XCOM: Enemy Unleashed

Game Master JDPhipps

Originally assigned as UN Peacekeepers after a mysterious incident in the Middle East, a group of exceptional individuals have been recruited by a mysterious government organization after it's discovered that Earth is facing an imminent alien invasion.


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Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

Gavril shifts his machine gun on its support once more and then opens fire on one of the creatures. Although most of his shots go wide, one looks to connect.

Rolls:
Shooting 1: 1d8 - 2 ⇒ (6) - 2 = 4
Shooting 2: 1d8 - 2 ⇒ (5) - 2 = 3
Shooting 3: 1d8 - 2 ⇒ (1) - 2 = -1
Shooting 4: 1d8 - 2 ⇒ (3) - 2 = 1
Wild: 1d6 - 2 ⇒ (4) - 2 = 2

Damage 1: 2d8 ⇒ (4, 3) = 7


Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

Rosa elects to take a more controlled shot, firing off one round toward the nearest creature.

Rolls:
Shooting: 1d8 ⇒ 5
Wild: 1d6 ⇒ 4
Damage: 2d6 ⇒ (1, 3) = 4


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

How many floaters?


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Sorry, thought I put that in my post; there are seven Floaters.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kris takes cover and fires his rifle at the lead Floater

3RB: 1d8 + 4 ⇒ (4) + 4 = 8 Wild: 1d6 + 4 ⇒ (6) + 4 = 10 Ace: 1d6 ⇒ 1 Total = 11

Damage w/Raise: 2d8 + 4 + 1d6 ⇒ (6, 3) + 4 + (6) = 19 Exploding: 1d6 ⇒ 6 Exploding2: 1d6 ⇒ 5 Total=30 damage

27/30 Rounds in Mag; the +4 was +2 Joker+2 3RB

Aye Sergeant Bohan, lets clear these buggers then scram yes.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

So, I spent a few hours yesterday combing through my laptop for the stats on all the aliens... didn't find it. After resigning myself to redoing EVERYTHING, I remembered when I picked up my flash drive I'd saved them there and never put them on the laptop.

As the Floaters tear into the clearing, a hail of gunfire greets them. While for a moment it looks as if Gavril's hail of gunfire would manage to strike one of the creatures, it twists deftly out of the way with the help of its jet. Rosa shoots one of the creatures in the chest, but the shot bounces off its metal plating. However, Jacob's burst manages to clip the propulsion system on one of the Floaters, and it spirals out of control before slamming full-force into the ground. Kristophe in turn takes the leader with another three-round burst, which blasts through the creature's skull. Miraculously, the creature seems to have survived; while blood and brain matter are clearly leaking from its wound, it seems as if the cybernetic support structure has kept the body functioning. Still, the leader of the Floater pack hovers along slowly, clearly heavily injured.

The leader, howling louder now with its injuries, unleashes a hail of fire on Kristophe; while most of the shots goes wide, the plasma splashes over the lip of the debris and lands on his neck, chest and legs; while not horribly painful, he can feel the slight burning sensation before he brushes the fluid away. Another volley comes in from two more of the Floaters; one slams harmlessly into the collapsed building, but another strikes Kristophe along the shoulder and arm.

Meanwhile, a few of the others peel off and circle around Jacob, unloading on him as well. Amidst the flying plasma, one blast catches him straight in the chest and sends him staggering back from the force of the impact; while still standing, he's taken a solid hit. The last of those remaining fires off at Rosa, but she ducks down behind what looks to have one been part of a car and hears the sizzling as the metal is slowly eaten away.

Rolls:

Soak: 1d6 ⇒ 6
Wild: 1d6 ⇒ 1
Soak; Ace: 1d6 ⇒ 6
Soak; Ace: 1d6 ⇒ 3
Total of 15.

Shooting: 1d6 - 7 ⇒ (6) - 7 = -1
Wild: 1d6 - 7 ⇒ (2) - 7 = -5
Shooting; Ace: 1d6 ⇒ 6
Shooting; Ace: 1d6 ⇒ 1
Total of 6.
Shooting: 1d6 - 6 ⇒ (1) - 6 = -5
Total of -6.

Damage: 2d6 + 1 ⇒ (1, 1) + 1 = 3
Total of 3.

Shooting: 1d6 - 4 ⇒ (6) - 4 = 2
Shooting: 1d6 - 4 ⇒ (3) - 4 = -1
Total of -1.
Shooting; Ace: 1d6 ⇒ 6
Shooting; Ace: 1d6 ⇒ 1
Total of 9.

Damage: 3d6 + 1 ⇒ (3, 3, 2) + 1 = 9
Total of 11.

Shooting: 1d6 - 4 ⇒ (3) - 4 = -1
Shooting: 1d6 - 4 ⇒ (3) - 4 = -1
Total of -1.

Shooting: 1d6 - 3 ⇒ (3) - 3 = 0
Total of 0.
Shooting: 1d6 - 3 ⇒ (6) - 3 = 3
Shooting; Ace: 1d6 ⇒ 4
Total of 7.

Damage: 2d6 + 1 ⇒ (4, 5) + 1 = 10
Total of 10.

Shooting: 1d6 - 3 ⇒ (4) - 3 = 1
Total of 1.
Shooting: 1d6 - 3 ⇒ (3) - 3 = 0
Total of 0.

Shooting: 1d6 - 3 ⇒ (5) - 3 = 2
Shooting: 1d6 - 3 ⇒ (5) - 3 = 2
Total of 2.

Borax and Jackalyn are up!

Kristophe is Shaken!
Jacob takes 1 Wound!

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Oi, Jon, you prefer that we roll soak -if we soak, anyway- righr away or wait for our turn? Just for this one and until you answer, I'll roll.

Soak: 1d6 ⇒ 11d6 ⇒ 3
How about no? Another one
Benny: 1d6 ⇒ 61d6 ⇒ 3
Ace: 1d6 ⇒ 5
I do believe I soaked. 1/3 bennies remaining


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

It honestly doesn't matter to me, do whatever you're comfortable with. Also, you diddly-done soaked, so no more Wound for you!


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

With everyone seemingly shooting different targets, Borax shouts out,

"Focus your attacks!"

Borax aims for the wounded leader that Kristophe nearly killed with a doube-tap.

2RB: 1d10 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (3) + 1 = 4

Damage: 2d8 + 1 ⇒ (4, 8) + 1 = 13 Exploding: 1d8 ⇒ 5 Total = 18


Female Human
Silenced Barret:
Dmg 2d10, 4 AP | Rng 50/100/200 | Ammo 8/11 | HW, Snapfire, RoF 1
Eagle:
Dmg 2d8, 2 AP | Rng 15/30/60 | Ammo 7/7 | Semi-Auto, RoF 1
Wounds and Clips:
3/3 Wounds, 10/10 clips
Novice: 15 XP

Jackalyn pauses her breath for just a moment, surveying the battlefield. Concluding that Jacob needs more help, she takes a shot at one of the Floaters that nearly killed Jacob.

Shooting: 1d10 ⇒ 7
Wild: 1d6 ⇒ 5

Damage: 2d10 ⇒ (9, 4) = 13


Bennies 2 Wounds 0 Parry 6 Toughness 8

Unshake: 1d8 ⇒ 2 1d6 ⇒ 5

Kris shakes his head at the aliens. Thain't going to do it. he grunts.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

As the bullets start flying, one of the soldiers climbs into the cockpit opposite the pilot while another begins to check and make sure the chopper is ready for take-off. A third, evidently one who speaks several of the native languages, clambers into the helicopter to guard and calm the refugees. Still outside, a few more soldiers begin to fire on the enemy; the first scores a glancing blow off the leader, causing it to spin about into a hail of bullets from his comrade. As their leader falls, another soars of the way of Borax's attack and into the path of Jackalyn's rifle. One more takes a swoop at Jacob, before pausing just long enough for one of the men to put a three-round burst through its skull. All in all, three more floaters fall from the sky, leaving three to continue the assault.

Rolls:

Shooting: 1d8 + 1 ⇒ (4) + 1 = 5
Total of 5.
Damage: 2d8 + 2 ⇒ (2, 7) + 2 = 11
Total of 11.

Shooting: 1d8 + 1 ⇒ (3) + 1 = 4
Total of 4.
Damage: 2d8 + 2 ⇒ (3, 8) + 2 = 13
Damage; Ace: 1d8 ⇒ 8
Damage; Ace: 1d8 ⇒ 2
Total of 22.

Shooting: 1d8 - 3 ⇒ (2) - 3 = -1
Total of -1.
Shooting: 1d8 - 3 ⇒ (5) - 3 = 2
Total of -2.
Shooting: 1d8 - 3 ⇒ (8) - 3 = 5
Shooting; Ace: 1d8 ⇒ 2
Total of 7.
Damage: 2d8 ⇒ (7, 3) = 10

Initiative:

Borax: Eight of Clubs
Gavril: Ace of Clubs
Kristophe: Two of Hearts
Jackalyn: Four of Diamonds
Jacob: Six of Clubs
Rosa: King of Clubs

Floaters: Ten of Hearts
Soldiers: Five of Spades

  • Gavril and Rosa
  • Floaters
  • Borax, Jackalyn, and Jacob
  • Soldiers
  • Kristophe

    Gavril and Rosa are up!


  • Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

    "Carajo! There are a lot of these assh*les." Rosa takes aim and fires another round, hoping that this shot gets better penetration on the armor. Unfortunately, she doesn't manage to do much and misses by a fair margin.

    Shooting: 1d8 ⇒ 2
    Wild: 1d6 ⇒ 2


    Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
    Weapons:
    Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

    So did Borax's attack hit?


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    No, the Floaters have the Dodge Edge; you take a -1 to rolls against them. This is to compensate for the fact that it's impossible for them to take cover. However, you were one off; I figured it'd be thematic for your shot to cause it to dodge into more sustained fire.


    Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

    Seeing the way the enemies dodge out of the way of less accurate fire, Gavril takes his hands off his machine gun and brings up his shotgun, blasting at the nearest floater. I'm assuming one of them would be within 12 squares. Roll is +2 for shotgun, -2 for drawing.

    Shooting: 1d8 + 2 - 2 ⇒ (3) + 2 - 2 = 3
    Wild: 1d6 ⇒ 6 Ace: 1d6 ⇒ 2 Total 8, so close to a Raise.

    Damage: 3d6 ⇒ (6, 4, 2) = 12 Ace: 1d6 ⇒ 1 Total 13.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Rosa's shots go wide, but Gavril's shotgun blast catches one of the Floaters in the chest; it reels back in the air, bleeding from several small wounds and struggling to control itself in the air. While it spins wildly, the other two swoop in towards Gavril and let loose a barrage of plasma fire. Moat of it slams into the area around him and begins to eat away at the rock and concrete, but one of the Floaters comes screeching past him and fires a plasma bolt directly into his chest before careening away. Gavril staggers backwards violently from the force of the attack, and it looks, at least for a moment, as if the big man might be down for the count...

    Rolls:

    Spirit: 1d6 - 1 ⇒ (4) - 1 = 3

    Shooting: 1d8 - 2 ⇒ (3) - 2 = 1
    Shooting: 1d8 - 2 ⇒ (5) - 2 = 3

    Shooting: 1d8 - 2 ⇒ (2) - 2 = 0
    Shooting: 1d8 - 2 ⇒ (7) - 2 = 5

    Damage: 2d6 + 1 ⇒ (6, 6) + 1 = 13
    Damage; Ace: 1d6 ⇒ 6
    Damage; Ace: 1d6 ⇒ 3

    Damage; Ace: 1d6 ⇒ 5
    Total of 24.

    Borax, Jackalyn, and Jacob are up!

    Gavril takes 4 wounds, and is Incapacitated!


    Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

    Soak: 1d8 ⇒ 8 It's Soakin' Time: 1d8 ⇒ 6 14, 3 Wounds Soaked.
    Wild: 1d6 ⇒ 3

    Gavril staggers back from the blast and has to catch himself on some rubble to keep from falling over. A great deal of foul green smoke is pouring from his chest, but he quickly strips off his ballistic vest, revealing that most of the plasma didn't yet eat through. "Putain de merde!" he hisses, turning his eyes back up to the creatures.


    Female Human
    Silenced Barret:
    Dmg 2d10, 4 AP | Rng 50/100/200 | Ammo 8/11 | HW, Snapfire, RoF 1
    Eagle:
    Dmg 2d8, 2 AP | Rng 15/30/60 | Ammo 7/7 | Semi-Auto, RoF 1
    Wounds and Clips:
    3/3 Wounds, 10/10 clips
    Novice: 15 XP

    Jackalyn continues cooly picking off the Floater, her brow furrowed in intense concentration. She raises her rifle to the Floater that nearly killed Gavril.

    Shooting: 1d10 ⇒ 3
    Wild: 1d6 ⇒ 3
    Damage: 2d10 ⇒ (10, 2) = 12

    Unfortunately, the Floater swerves out of the way just in time, and her shot goes wide.


    Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
    Weapons:
    Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

    Borax once again focuses on the floater wounded by Gavril

    2RB: 1d10 + 1 ⇒ (7) + 1 = 81d6 + 1 ⇒ (5) + 1 = 6

    Damage: 2d8 + 1 ⇒ (6, 3) + 1 = 10

    Grand Lodge

    Male
    Abilities:
    Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
    Stats:
    Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
    Skills::
    Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

    Jacob spits under the effort and keeps the fire going.

    3RB Shooting: 1d8 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (5) + 2 = 7
    Damage: 2d8 + 2 ⇒ (2, 8) + 2 = 12
    Ace: 1d8 ⇒ 5

    "We should evac as soon as possible, kids! Prepare to run!" yells the irish man as he signals the grenades on his belt.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    As Gavril barely survives the assault of these creatures, Borax puts one down with a well-placed shot to the chest. As the other swerves around, Jacob shoots out the other Floater's propulsion system, and it crashes head-first into a wall. With one Floater left, the soldiers remaining out of the chopper open fire; one of them fires several times and misses the monster as it dodges through the air, but another manages to put a bullet through its head, and it drops to the ground.

    "Get in! We're gettin' the f*ck out of here!" the pilot calls, his door open. "There'll be more here soon, we wanna be gone by the time that happens."

    Rolls:

    Shooting: 1d8 - 3 ⇒ (3) - 3 = 0
    Shooting: 1d8 - 3 ⇒ (5) - 3 = 2
    Shooting: 1d8 - 3 ⇒ (2) - 3 = -1
    Total of 2.

    Shooting: 1d8 + 1 ⇒ (7) + 1 = 8
    Damage: 2d8 + 1d6 + 2 ⇒ (5, 8) + (4) + 2 = 19
    Damage; Ace: 1d8 ⇒ 3
    Total of 21.

    Soak: 1d6 ⇒ 4

    If everyone is okay to move on, I will move us back to base camp.


    Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

    Rosa curses under her breath as Gavril barely manages to stay on his feet. "Get that man on to the chopper! I'll patch him up while we're in the air!" As they load up on the helicopter, she swings her gun over her shoulder and pulls a set of bandages and antiseptic from her bag. "You lucky cabrón. Your armor took most of the hit. You're lucky to be breathing"

    Healing: 1d8 + 2 ⇒ (2) + 2 = 4
    Wild: 1d6 + 2 ⇒ (3) + 2 = 5


    Female Human
    Silenced Barret:
    Dmg 2d10, 4 AP | Rng 50/100/200 | Ammo 8/11 | HW, Snapfire, RoF 1
    Eagle:
    Dmg 2d8, 2 AP | Rng 15/30/60 | Ammo 7/7 | Semi-Auto, RoF 1
    Wounds and Clips:
    3/3 Wounds, 10/10 clips
    Novice: 15 XP

    Jackalyn wordlessly slides into the helicopter, covering their retreat with her rifle if need be.


    Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

    Gavril moves to the helicopter quickly and covers the skies while the rest get in, only entering himself once everyone is accounted for. "Luck and some îndurare. Really, I'm fine." Gavril offers verbal protest to Rosa's efforts, but he doesn't actually fight her off, and remains quite still while she applies medicines and bandaging. The whole while, he keeps his hands on his Minimi and his eyes out the chopper, scanning the skies for danger.

    Notice: 1d6 ⇒ 6 Ace: 1d6 ⇒ 6 Clear Skies, Captain: 1d6 ⇒ 2 14. Gavril sees and hears everything.
    Wild: 1d6 ⇒ 6 I Gots the Wild Eyes: 1d6 ⇒ 5


    Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

    "I hate these god d*mned things. Burns are so much more of a pain to treat than bullet wounds..."


    Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
    Weapons:
    Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

    Borax joins the others in the copter.


    Bennies 2 Wounds 0 Parry 6 Toughness 8

    Kris hustles to the helicopter and jumps in. He positions himself in the doorway, weapon ready.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    After a few moments the chopper leaves the ground, the dead corpses of the Floaters left to rot on the ground. The refugees huddle towards the back of the chopper, with your fellow Peacekeepers watching out for them as the rest of you watch the skies. Gavril, with eyes like a hawk, spots flickers of movement amongst the buildings, crawling about within the collapsed homes and the ruins of the crashed alien vessel. They don't appear to be organizing, exactly, but they're clearly doing something. Either way, the flight back in otherwise uneventful.

    "You're back," the lieutenant says, waiting for you all outside the chopper. "There's an extraction team on the way, but they weren't expecting to be pulling us out in force, especially not so quickly; we leave tomorrow morning, at 0900 hours. Until then, we need to hold out..." he says, cracking his knuckles. "A group of them found our camp, not long after you left. We fought them off, but a few of them escaped. I'm doubling up on guard duty for the night... be ready for a fight."

    -----

    The next morning, the city retains its unearthly quietness. You can, in the distance, hear the blades of helicopters and the roar of trucks as your extraction team heads towards your position. A few patrols have noticed activity off in the distance, but none of the teams made contact. As your fellow Peacekeepers begin to board the vehicles, as well as helping the refugees both you and others had managed to rescue, it almost seems for a moment as if you might make it away before your strange, new enemy makes its move.

    "Grenade!" the call comes from one of the men still holding the perimeter, before several small, spherical devices land amongst those boarding the vehicles. Several Peacekeepers push the refugees into the vehicles before diving for cover, and one or two of the trucks farthest from the camp break off, hoping to avoid the incoming assault. While you all manage to make it behind cover, both Borax and Jackalyn are blown backwards from the force of the explosion; while fine, they're certainly dazed for a few moments. As you all take a look around from cover, you can see the buildings in the distance, as well as a few closer to you, crawling with enemies.

    "Drive! F*cking drive!" the lieutenant yells into a radio, himself ducked behind a supply crate with a pistol in his hand. On his signal, the rest of the trucks loaded with passengers begin to drive off, and the rest prepare to leave once the other soldiers have gotten in. A few of the helicopters, also fully loaded, take to the skies. "Kill those bastards!" he shouts, before blowing a hole through the head of one of the strange, grey creature you encountered earlier. Still, several more swarm forward as they scuttle about, while a few of those insect-like monsters leap from the rooftops.

    Okay, so this is going to work a little different than a normal combat; instead, you're all participating in a dramatic task. In a dramatic task, your goal is to reach a certain number of successes in five rounds; you will all need to reach 30 collective successes. You all need to make Shooting or Fighting rolls every turn, at a -2 penalty. I do draw cards for you, as normal, but since enemies don't move you don't have to worry about turn order. However, you can get what are called Complications; if you draw a Club, you take an additional -2 to all rolls that turn, and if you fail the roll you suffer negative consequences based on the scenario. If you manage to score a Raise, that Raise is "banked", and anyone in the party can expend a "banked" Raise to negate a Complication. Any raises left at the end of the task apply to your total number of successes.

    Borax and Jackalyn, you both drew Clubs, so you take an additional -2 this turn; that's why you got hit harder by the grenade, after all. If anyone manages to score a raise before you roll, you may use the raises to negate these. Otherwise, feel free to narrate your actions in a more extraordinary way than normal, as this is a DRAMATIC task. You might be able to accomplish feats normally beyond your abilities.


    Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

    As the next morning rolls around, Rosa still seems a bit tired, but rather grateful to be getting the hell out this utter mess. But of course, nothing goes as planned. "Son of a b*tch. Where do these things keep coming from? There can't have been that f*cking many of them on that ship." She flips off the safety on her SMG and opens fire on the creatures.

    Shooting: 1d8 - 2 ⇒ (5) - 2 = 3
    Wild: 1d6 - 2 ⇒ (6) - 2 = 4 Ace: 1d6 ⇒ 3 Total: 7


    Female Human
    Silenced Barret:
    Dmg 2d10, 4 AP | Rng 50/100/200 | Ammo 8/11 | HW, Snapfire, RoF 1
    Eagle:
    Dmg 2d8, 2 AP | Rng 15/30/60 | Ammo 7/7 | Semi-Auto, RoF 1
    Wounds and Clips:
    3/3 Wounds, 10/10 clips
    Novice: 15 XP

    Jackalyn shakes off the remainder of the grenade's effects, only to find herself face-to-face with one of those bug monsters, its mandibles and claws dripping with ichor. With seemingly not a care in the world, she grabs her old friend, parries the first claw, the second claw, and plunges the bayonet into the alien's chest.

    Fighting: 1d10 - 4 ⇒ (8) - 4 = 4
    Wild: 1d6 - 4 ⇒ (4) - 4 = 0

    The beast falls to the ground, strange blood oozing out of its chest, and Jackalyn hustles over to the convoy, taking up position near one of the trucks still filling up with soldiers and cooly aiming her rifle at another one of the insects.


    Bennies 2 Wounds 0 Parry 6 Toughness 8

    Kristophe fights like a man possessed Faen. Die du jævla dyrene!

    He has exchanged his rifle for a combat shotgun and he's blasting away, screaming obscenities in his native tongue. A grey skinned devil leaps at him and his blasted away. One of the thin men spits at him and he snarls, clubbing the creature with the stock. Forbanne din mor. Hun var en hore !

    Shooting: 1d8 - 2 ⇒ (1) - 2 = -1 Wild: 1d6 - 2 ⇒ (5) - 2 = 3 Benny!

    Shooting: 1d8 - 2 ⇒ (8) - 2 = 6 Wild: 1d6 - 2 ⇒ (6) - 2 = 4 Ace: 1d8 ⇒ 5 Ace: 1d6 ⇒ 1

    Total=11


    Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
    Weapons:
    Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

    Shaking his head in an effort to clear his vision, Borax hunkers down and flips the switch on his rifle to burst mode. Despite the haze, a grin creeps across the man's face as he aims and shoots.

    3RB: 1d10 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (6) - 2 = 4 Ace: 1d6 ⇒ 3 Total = 7
    Damage: 2d8 + 2 ⇒ (1, 2) + 2 = 5 Does the -4 apply to the damage? If so, -2 from the damage

    "Welcome to earth, ***holes! You want some?"


    Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

    Since this is a dramatic task, we don't actually roll damage. It's functionally closer to an interactive cutscene than a full on combat encounter.


    Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

    Gavril hurriedly gets the last of the civilians on board a transport just as the grenades fly in. He hits the deck behind some cover and comes up fast to see the incoming enemies. He slams one with a hefty kick, sending it flying into the rubble, then draws his tomahawk and cleaves through another, bisecting its oversized skull. With a snarl, the man moves into cover--closer to the aliens.

    Fighting: 1d10 - 2 ⇒ (10) - 2 = 8 Ace: 1d10 ⇒ 6
    Wild: 1d6 - 2 ⇒ (6) - 2 = 4 Wild and Crazy Dice: 1d6 ⇒ 6 A Couple of Wild and Crazy Dice: 1d6 ⇒ 5 [dice=Total 15.[/ooc]

    Grand Lodge

    Male
    Abilities:
    Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
    Stats:
    Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
    Skills::
    Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

    Running outta battery! Post in an hour or so

    Grand Lodge

    Male
    Abilities:
    Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
    Stats:
    Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
    Skills::
    Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

    His dramatic sense having warned of something like this happening, Jacob was already midway through his cigar to look good while doing his thing.

    With a fluid motion only years of experience could teach, the irish threw his first detpack far away, placing it close to one of the buiding's corners. As the explosive flew, he grabbed his gun and started shooting.

    Shooting: 1d8 - 2 ⇒ (8) - 2 = 61d6 - 2 ⇒ (6) - 2 = 4
    Double down on Aces: 1d8 ⇒ 81d6 ⇒ 4
    Holy Molly, matron of mad bombers!: 1d8 ⇒ 4

    8, then 8, then 4... minus 2. That's a nice 18. Jon, to use the explosives, do I have to roll or can it be used as part of the dramatic action and great shooting rolls


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    While the monsters press their assault, your team meets their initial push head-on. Rosa's shot puts a few bullets through the head of a Floater that came soaring around one of the buildings, and as it crashes into the ground the tank on its back explodes, take a few more with it. Jackalyn manages to dodge the attacks of one of the strange insectoid attackers before driving her bayonet into his chest and spearing it into the ground; as she plants her foot to pry the blade out of the carcass, it has already begun to curl into a ball and harden. Kristophe, shotgun in hand, blows a few holes through some of the little gray men, before one of the insectoid creatures leaps on him from above; with a catlike grace, the Norwegian man rolls to the side and blasts the creature through the skull as it rears up for another attack. Borax puts a few rounds through one of the thin men as it leaps from one building to another, and its body slams into the wall with a sickening splat. Gavril, roaring as he cleaves through the enemies with his tomahawk, wrenches one of the creatures from behind cover after driving his axe into its skull. Jacob, after tosses an explosive into their midst, takes down two Floaters as they swoop in towards the lieutenant, who drives a combat knife into the chest of one of gray men.

    "Drive them back!" the lieutenant yells, favoring his bad arm as he fires again, putting a few holes in one of the insects trying to maul another soldier. "We've gotta get these people out of here!" As he yells, two or three more trucks peel out of the camp, with another helicopter taking off for the skies just after a squadron of Floaters goes down. In the commotion, however, one of the Floaters still in the air manages to fly back and strafe Jacob's position, pinning him down.

    We are, currently, at 5 successes with 6 banked raises. For the next round, only Jacob has drawn a Club, so he gets a complication. As mentioned previously, you may expend a banked raise to ignore your complication for the turn.


    Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

    "We're going to be overwhelmed if they keep coming like this!" Rosa shouts as she unloads another burst of gunfire at the encroaching aliens. "So I hope you have more of a plan than hold the line!"

    Shooting: 1d8 - 2 ⇒ (8) - 2 = 6 Ace: 1d8 ⇒ 4 Total: 10
    Wild: 1d6 - 2 ⇒ (3) - 2 = 1


    Female Human
    Silenced Barret:
    Dmg 2d10, 4 AP | Rng 50/100/200 | Ammo 8/11 | HW, Snapfire, RoF 1
    Eagle:
    Dmg 2d8, 2 AP | Rng 15/30/60 | Ammo 7/7 | Semi-Auto, RoF 1
    Wounds and Clips:
    3/3 Wounds, 10/10 clips
    Novice: 15 XP

    Shooting/Fighting: 1d10 - 2 ⇒ (3) - 2 = 1
    Wild: 1d6 - 2 ⇒ (3) - 2 = 1

    Benny to reroll.

    Shooting/Fighting: 1d10 - 2 ⇒ (8) - 2 = 6
    Wild: 1d6 - 2 ⇒ (2) - 2 = 0

    When a horde of greys breaks through the line, Jackalyn smoothly kicks one over and stomps through its head, and while its brain matter is still leaking out she casually puts a hole in all the other's heads. As they fall to the ground, Jackalyn says drily, "Ammo. Ammo is my plan."


    Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

    Although the sound of roaring fills the battlefield, it becomes clear to anyone watching Gavril--if there is anyone beside the enemy--that the large man isn't making the noise. Although he gave a snarl at the start of the fight, he moves with precision, discipline, and relative silence, simply assaulting foes at the right moment in a break of fire. Having just wrenched an alien from cover, he turns and flings his tomahawk into the back of one of the large insect creatures, causing it to stop as it rears up to kill a soldier. Without a word, Gavril leaps onto its back and wrenches the axe free, stomping its head with a sickening crunch as it drops. Even as the soldier mutters thanks, the Romanian turns, his eyes narrowed and focused.

    Fighting: 1d10 - 2 ⇒ (2) - 2 = 0
    Wild: 1d6 - 2 ⇒ (3) - 2 = 1 Using a Benny.

    Fighting: 1d10 - 2 ⇒ (8) - 2 = 6
    Wild: 1d6 - 2 ⇒ (2) - 2 = 0

    Grand Lodge

    Male
    Abilities:
    Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
    Stats:
    Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
    Skills::
    Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

    Using Banked Raise to cancel the complication.

    The irish started moving backwards, all the while firing short bursts at those trying to reach past where he left the detpacks.

    "Wanna plan? How 'bout I collapse that s%++ty mockery of a building there and cut one of their routes? Sounds right ta ya, darlin'?" says Jacob as he raises his rifle again and tries to shoot directly at the explossive.

    Shooting: 1d8 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (1) - 2 = -1
    Egh, benny.

    Shooting: 1d8 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (2) - 2 = 0
    F$*~ you, Paizo. Benny again.

    Shooting: 1d8 - 2 ⇒ (8) - 2 = 61d6 - 2 ⇒ (6) - 2 = 4
    DOUBLE ACE AGAIN: 1d8 ⇒ 71d6 ⇒ 6
    YEEEEEHA: 1d6 ⇒ 1
    Total of 13.


    Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
    Weapons:
    Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

    His head starting to clear from the previous grenade, Borax ignores the chatter and simply does what he does best.

    3RB: 1d10 ⇒ 81d6 ⇒ 6 Ace: 1d6 ⇒ 3 Total=9


    Bennies 2 Wounds 0 Parry 6 Toughness 8

    Kris continues firing at the Floaters as they pass close by. He continues screaming in incomprehensible Norwegian.

    Shooting!: 1d8 - 2 ⇒ (7) - 2 = 5 Wild: 1d6 - 2 ⇒ (6) - 2 = 4 Ace: 1d6 ⇒ 5

    Total=9


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    The group continues to lay waste to the encroaching alien threat as the other soldiers focus on the evacuation, and soon more and more of your fellow Peacekeepers fall back to load into the trucks as you hold the line. Gavril continues to slice through their ranks with his tomahawk as he defends another soldier who quickly makes a break for the trucks, while Jackalyn manages to blow through the few that make it past Jacob's exlosion; the Irishman detonates the charges and sends one of the buildings careening into the street below, crushing a few more of the enemies beneath it and sealing off one of their routes towards your perimeter. Borax and Kristophe exchange a glance as they both hold the western flank from cover; Borax picks off the creatures at a distance with controlled bursts while Kristophe blasts through those the make it through. Rosa, for her part, manages to pick a troublesome Floater out of the sky, where it careens into two of its fellows; the three of them slam into the wall of a building and explode, sending more rubble crashing down to the ground.

    "We're not looking to stay here, Vasquez!" The lieutenant yells as he guts one of the strangely human-looking creatures with his knife, before shooting another twice in the chest. "Our ride's on its way," he says, gesturing towards the skies. In the air, one helicopter is heading towards your position and getting ready to touch down; in a few minutes, you'll be home free. "We're the last ones out, and that's our ticket. Fall back towards the landing zone! We'll make a stand there, clear it out enough for us to board." The lieutenant begins to move back himself as the attackers thin for a moment, Jacob's stunt having cut off their route of attack. "Come on!" A moment later, a sudden surge of the little grey men breaks through the line near Gavril, Jackalyn, and Jacob; they swarm past the now-dead Peacekeepers covering their flank with their strange weapons raised, forcing the three to duck and cover from enemy fire.

    We're at 12 successes and 10 banked Raises. Gavril, Jackalyn, and Jacob all drew Complications, but Rosa and Kristophe drew Jokers; they're rolling without any modifiers this round. Those who drew Complications may, of course, spend a Raise to negate them.


    Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

    "If we live long enough for him to make it!" Rosa shouts back. She starts to give ground slowly, following the lieutenant back toward the extraction point while unleashing a hail of fire in to the swarming aliens, their tightly packed lines making it easier to spray them all down.

    Shooting: 1d8 ⇒ 4
    Wild: 1d6 ⇒ 6 Ace: 1d6 ⇒ 6 Damn...: 1d6 ⇒ 5 Total: 17, that's what 3 raises. I think I can cancel all the complications this round.


    Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

    Yeah, I'm gonna use a Raise.

    Gavril grits his teeth as he starts to fall back toward the LZ, but then the enemy forces begin to swell again. Turning to face them and moving slowly but surely backwards, he opens up with his machine gun, spraying down fire across the battlefield--unfortunately to little more effect than suppressing the creatures for a few seconds.

    Shooting: 1d8 - 2 ⇒ (3) - 2 = 1
    Wild: 1d6 - 2 ⇒ (2) - 2 = 0


    Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
    Weapons:
    Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

    Borax whirls on the surging grey men, continuing to fire in short controlled bursts.

    3RB: 1d10 ⇒ 31d6 ⇒ 5


    Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
    Weapons:
    Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

    FYI, statistically I don't think it makes sense to use a Raise if you're rolling a d8. It's trading a guaranteed success for a a slightly better than 50% chance to get back that same success and a like a 10% chance to get a raise.


    Female Human
    Silenced Barret:
    Dmg 2d10, 4 AP | Rng 50/100/200 | Ammo 8/11 | HW, Snapfire, RoF 1
    Eagle:
    Dmg 2d8, 2 AP | Rng 15/30/60 | Ammo 7/7 | Semi-Auto, RoF 1
    Wounds and Clips:
    3/3 Wounds, 10/10 clips
    Novice: 15 XP

    Using a raise.

    Jackalyn nods, then abandons her use of bullets altogether as she cleaves, twirls, slashes, and stabs her way through the alien horde. A half-dozen grays fall before her bayonet, before she is flanked by two hissing insects.

    Fighting: 1d10 - 2 ⇒ (7) - 2 = 5
    Wild: 1d6 - 2 ⇒ (5) - 2 = 3

    She swiftly jabs the butt of her rifle into the torso of the right one, staggering it and giving her just enough time to slam her bayonet through the throat of the left one, followed by a spinning flourish to cut off the head of the right insect, before she keeps on moving.

    She would be right at home in medieval times, it seems.

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