| GM_Panic |
Its t12 add3
The shots hit true, and there is a flash as the fighters FLASH armor takes the laser hit but then a shotgun blast hits it fully in the chest,
-4 Amror DMG but then 8 points on target, dropping it down to 1hp
The fuger is knocked back a little and slumps down, grounding its rifle falls to the floor.
from the other room.
"S^%t!, S^%t!, S^%t!"
You hear something pulled down.
"TIN MAN BRAKE!!"
The unknown man shouts,
The Robot stops pounding the dead body and turns slowly to you. As it does you can see some damage where it's been shot.
Next ground
| Navarre "Two-Fingers" |
Trying not to look at his dead friend on the floor, Navarre racks another shell into the chamber, asking the officer, "Do you have eyes on the person commanding this robot?" As he steps, trying to get around the robot, he levels the shotgun at the thing. Squeezing the trigger the weapon roars again, point blank at the 'tin man.'
Gun Combat: (Shotgun +2): 2d6 + 2 ⇒ (4, 2) + 2 = 8 damage: 4d6 ⇒ (4, 4, 2, 1) = 11
| GM_Panic |
"Yes, he has a shotgun."
Then he barfs up blood.
He does not look well.
Tin Man save 2d6 + 4 ⇒ (3, 3) + 4 = 10 DC 11
Navarre blows the head of the Tin Man Robot, and it slumps inactive.
The robots being knocked out spurs the guy in the room to fire.
"*^(You !! Copper"
cames the voice and a shot rings out.
2d6 + 2 ⇒ (2, 2) + 2 = 6 DMG 4d6 ⇒ (6, 1, 1, 2) = 10
Hitting the officer again, this time it's a deadly hit, and the officer slumps to the floor, his chest a mess.
"Come near me and I will &^%*& kills you!"
The voice calls out.
| Navarre "Two-Fingers" |
Kicking the 'tin can man' over Navarre frowns. He'd not know the officer as well or as long as he'd know Abebe, but he didn't like to see anyone die uselessly, especially on his watch. Believing the pirate would try and kill him, Navarre, keeping his gun on he door, ask Boom, in a voice loud enough for the pirate to here. "Boom, you have a quantity of Plastique small enough we can wire and toss in there without blowing a whole in the outer wall?"
Navarre will wait for Boom's answer. In the meantime, if anyone with a higher talking skill would like to talk this guy out, I would not complain.
| Orion "He That Seeks" |
Stunned by the sudden violence, Orion tries to get a bead on the fellow in the next room by taking cover behind the fallen robot and firing his pistol if he gets a clear shot.
Gun Combat (Slug Pistol - DEX): 2d6 + 1 + 2 ⇒ (4, 6) + 1 + 2 = 13
Damage: 3d6 - 3 ⇒ (1, 2, 5) - 3 = 5
Wasn't sure if there's an initiative order or anything? Will try and get a line of sight into the room by taking cover behind the remains of the robot so as not to present himself as a wide-open target in getting to a point where he can fire on the gunman. I think that damage roll is correct...
| "Initiative_monkey" |
HI I am the Initive monkey and I will be looking after combat from this point on. It's the player's turn. I will wait until all players have posted, their actions. Then resolve them then do Enemy actions. :)
Orion [posted action]
Navarre [posted action]
*Digger [to post action]
*Captain [to post action]
| Nathan "Cable" Grey |
Boom says rather loudly "When have you known me to be without explosives. Give me a second." He then fires at the remaining enemy he can see in order to clear a path to the room.
[dice=Gun (Energy Pistol) Dex] 2d6 + 1 + 1 [dice=Damage]3d6+3
"Boomer wait ..."
and then, also rather loudly
"No one should have to die with their limbs blastred off, bleeding out on a rock no one knows about with no one to even tell their family. Today doesn't have to be a good day to die. It isn't like we're cops, it's all indies here now. Maybe we could work this out ..."
| GM_Panic |
The one in the room is most def dead now. Big holes lots of blood. The on in the other room calls out.
"Your not the only one with explosives, leave now or you will be meat on the walls your *&^(*&ers"
You hear movement, Orion goes behind the robot and shoots at into the room. Sorry to say just hitting cover. A small object comes back out the door. Its a grenade.
| Orion "He That Seeks" |
"I'm starting to harbor an intense dislike for this guy." Orion mumbles under his breath as the grenade explodes and the shrapnel rains into the body of the robot - which thankfully shielded him from harm.
Then he rises up to a kneeling position and fires again!
Gun Combat (Slug Pistol - DEX): 2d6 + 1 + 2 ⇒ (6, 6) + 1 + 2 = 15
Damage: 3d6 - 3 ⇒ (5, 5, 5) - 3 = 12
Trying to use the robot as half-cover while I fire from a kneeling position at the bad guy. OK, that's gotta hit... right? If not I'm getting the hell outta here!
| Navarre "Two-Fingers" |
Having dove into the corner, Navarre realizes the enemy has advanced. Rolling from his side to his back he brings the shotgun to his shoulder. Pointing the shotgun at the small of the mans back, Navarre squeezes the trigger.
shotgun: called shot: 2d6 + 2 - 2 ⇒ (4, 6) + 2 - 2 = 10 damage: 4d6 ⇒ (6, 4, 6, 2) = 18
| GM_Panic |
You four are the only ones left standing, there is the smell of blood, fire arms and burning flesh. The Blood streaks the walls and bodies lay all on the floor. It looks like something out of a horror Tri-vid.
Then sock, the officer makes a sound a low moin. As you move to check him you find there is still life signs, faint and failing bit still there.
In the mass of death there is a little hope
| Navarre "Two-Fingers" |
Rolling to his elbow Navarre stands. Moving quickly to the dead pirate nudging the mans shotgun away with the toe of his boot just in case, Navarre quickly searches the man. Hearing the 'officer moan' he looks up, "Cable he's alive, can you do anything for him?"
After asking, he picks up the man's shotgun and looks at it. Storing the weapon in his pack, he quickly investigates behind the barrier, looking to see if the fellow had any grenades left.
| Navarre "Two-Fingers" |
Letting the captain worry about the officer, Navarre quickly relieves the corpse of its shotgun, bandolier, and comms unit. Looping the bandolier over his shoulder and attaching the comms unit to his ear, he slides the shotgun into the scabbard on his pack usually reserved for his own weapon. Sliding two shells into his shotgun's receiver, he moves into the hall, telling Cable and the others, "I'll keep an eye out while you check on the officer."
| Nathan "Cable" Grey |
Letting the captain worry about the officer, Navarre quickly relieves the corpse of its shotgun, bandolier, and comms unit. Looping the bandolier over his shoulder and attaching the comms unit to his ear, he slides the shotgun into the scabbard on his pack usually reserved for his own weapon. Sliding two shells into his shotgun's receiver, he moves into the hall, telling Cable and the others, "I'll keep an eye out while you check on the officer."
Cable holsters his pistol, and goes over to the downed officer.
"Give me just a sec to take a look ..."
EDU+MED: 2d6 + 2 + 2 ⇒ (3, 4) + 2 + 2 = 11 Triage & Assessment
| Nathan "Cable" Grey |
"Gentlemen ... we are saving this man. It could be that means me dragging him back to the ship by myself, but we are saving him."
Cable looks around to see who's with him on this
"I can't remember seeing a cryo-tube where we came in, but there was a lot of medical gear. Can someone race over there and let me know? If that doesn't pan out, we need to get him to our Low Berths in Engineering, asap. Get on comms, we need to be FAST."
| Navarre "Two-Fingers" |
Nodding at Cables explanation, "If we are sending someone back to the ship, we should make sure the way is clear." He nods back the way they came to the nearest door. Listening at the door, he waits till Boom and Orion are near. Then, shotgun in one hand, opens the door with the other.
I've moved Navarre to the door he's opening, once Boom and or Orion are near.
recon/int.: 2d6 + 0 + 1 ⇒ (1, 5) + 0 + 1 = 7
| GM_Panic |
Low Berth, are cry-tubes that are self-contained pods that hold 1 life form. You can spaces for 2 on your ship for two pods but you don't have the pods. They tend to be wheeled in to place and removed. Seems yours where removed.
You hear nothing and open the door. you enter an air lock and see a window in the other door, looking into the next room you see an office.
You can see noone
| Nathan "Cable" Grey |
Nathan is clearly worried: he has never seemed worried, ever, before.
As they move, he gets on comms.
"Aya, I need you. I need to create a cryo-effect, as close to a low berth as possible. I know that we have not created one yet, but I want to know what we can convert, absolutely as soon as possible. Whatever it takes. If that means we place this man in a Vacc Suit and you chill & regulate its internal temperature and atmoshpere, then that's what we do. I need him cold. I need to save his life."
| GM_Panic |
Star lifts the officer along the corridor and Navarre enters the new room
he is in a bad way, Nathan you think you don't have much time at all. If you don't get him somewhere that can either trait him at the level that's needed to get him into cold sleep, he is not going to make it. You have minutes if that.
and faces in front two doors to a ship docking area from the lookout the doors windows. Seeing a side room you look through the door window and see two low Berth pods ready for loading but powered down, you're going to have to get in there and power them up. As you turn to go tell you someone runs past the docking area windows. Is a woman, she is heading for the ship. And she looks very much like the person of Interest everyone is after, the one with the 2mil CR on her head.
What do you do!
go after the woman,
tell the others something
or
go start up the pods?
| Navarre "Two-Fingers" |
Was anyone moving with Navarre? I know Boom said he'd aid Cable, Orion were you moving with Navarre?
Turning back towards the doors leading to the docking area, Navarre tabs his radio, "Cable, there are two low berth pods in the side room here. I think we can use one of them for the officer. More importantly I think our 'prey' is headed to a ship in the docking bay. We probably should stop her."
Does he recognize what sort of robots are prepping the ship, or anything about the ship itself?
knowledge on the robots: engineering/edu.: 2d6 + 0 + 2 ⇒ (3, 2) + 0 + 2 = 7
knowledge on the ship: engineering/edu.: 2d6 + 0 + 2 ⇒ (2, 2) + 0 + 2 = 6
| Nathan "Cable" Grey |
Yes the same as the one you encountered before, heavy robot meat for lifting and hard work. Built like a tank for space work.
Remember the low berth pods need checking and powering up.
Thats an engineering job...
EDU+ENG: 2d6 + 2 + 0 ⇒ (4, 1) + 2 + 0 = 7 To inspect and launch cryo-tube
lmk if Cable might get a bonus due to his MED skill?
https://wiki.travellerrpg.com/Low_Berth_Rack
| Digger Boom |
Boom comes over the comms and says "I knew I should have rigged those ship doors for demolition! Did you see anywhere that the laser turret control might be? I can head there and try to shoot her while Cable and Orion get the officer to the low berths. Yous should probaly try and get them ready for them."
| GM_Panic |
Cryogenic Berth TL:7-9+ Also known as CryoBerth, Cryo Capsules, Cryo Coffins. Standard Low Berth in known space, uses extremely low temperatures to produce a state of suspended animation. Once frozen, the room can be brought to vacuum and the occupants can remain in suspended animation for hundreds or even thousands of years. No aging occurs in a CryoBerth. If more than a year is spent in suspended animation then it is best to have a full doctor available for the reanimation process, whereas during normal transportation process a trained medic is sufficient. No medical procedures can be preformed on a person in a CryoBerth. Side effects include death, frost bite to extremities, and neurological damage. Neurological damage normally heals in 1-6 weeks, Frost bite can be treated with regrowth or prosthetics. [13]
| Navarre "Two-Fingers" |
Orion was moving with Navarre to clear a route, per my last post.
Sweet, that's what I thought, no one moved on the map so i was just making sure :)
As Navarre moved towards the Docking area doors, he realizes Cable has started interacting with the cryotube. Chuckling at Boom's comment about 'rigging the doors' Navarre smiles a wolfish smile, "Don't worry we'll stop her."
Nodding to Orion, he opens he docking area doors, moving into the docking bay, shotgun leveled at the would be escaping pirate, "Hold right there, I'd rather not kill you."
Basically just moving into the room, so he has a closer shot if he needs one.
| GM_Panic |
The officer coughs up more blood, And as Nathan realizes the cryotubes have been taken apart for maintenance. It would take a trained engineer to get than back in working order before the officer dies.
As Navarre he can see a robot get between him and the 2mil Cr target. So he can't see her anymore. He can hear Nathan's frustration and explanations saying the cryotubes need to be put back into working order fast.
We are entering rounds.
Rounds left before officer dies, 1d8 ⇒ 4
| GM_Panic |
As Navarre moves into the docking area, but the robots now move to block him, blocking his view. A voice comes to you.
"Hay!! Bounty hunters, you got shot up pretty badly by the boys, seems you took them out but good luck getting past the bots. Going to be long gone by then and this place is going to BLOW as soon as I'm out.!! hahaha hahaha"
Evil laughter, and you hear the ship's cockpit cover start to lower.
As the engines start to warm up.
| Nathan "Cable" Grey |
Orion "He That Seeks" wrote:Orion was moving with Navarre to clear a route, per my last post.Sweet, that's what I thought, no one moved on the map so i was just making sure :)
As Navarre moved towards the Docking area doors, he realizes Cable has started interacting with the cryotube. Chuckling at Boom's comment about 'rigging the doors' Navarre smiles a wolfish smile, "Don't worry we'll stop her."
Nodding to Orion, he opens he docking area doors, moving into the docking bay, shotgun leveled at the would be escaping pirate, "Hold right there, I'd rather not kill you."
Basically just moving into the room, so he has a closer shot if he needs one.
"Nav, I could really use your help! This thing isn't go-ready, and it's all I've got."