fire at Bart and Sentry
CS Skull Walker- 4S- Done, blindly move to 4H
Sentry- 3H- Fly, Shoot?
Bart- 3C- Complication, Moved to AS, Shot Down one Sky Cycle.
CS Troops Verdant Squad- 2H- Spotted Terry, In Cover (-4)

Gummitch is finally up, but has a complication. Athletics at -2 or be pushed back one square. Then they can take their turn.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Just a reminder, all attacks using technology vs me are at a -2.


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

Athletics: 1d10 ⇒ 6
Wild: 1d6 ⇒ 4
Modifier: -2
Result 6 - 2 = 4

Whatever was trying to move Gummitch back, he avoids it and attacks the nearby green squad with his electric breath weapon.

Athletics: 1d10 ⇒ 6
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 2
Result = 6 + 2 = 8

Electricity: 4d6 ⇒ (3, 5, 4, 6) = 18 + Ace: 1d6 ⇒ 4

Raise damage: 1d6 ⇒ 5

Edit: it occurs to me I don't know the range penalty, but if he needs to move closer to avoid that, I'll make an athletics roll:

Athletics: 1d10 ⇒ 7
Wild: 1d6 ⇒ 1


Savage Rifts RotRwT

An explosion from one of the vehicles that were still burning changes Gummitch's path, but the dragon pushes through and sends a bolt of lightning towards the Coalition soldiers taking cover behind a few rocks and an escarpment. One of them was unlucky enough to hide behind a smaller boulder and is instantly vaporized by the bolt.

Busy day at work today, I will try to finish this post by this evening. In the meantime, what do you all think about side initiative rather than individual? Please post ideas in Discussion.


Savage Rifts RotRwT

The Coalition Troops on top of the rock formation take shots at Sentry as he flies around.

Group Shooting to Test, Aim Negate ~4, Flying Target -2: 1d8 ⇒ 51d6 ⇒ 5

@Sentry- Make an Agility Roll, 4 or less and you are Distracted.

Griffin Squad moves up to try and get a better shot at the Skull Walker, taking to cover as they move.

Group Athletics Action +2: 1d6 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (2) + 2 = 4

Another Coalition Squad moves towards Ounce and Jingu’s position, firing away once they see Griffin Squad coming up the road.

Group Free Athletics to Move: 1d8 ⇒ 81d6 ⇒ 2
Group Suppression Fire, Short Range: 1d8 ⇒ 41d6 ⇒ 3
Doesn’t roll high enough to hit anyone.

The APC takes another shot at Barbara’s GG with its rail guns.

Twin Linked Rail Guns, ROF1/3, Medium Range, Targeting Systems, Dug In GG: 1d8 - 2 + 2 + 1 + 2 ⇒ (7) - 2 + 2 + 1 + 2 = 10
Damage, ROF 1/3, AP14, Raise v. Tgh 31: 3d12 + 3 + 2 + 1d6 + 1d12 ⇒ (12, 5, 7) + 3 + 2 + (2) + (10) = 41

Twin Linked Rail Guns, ROF2/3, Medium Range, Targeting Systems, Dug In GG: 1d8 - 2 + 2 + 1 + 2 ⇒ (8) - 2 + 2 + 1 + 2 = 11
Damage, ROF 2/3, AP14, Raise v. Tgh 31: 3d12 + 3 + 2 + 1d6 + 1d12 ⇒ (11, 9, 12) + 3 + 2 + (4) + (11) = 52

Twin Linked Rail Guns, ROF3/3, Medium Range, Targeting Systems, Dug In GG: 1d8 - 2 + 2 + 1 + 2 ⇒ (1) - 2 + 2 + 1 + 2 = 4
Critical Failure?: 1d6 ⇒ 5
Damage, ROF 3/3, AP14, v. Tgh 31: 3d12 + 3 + 2 ⇒ (4, 1, 11) + 3 + 2 = 21

@Barbara- You have a lot of incoming damage, one hit for two wounds and another for five wounds. Spend all the Bennies!

Round 3:

CS Troops Gold Squad (x8)- AH- In Cover (-6), Test Shots at Sentry

Griffin Squad 2(Blue, Heavy Weapons x8)-AD-Move to 5S, in cover (-4)

CS Troops Crimson Squad (x8)-QS- Noticed Ounce and Jingu, in 5H

CS APC-QH- Fire at Barbara

Jingu- JD- Invisible 4 turns remain, Hacking Skull Walker in 5S

Hunter Squad 1(Green, Infiltrators x8)-10S-Stealth 16 in 3S

Burgurk- 10C- Move to 10C, psi power, gathering energy

Josiah- 9S- fire at Skull Walker

CS Troops Verdant Squad (x7)- 9C- Spotted Terry, In Cover (-4)

Free Folk Squad (x5)- 8C- fired at Sky Cycles, returned to cover (-4).

Sentry- 7D- Fly, Shoot?

CS Skull Walker- 6S- blindly move to 4H

Ounce- 5S- Illusion 4rds remain, Blind Skull Walker in 5S

CS Sky Cycle Flight (x5)-5H- fire at Bart and Sentry

Bart- 4S- Complication, Moved to AS, Shot Down one Sky Cycle.

Barbara- 4H-fired Boom Gun at APC, in 6D

Terry- 4D- Move towards APC, Invisible, in 3H

Gummitch- 3S- Complication


Jingu, Josiah, Burgurk and the Hunter Squad are up! @Burgurk, you are on a complication, so you will have to roll an Athletics at -2 or be Bumped back to KS


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

Athletics & Wild,-2: 1d4 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (3) - 2 = 1

Enemy fire forces Burgurk to retreat.

Can I take any regular Chase actions now, or what?


Savage Rifts RotRwT

Yes, you can. Being bumped does not exclude you from taking action on your turn.


Soaking first hit
Vigor: 1d10 ⇒ 2
Vigor wild die: 1d6 ⇒ 6
Vigor wild die explodes: 1d6 ⇒ 3

Soaking second hit[/ooc: 1d1d10 ⇒ 6
Vigor wild die: 1d6 ⇒ 5

So, 4 wounds. Since PCs have only 3 wounds and Barbara is already shaken, she is killed.

The Glitter Boy armor explodes in a corona of withering fire and only tiny pieces rain down across the battlefield.


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

Don't know if the -2 from the Complication applies to all rolls this turn or just the "avoid the complication" one...

Athletics & Wild: 1d4 ⇒ 31d6 ⇒ 1

But, it doesn't matter. Burgurk stays where he is.

Burgurk hunkers down under/behind any cover he can find...


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Barbara, your second soak, was gibbled, but any chance I might spend a benny to influence the rolls, or battle?


Savage Rifts RotRwT

@Barbara- Also remember that Savage Rifts has different death rules. Technically the second hit was only 4 wounds, per the Wound Cap rule. If I am reading those rolls correctly, you soaked the first hit and the second, you only took 3 wounds. While painful, you aren’t dead yet and even if you get Incapacitated, you can still survive via the Savage Rifts Death Rules.

@Terry, yes you can use a benny to influence the battle in some way. What did you have in mind?

Burgurk find cover behind a few buildings, staying out of sight from those that would hunt him. (-8)


Savage Rifts RotRwT

Seeing how much damage Barbara’s Glitter Girl took from the APC, Josiah turns Elsie’s main guns towards it and opens fire, sending a powerful beam of light streaking across the valley.

Josiah Shooting, Medium Range, Targeting Computer: 1d10 - 2 + 2 ⇒ (6) - 2 + 2 = 61d6 - 2 + 2 ⇒ (4) - 2 + 2 = 4
Heavy Laser Damage, MDC, AP30: 4d10 + 4 ⇒ (8, 3, 5, 8) + 4 = 28
V. Tgh 50(30), Two Wounds.
Critical Hit: 2d6 ⇒ (4, 2) = 6Chassis

The blast burns through the armor of the APCs door and smoke begins pouring out of the vehicle as it attempts to move to better cover. Bumped to Joker

Jingu sees an opening to get into the Skull Walker, flying as quickly as he can before his Invisibility wears off.

Free Athletics Maneuver: 1d8 ⇒ 61d6 ⇒ 2
Psionics Assist Hunter Squad: 1d12 + 1 ⇒ (3) + 1 = 4

Hunter Squad, in coordination with Jingu, attempt to close the distance with the Skull Walker.
Free Group Athletics: 1d6 ⇒ 41d6 + 1d6 ⇒ (6) + (6) = 12

Once they arrive, they setup explosives around the hatch to open it and breech the machine.

Repair with Assist: 1d6 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (2) + 1 = 3

With a resounding boom, the hatch is open.

Meanwhile, Terry dodges fire from the Coalition troopers near him, his cybernetic boosts allowing him to stay away from most of the blasts and the fact he is still invisible helps too. They also waste a lot of ammo and are still trying to stay away from the dragon. Distracted

CS Verdant Squad Group Fire at Terry, -2 Cyber-Knight Penalty, Invisible Target, ROF1/3: 1d8 - 2 - 6 ⇒ (7) - 2 - 6 = -11d6 - 2 - 6 ⇒ (2) - 2 - 6 = -6
CS Verdant Squad Group Fire at Terry, -2 Cyber-Knight Penalty, Invisible Target, ROF2/3: 1d8 - 2 - 6 ⇒ (1) - 2 - 6 = -71d6 - 2 - 6 ⇒ (1) - 2 - 6 = -7
CS Verdant Squad Group Fire at Terry, -2 Cyber-Knight Penalty, Invisible Target, ROF3/3: 1d8 - 2 - 6 ⇒ (2) - 2 - 6 = -61d6 - 2 - 6 ⇒ (5) - 2 - 6 = -3

The Faelerin attempt to distract the Sky Cycles by firing at them from the cover of some buildings.
Group Shooting to Test, Medium Range: 1d6 - 2 + 1d6 ⇒ (6) - 2 + (5) = 91d6 - 2 ⇒ (4) - 2 = 2
Sky Cycles Group Resist Test, Agility: 1d8 ⇒ 61d6 ⇒ 5
Distracted (-2)

Round 3:

CS Troops Gold Squad (x8)- AH- In Cover (-6), Test Shots at Sentry

Griffin Squad 2(Blue, Heavy Weapons x8)-AD-Move to 5S, in cover (-4)

CS Troops Crimson Squad (x8)-QS- Noticed Ounce and Jingu, in 5H

CS APC-QH- Fire at Barbara

Jingu- JD- Invisible 3 turns remain, Move to 3S

Hunter Squad 1(Green, Infiltrators x8)-10S-Move to 4H, Blow Open Hatch on Skull Walker

Burgurk- 10C- Bumped to KS, Behind Cover (-8)

Josiah- 9S- fire Heavy Laser at APC, bumping it to Joker

CS Troops Verdant Squad (x7)- 9C- Fire at Terry, In Cover (-4), Distracted (-2)

Free Folk Squad (x5)- 8C- fired at Sky Cycles, returned to cover (-4).

Sentry- 7D- Fly, Shoot?

CS Skull Walker- 6S- blindly move to 4H

Ounce- 5S- Illusion 4rds remain, Blind Skull Walker in 5S

CS Sky Cycle Flight (x5)-5H- fire at Bart and Sentry, Distracted (-2)

Bart- 4S- Complication, Moved to AS, Shot Down one Sky Cycle.

Barbara- 4H-fired Boom Gun at APC, in 6D

Terry- 4D- Move towards APC, Invisible, in 3H

Gummitch- 3S- Complication

Sentry is up! D


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

What I was thinking was something to interfere with the last shots at the Glitter armour.


Savage Rifts RotRwT

Forgot to do the Out of Control roll for the APC
Group Out of Control, Driving, Two Wounds: 1d8 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (6) - 2 = 4

@Terry- Hmm... a Bennie might have allowed you to assist buy pointing out last second cover.

Sentry? I'll bot tomorrow if he doesn't post by then.


Savage Rifts RotRwT

Sentry said he was going to post, but I don't see anything, so I will bot him so we can keep going.

Sentry sees Barbara in trouble and knows those Sky Cycles will not help the matter. He chases after one of them, eyes full of fire.

SentryBot Focus, Short Range, Speed Penalty: 1d12 - 2 ⇒ (10) - 2 = 81d6 - 2 ⇒ (3) - 2 = 1
Gamma Damage, AP 6, Heavy, Raise: 4d6 + 1d6 ⇒ (3, 5, 1, 5) + (3) = 17
Exposed Crew, Odd Pilot, Even Cycle: 1d6 ⇒ 5

The blast scathes along the side of the vehicle, but it is a glancing shot. Sentry is rewarded with only steam from the Cycle's paint.

The Skull Walker frantically fires some of its defensive guns to hit anyone near it.

Group Shooting, Suppressive Fire: 1d8 ⇒ 51d6 + 1d6 ⇒ (6) + (1) = 7
7 to hit surrounding area. Hunter Squad has cover from the vehicle itself, they are Distracted.

Round 3:

CS Troops Gold Squad (x8)- AH- In Cover (-6), Test Shots at Sentry
Griffin Squad 2(Blue, Heavy Weapons x8)-AD-Move to 5S, in cover (-4)

CS Troops Crimson Squad (x8)-QS- Noticed Ounce and Jingu, in 5H

CS APC-QH- Fire at Barbara

Jingu- JD- Invisible 3 turns remain, Move to 3S

Hunter Squad 1(Green, Infiltrators x8)-10S-Move to 4H, Blow Open Hatch on Skull Walker, Distracted (-2).

Burgurk- 10C- Bumped to KS, Behind Cover (-8)

Josiah- 9S- fire Heavy Laser at APC, bumping it to Joker

CS Troops Verdant Squad (x7)- 9C- Fire at Terry, In Cover (-4), Distracted (-2)

Free Folk Squad (x5)- 8C- fired at Sky Cycles, returned to cover (-4).

Sentry- 7D- Fly, Shoot?

CS Skull Walker- 6S- blindly move to 4H

Ounce- 5S- Illusion 4rds remain, Blind Skull Walker in 5S

CS Sky Cycle Flight (x5)-5H- fire at Bart and Sentry, Distracted (-2)

Bart- 4S- Moved to AS, Shot Down one Sky Cycle.

Barbara- 4H-fired Boom Gun at APC, in 6D, Wounded (-3)

Terry- 4D- Move towards APC, Invisible, in 3H

Gummitch- 3S-

Ounce is up!


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Will spend the benny

As Terry is closing, he notices the guns swiveling towards Barbara.

+++Barbara, move Right, block the APC from its shots+++


Savage Rifts RotRwT

I would say that would allow Barbara to have only taken two wounds total, as she is also dug in so she can shoot her gun.

Ounce?


Map Female Human Mystic (Veteran, 9 advances)| Bennies 3 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 10/15 ISP 0/20 | Active Power: +4 toughness 4/5 rounds, Invisibility 5/5 rounds

Ounce hunkers down with Griffin squad, checking to see if anyone needs any healing. If no one needs healing, she draws her sidearm and joins firing with the squad at the nearby Coalition squad.

Wilk’s 320 Laser Pistol Range (15/30/60), dam. 3d6 ROF 1 AP 2
Shooting: 1d4 ⇒ 3
Wild: 1d6 ⇒ 5

Damage: 3d6 ⇒ (5, 3, 1) = 9
AP 2


Savage Rifts RotRwT

Ounce's laser pistol scores a hit on one of the advancing soldiers but only manages to mar the ceramic paint a bit.

The Sky cycle Flight turns their guns toward Sentry, hoping some air to air dogfighting might get the superhuman to give up.

Group Suppression Fire, Lasers: 1d8 ⇒ 51d6 ⇒ 5

Sentry is Distracted (-2)

Round 3:

CS Troops Gold Squad (x8)- AH- In Cover (-6), Test Shots at Sentry
Griffin Squad 2(Blue, Heavy Weapons x8)-AD-Move to 5S, in cover (-4)
CS Troops Crimson Squad (x8)-QS- Noticed Ounce and Jingu, in 5H

CS APC-QH- Fire at Barbara

Jingu- JD- Invisible 3 turns remain, Move to 3S

Hunter Squad 1(Green, Infiltrators x8)-10S-Move to 4H, Blow Open Hatch on Skull Walker, Distracted (-2).

Burgurk- 10C- Bumped to KS, Behind Cover (-8)

Josiah- 9S- fire Heavy Laser at APC, bumping it to Joker

CS Troops Verdant Squad (x7)- 9C- Fire at Terry, In Cover (-4), Distracted (-2)

Free Folk Squad (x5)- 8C- fired at Sky Cycles, returned to cover (-4).

Sentry- 7D- Fly, Distracted

CS Skull Walker- 6S- blindly move to 4H

Ounce- 5S- Illusion 3rds remain, Blind Skull Walker in 5S

CS Sky Cycle Flight (x5)-5H- fire at Sentry

Bart- 4S- Moved to AS, Shot Down one Sky Cycle.

Barbara- 4H-fired Boom Gun at APC, in 6D, Wounded (-3)

Terry- 4D- Move towards APC, Invisible, in 3H

Gummitch- 3S-

Bart, Barbara, Terry and Gummitch are up!

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