| Xylian Xuuvats |
"I would think one warhead, placed on the train and detonated as it passes through the tunnel, should suffice."
| Zharis |
Okay... so we go in via the maintenance hatch? I think we should set all three of the charges if possible anyway, as backup. two on either end of the train, and one in the tunnel itself... we have to retreat before it blows, so a backup seems prudent.
My question is whether all of us should go... are we brute forcing this, or trying for stealth? Who has the expertise with explosives, who is holding the remote detonators, how much time will we have to get in and out, etc. Has anyone timed the trains, or scouted the access tunnel? Do we have any idea of what resistance we will find?
| Theodore Edward Bear |
I agree with Zharis. If one charge is enough, we should use at least two, for redundancy. Three can't hurt. Well, can't hurt us.
| Tulgram Coldforge |
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It doesn't look like everyone in our team be a master o' stealth, an' going with only a part o' tha squad be a bad idea. He chuckles. It seems like tha usual plan. We arrive, kill all those who did nae have time ta surrender, put charges, retreat... Bah, it reminds me o' tha raids on tha asteroids o' tha cursed bloody blasted dwarves that me uncle, tha famous commander Grardul "The Devastator" Coldforge, did, heh! Duergar grins into his beard. In tha old days, people knew how ta have fun, nae like now. Shame an' boredom.
| Xylian Xuuvats |
Xylian contemplates the logistics of turning one of the warheads on the Sun Diver into a non-improvised explosive. One bomb, one point of failure. Three bombs, three points of failure.
Engi: 1d20 + 17 ⇒ (12) + 17 = 29
Phys Sci: 1d20 + 18 ⇒ (11) + 18 = 29
| Zharis |
If Xylian can get more explosives, awesome, but the three charges that they were already provided should do the job, even if they don't have that backup.
Zharis asks again if they have any timing information about the train, or know how the trains themselves are accessed (would a keycard open the doors, etc). If not, absent additional information, they take the three charges, plus any that Xylian can come up with, and they head for the access tunnel, deciding to wing it, as usual. Zharis gives the charges to Amhesha, Theodore, and Tulgram, assigning them to the front and back of the train and the tunnel itself. She gives all the detonators to Xylian, or, if he is planting his own charges, she keeps the detonators.
Are we resting beforehand?
| Amhesha |
Amhesha sits, her questions already answered, and fiddles with the holy symbol around her neck as she waits. Hopefully, as awesome as it is, she thinks to herself as she waits, that we don't end up screwing ourselves here.
| GM Jhaeman |
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A member of the resistance answers Zharis' questions. The doors to the magtrains open through simple motion-detection sensors. Unfortunately, no pattern has been detected in the movements of the trains. To ensure the true point of the raid (setting up a later infiltration point to the Spire) is not detected, the resistance will only launch the operation when a train is confirmed to be idling in the station.
Meanwhile, Xylian does some rough calculations about the feasibility of using one of the Sun Diver's warheads in the assault.
Given it will take time for the resistance to assemble their forces for the attack, you can all take the benefits of having rested.
| Tulgram Coldforge |
Do you mean rest for 10 minutes or a full night's rest?
Good. When tha partisans be ready, we will move out. It will be interesting... Tulgram then goes to help Xylian with the preparation of nuclear warheads. He does not have the right scientific knowledge in this field, but he has two strong hands, attentive eyes and a whole ton of patience when it comes to work. This is no small thing.
| GM Jhaeman |
With everything ready, the synchronised sabotage plan begins. The outworlders emerge from a maintenance hatch into the magtrain tunnel just as the resistance launches an attack on the surface to make sure no reinforcements will be available to respond.
A sleek magtrain parked in a long trench runs through the center of the station, separating identical platforms on either side. An arched footbridge spans the trench under the thirty-foot-high domed ceiling.
A few occupation soldiers are here, two inspecting the train and one looking over it from the footbridge.
This scene is on the new Slide # 2. We're back in 5' squares, which is a relief. Emerging from the maintenance hatch allows you to decide how to proceed as they haven't noticed you yet. You can proceed with stealth until they do, or if you want to launch a sneak attack you can have a Surprise Round.
| Tulgram Coldforge |
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A couple o' shots from uncle Tulgram, huh? For melee fighters ta run faster. With these words, he injects the first injection into himself.
I can give you a shot that gives you +10-foot enhancement bonus to your speed for 6 rounds. With GM's permission, I would like to do this before the surprise round, because we know when we will arrive. I think it will be useful to Theo. To someone else? Zharis?
| Zharis |
Sure, if GMJ approves it. And yeah, in favor of the surprise round, since few of us are stealthy. I'll go in for melee. That way Amhesha can stay back and use her rifle. I guess we take out the guards before planting the explosives?
| GM Jhaeman |
Tulgram injects some of his allies with another potent cocktail of performance-enhancing drugs!
Yes, Tulgram's boosters can be done while you're in the tunnel. (I guess just declare if you want one, and Tulgram can mark off how many he's using).
If you want to go with the Surprise Round option, please go ahead and take a standard (or move action) each and then I'll roll Initiative for the encounter.
| GM Jhaeman |
Initiative (Surprise Round)
Theodore
Xylian
Zharis
Amhesha
Tulgram
Bold should go!
This is a Surprise Round, so you can take a move or a standard action (no full round actions).
Initiative (Tulgram): 1d20 + 1 ⇒ (6) + 1 = 7
Initiative (Theodore): 1d20 + 11 ⇒ (13) + 11 = 24
Initiative (Xylian): 1d20 + 6 ⇒ (17) + 6 = 23
Initiative (Amhesha): 1d20 + 4 ⇒ (4) + 4 = 8
Initiative (Zharis: 1d20 + 3 ⇒ (12) + 3 = 15
| Tulgram Coldforge |
Good, thanks!
> (I guess just declare if you want one, and Tulgram can mark off how many he's using).
Yep, it will be convenient, there are enough biohacks for everyone and they are relatively easy to recover.
Tulgram rushes forward towards the enemies, taking wider steps than usual.
| Zharis |
Zharis moves forward as well.
I wasn't sure how much movement for getting from rail level up to train level, so I spent 5 feet, but if it is more, just let me know and I will adjust.
| Amhesha |
Just combat tracking on yellow.
Combat Tracking online, Amhesha thinks to herself as soon as she gets the notification from her exocortex. She readies her trusted sniper rifle to fire once everything goes down.
| Xylian Xuuvats |
Xylian also locks onto one of the invaders.
Combat Tracking Blue.
| Theodore Edward Bear |
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Having recently taken one of Tulgram's boosters, Theo races forward on all fours at ludicrous speed, rearing back on two legs to tower over two of the guards, claws poised to strike!
Seriously, my speed is 70 right now. I'm a 10 foot tall furmissile.
| GM Jhaeman |
As Xylian and Amhesha bring computer-assisted optical targeting scanners online, Theodore races into the magtrain station like a bolt of lightning! The guards whirl in his direction, clearly amazed by the sudden appearance of the massive, fur-covered beast!
We'll now proceed to the first regular round of Initiative.
| Xylian Xuuvats |
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Xylian clambers off of the tracks and up onto the platform. So distracted is the occupier by the sudden appearance of a bear, they do not see the chunk of ice hurtling at the back of their head.
Hailcannon vs Blue AC (Ignore up to 4 AC from cover: 1d20 + 15 ⇒ (20) + 15 = 35
P + C Damage: 8d8 + 18 + 4d6 ⇒ (8, 2, 6, 7, 4, 4, 6, 5) + 18 + (3, 2, 3, 3) = 71
Blue must make Fort Save DC 18 or be Staggered for one round.
Move Action to move 25'. Standard Action to Overcharge and shoot blue.
| Theodore Edward Bear |
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Concentrating on the enemy in front of him while Xylian stitches the other one with hail, Theo attacks with both claws.
Attack, Claw: 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29
Damage, Magical Slashing: 2d6 + 25 ⇒ (1, 6) + 25 = 32
Attack, Claw: 1d20 + 15 - 4 ⇒ (3) + 15 - 4 = 14
Damage, Magical Slashing: 2d6 + 25 ⇒ (5, 4) + 25 = 34
Seems unlikely, but if I hit with both, add 4 more slashing damage and this:
Damage, Bleed: 1d8 + 4 ⇒ (7) + 4 = 11
| GM Jhaeman |
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The chunk of rock from Xylian's weapon hurls through the air at tremendous speed, slamming into the back of the footbridge guard's head! The soldier goes flying, but is dead before he hits the ground!
Simultaneously, Theodore's claw leave deep, bloody marks in another guard!
Never argue with a natural 20! Xylian's attack hits and one-shots Blue!
Theodore's first attack against Yellow hit (the second missed).
| GM Jhaeman |
Although wounded, one of the guards manages to stagger backwards. They slam a palm on a small panel, and all the doors of the magtrain slide open to reveal its passengers: anassanoi who have been turned into the walking dead!
On the opposite side of the magtrain, another guard takes a split-second to process the sudden outbreak of violence before rushing to the base of the footbridge and opening fire with a disintegrator rifle on Tulgram!
Yellow does a guarded step back and a move action to open all the magtrain doors. I'll roll Initiative for what are obviously undead of some sort and they'll act in Round 2.
Red moves and fires a shot at Tulgram. Result: Miss.
Undead Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Red Disintegrator (range increment) vs Tulgram EAC: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
damage (A): 1d20 + 5 ⇒ (8) + 5 = 13
| Amhesha |
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Amhesha takes a single shot at Yellow, then gasps a little when she sees the undead. "Well. I don't see any Pharasmins trying to destroy them, so this isn't my usual experience with undead. Time to see if they're intelligent or not."
Horizon Striker, DA v. KAC: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30
Damage: 3d4 + 8 + 4 ⇒ (2, 3, 4) + 8 + 4 = 21
Given her prior experience with undead last speakers of languages, undead don't faze or gross Amhesha out at all, but she is wary of the one right in front of her face, and is ready to blast it full of ice should it attack.
| Zharis |
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After seeing that the occupation forces have turned some of the native population into undead, Zharis remembers why she hates them so much.
This should be really good footage for the viewers back home. She zooms in on the zombies, makes a mental note to add some sad music, and then steps in to put one of them out of their misery.
Attack (Claws): 1d20 + 9 ⇒ (17) + 9 = 26
Slashing Damage: 1d3 + 14 ⇒ (2) + 14 = 16
| GM Jhaeman |
The azer guard on the far side of the tracks is nearly spun around as Amhesha pops a round into his shoulder! On the other side, Zharis' claws tear away cybernetic implants and decayed flesh from one of the reanimated anassanois in equal measure!
@Everyone: I should have explained the map a little better for tactical combat. The magtrain is about 8' high and has doors and windows as pictured. The doors are operated by a biometric palm pad next to each one, but all the doors on a side of a train open together. If you're on one side of the track, a foe on the other side of the track has Improved Cover (because, essentially, you're trying to fire through the train through two sets of windows. Currently, the undead are *in* the train, so depending on your angle, you may or may not have a good line of sight/effect to them.
@Amhesha: I'm going to have your shot hit Red azer instead of Yellow azer because Yellow is currently out of sight to you (since you're at the back of the train and can't see around it).
Zharis' attack hit Black undead.
Tulgram is up.
| Tulgram Coldforge |
Well, buddy, me previous weapon was enchanted for non-lethal damage. An' for this new pole, there was nae enough money for tha same enchantment. So, I'm sorry, but ye got it, right?...
Smiling badly, Tulgram rapidly approaches the red azer and strikes!
Capture Pole: 1d20 + 14 ⇒ (18) + 14 = 322d8 + 17 ⇒ (4, 2) + 17 = 23 (piercing vs KAC)
| GM Jhaeman |
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In a subterranean chamber on a world hidden within the sun, explorers from a distant solar system find themselves enmeshed in an alien rebellion! But can they prevail when their own allies have been turned against them as cyberneticaly-enhanced, unliving warriors? Find out by tuning in next time on Dawn of Flame: Solar Strike!
As promised, I'm away for the next 16 days sans computer. We'll pick up right when I get back when the beginning of Round 2. Until then . . . don't stare at the sun!
| Xylian Xuuvats |
Xylian advances, eying the bridge over the train as a good position.
Double Move.
| GM Jhaeman |
Seeing the doors open to reveal a zombified anassanoi, Theodore brings his massive claws down to destroy it! But as he does so, the cybernetic components built into the zombie's undead flesh explode in a blast of crackling electricity!
Botting Theodore as attacking Red Zombie. Result: Both attacks hit, destroying Red Zombie. A self-destruct system activates, inflicting 4 E on Theodore.
Attack, Claw #1: 1d20 + 15 - 4 ⇒ (12) + 15 - 4 = 23
Damage, Magical Slashing: 2d6 + 25 ⇒ (1, 5) + 25 = 31
Attack, Claw #2: 1d20 + 15 - 4 ⇒ (17) + 15 - 4 = 28
Damage, Magical Slashing: 2d6 + 25 ⇒ (6, 4) + 25 = 35
self destruct: 1d6 + 3 ⇒ (5) + 3 = 8
Reflex save: 1d20 + 6 ⇒ (16) + 6 = 22
| GM Jhaeman |
The two surviving azer guards, both badly wounded, shout to each other in a guttural tongue before initiating a fighting retreat!
Yellow Azer does a guarded step and then a move action, retreating toward the plaza doors. Red Azer does Total Defense and then starts moving across the bridge. This movement provokes an AoO from Tulgram.
| GM Jhaeman |
With shuffling steps, each of the cybernetically-zombified anassanois emerge from the magtrain, raise their right arms in unison, reveal a laser pistol built into their forearms, and open fire!
Yellow, Gray, and Blue shoot at Theodore. Results: Blue hits and does 4 F.
White shoots at Zharis, and Black makes a slam attack on Zharis. Results: White gets a crit and does 13 F (this would also start a 1d4 burn effect, but I don't think that can get pass your fire resistance). Black hits and does 21 B.
Yellow Laser Pistol vs Theodore EAC: 1d20 + 10 ⇒ (13) + 10 = 23
damage (F): 1d6 + 3 ⇒ (6) + 3 = 9
Gray Laser Pistol vs Theodore EAC: 1d20 + 10 ⇒ (10) + 10 = 20
damage (F): 1d6 + 3 ⇒ (6) + 3 = 9
Blue Laser Pistol vs Theodore EAC: 1d20 + 10 ⇒ (16) + 10 = 26
damage (F): 1d6 + 3 ⇒ (1) + 3 = 4
White Laser Pistol vs Zharis EAC: 1d20 + 10 ⇒ (20) + 10 = 30
damage (F): 1d6 + 3 ⇒ (6) + 3 = 9
Black Slam vs Zharis KAC: 1d20 + 10 ⇒ (17) + 10 = 27
damage (B): 1d6 + 15 ⇒ (6) + 15 = 21
White Crit damage on Zharis: 1d6 + 3 ⇒ (1) + 3 = 4
| Zharis |
Zharis breathes through the pain, maintaining her stoic expression. She does zoom in on her wounds for emotional appeal though.
She then continues her attack on the black zombie.
Attack (Claws): 1d20 + 9 ⇒ (4) + 9 = 13
Slashing Damage: 1d3 + 14 ⇒ (3) + 14 = 17
| Amhesha |
"Too close for comfort. Switching to closest enemy. Anyways, these guys are mindless! No qualms about putting you down! Ha!" Amhesha says. She has an unusually positive view on undead, given they can be quite knowledgeable about dead languages... but that doesn't really apply to mindless undead.
As a result, she switches combat tracking to the nearest undead and prepares her new Frost Projector, nestled into her armor. "Time to test this!" She does fire firstly at the Azer with her rifle though.
Horizon Striker v. Red, DA, Aimed Shot v. EAX: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27
Damage: 3d4 + 8 + 4 - 1 + 1d4 ⇒ (2, 2, 1) + 8 + 4 - 1 + (3) = 19
| Theodore Edward Bear |
Sorry, didn't realize we were back yet and wasn't paying attention. Mea culpa.
| GM Jhaeman |
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Zharis slashes at the walking dead in front of her, but the creature is impervious to pain! Down in the magtrain tunnel, Amhesha shoots the fleeing azer on the bridge square in the shoulder, almost knocking him down!
Zharis' attack missed.
Amhesha's attack hit even through Total Defense. Red Azer is *almost* down.
@Theodore: No worries, just adjust your tagline for the little damage you took and should be good to go.
Tulgram is up.
| GM Jhaeman |
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"Oh no ye don't!" Having understood the azers' plan in Ignan to summon reinforcements, Tulgram knocks one of the two to the ground and starts sprinting after the other--though he may not be fast enough!
Tulgram gets my mighty bot hammer!
Tulgram takes an AoO vs Red Azer. Result: Hit, and drop Red.
Botting Tulgram as doing a double move to try to cut off Yellow Azer.
Capture Pole vs Red Azer KAC: 1d20 + 14 ⇒ (17) + 14 = 31
damage (Piercing): 2d8 + 17 ⇒ (2, 6) + 17 = 25
| Theodore Edward Bear |
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Theodore chases after the yellow azer. As he reaches it, he takes a mighty swing with his paw.
Attack: 1d20 + 15 ⇒ (8) + 15 = 23
Damage, Magical/Slashing: 2d6 + 25 ⇒ (3, 5) + 25 = 33
| Xylian Xuuvats |
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From his superior position on the raised bridge, Xlyian levels his cannon at the southernmost zombie and opens fire.
Ah. I forgot whilst our lovely GM was away that I wanted to try to remote hack the doors to close to keep the zombires in.
Move 25'. Shoot White. Hey! I can move tokens on the map on my phone now! Yay!
Ice Carbine vs KAC: 1d20 + 12 ⇒ (17) + 12 = 29
P + C Damage: 4d8 + 9 + 2d6 ⇒ (5, 3, 5, 8) + 9 + (1, 4) = 35
| GM Jhaeman |
Theodore's brutal slash almost knocks the azer to the ground, but somehow the stalwart warrior keeps his feet! Meanwhile, Xylian gets to the high ground of the bridge and blasts one of the anassanoi zombies with his ice carbine!
Theodore's attack hits Yellow Azer, who is now on single digit HP.
Xylian's attack hits White Zombie (whom I would give cover to because of the angle, but it doesn't matter with that high of a roll) and *almost* takes it out with one shot.