Danse Macabre

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Savage Rifts RotRwT

It is difficult for Burgurk to 'see' through all the psychic noise, but he is sure that the source is somewhere near the leader of the slavers and the buildings. Card 8S

Terry, were you going to take any actions or should I move on?


Savage Rifts RotRwT

Barbara is Shaken and Distracted.
Terry, I thought I remembered you trying to move at one point, but we can retcon it. This will move you up one space. Also, sicne you didn't take the bonus to move, you still have an action left.

Terry moves up as quick as he can towards the battle as Burgurk tries to suss out where the psychic static is coming from. He senses that there is a powerful mind nearby and it is trying to undo Ounce's magic.

The sight of the crazed man running towards her and the explosions around her send Barbara in a tizzy.

Terry still has actions left, Burgurk, I rolled your Ace for you and you resisted the Distraction.

Round 6:

Enemy GG (Search, Run to Barbara)- AD
Terry (Invisible, -4 To Hit, Protection +2 Armor, Change Position)- KH
Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others, +1 to Notice and Shooting)- QS
Enemy Slaver Squad 1 (Test Gummitch, 5 remain, 3 shaken, squad leader is down)- QD
Enemy NG7 (Fire At Gummitch, Search)-JS
Barbara- (Ready to Fire, Shaken, Distracted)-JH
Enemy MM (Fatigued, Evaded -2 to hit, Test Burgurk)- 9S
Enemy Slaver Squad 2 (Suppression Fire, Cover, -4 to hit, 8 remain + squad leader)- 8S
Bart (Invisible, -4 to Hit, Protection +2 Armor, Shoots)- 7D
Gummitch- (Invisible, -4 to Hit, Cone Lightning Breath) 6S
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying)- 6H
Enemy Coalition Squad (Evade, Change Position, In Medium Cover, Total -8 to hit, 8 remain + squad leader)- 3D
Enemy Leader (Evade, -4 to Hit, Greater Deflection, Test Barbara)- 2S
Enemy UM (Destroyed)- x
Enemy Psi Stalker (Down)- x

Chase Map:

5 inch increments
-9. AD-
-8. 4H-
-7. Red Joker-
-6. 10D- NG7
-5. KD- UM (Down)
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2 (8r, ldr), MM
2. 7H- , Psi-Stalker (Down)
3. KC-GGJ
4. 3C- CS Squad, Slaver Squad 1 (6r, no ldr)
5. 5H- Gummitch
6. 3H- Barbara
7. AH-
8. 7D- Ounce, Terry
9. 5D- Burgurk, Bart

GM Rolls:

Burgurk Ace: 1d6 + 4 ⇒ (2) + 4 = 6


Savage Rifts RotRwT

There are were two bots. The Ulti-Max (UM), which is now scrap metal, and the NG7 which nearly took out the Glitter Girl.

A thunderous roar echoes across the battlefield, drowning out the sound of laser fire and lightning crackling from the sky. Where once stood a state of the art war machine, naught but a smoking heap of charred metal and ceramic polymers remain.

The soldiers on the ground start firing randomly in the air, hoping to hit... something. They are answered by a blast of lightning from the clear sky. Some of them go down.

Meanwhile, as Burgurk is pointing out targets, he suddenly feels a wall of psychic static coming his way. Make a Spirit Roll v. 6 or be Distracted next turn.

As Barbara's Rail Gun readies to fire again, a hail of tiny meteorites falls from the sky around her, exploding the ground nearby. Barbara, make a Spirit roll v. 9 or be Distracted next turn.

The NG-V7 turns its weapons to the sky, aiming where the lightning bolt originated from. It's huge cannon and lasers rip into the sky with fury, but seem to find no purchase.

In all the commotion, silence seems to surround Terry as he takes aim at another of the soldiers. A single blast of energy is all it takes to bring down one more of the confused group. The group hiding among the buildings fires a few shots down range, but it is mostly to keep heads down more than anything.

Ounce can't seem to get a handle on this whole flying with magical assistance thing. You also note that the inhumanly fast man has returned to the battlefield and is charging towards Barbara with a wicked looking blade in hand.

Round 5 is done, Burgurk and Terry are up next!

Round 6:

Enemy GG (Search, Run to Barbara)- AD
Terry (Invisible, -4 To Hit, Protection +2 Armor)- KH
Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others, +1 to Notice and Shooting)- QS
Enemy Slaver Squad 1 (Test Gummitch, 5 remain, 3 shaken, squad leader is down)- QD
Enemy NG7 (Fire At Gummitch, Search)-JS
Barbara- (Ready to Fire)-JH
Enemy MM (Fatigued, Evaded -2 to hit, Test Burgurk)- 9S
Enemy Slaver Squad 2 (Suppression Fire, Cover, -4 to hit, 8 remain + squad leader)- 8S
Bart (Invisible, -4 to Hit, Protection +2 Armor, Shoots)- 7D
Gummitch- (Invisible, -4 to Hit, Cone Lightning Breath) 6S
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying)- 6H
Enemy Coalition Squad (Evade, Change Position, In Medium Cover, Total -8 to hit, 8 remain + squad leader)- 3D
Enemy Leader (Evade, -4 to Hit, Greater Deflection, Test Barbara)- 2S
Enemy UM (Destroyed)- x
Enemy Psi Stalker (Down)- x

Chase Map:

5 inch increments
-9. AD-
-8. 4H-
-7. Red Joker-
-6. 10D- NG7
-5. KD- UM (Down)
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2 (8r, ldr), MM
2. 7H- , Psi-Stalker (Down)
3. KC-GGJ
4. 3C- CS Squad, Slaver Squad 1 (6r, no ldr)
5. 5H- Gummitch
6. 3H- Barbara
7. AH-
8. 7D- Ounce
9. 5D- Burgurk, Bart, Terry

GM Rolls:

SSqd1 Test Gummitch (Shooting): 1d8 ⇒ 11d6 ⇒ 3
Gummitch Agility Resist: 1d10 ⇒ 51d6 ⇒ 3
MM Test Psychics: 1d10 - 1 ⇒ (7) - 1 = 6
SSqd1 Evade Gummitch Blast: 6d6 ⇒ (2, 2, 6, 4, 4, 1) = 19
Gummitch Blast Damage: 4d6 ⇒ (5, 1, 5, 2) = 13
ASLdr Test Barbara: 1d10 ⇒ 91d6 ⇒ 6
Ace: 1d6 + 6 ⇒ (1) + 6 = 7
NG7 Shooting Rail Gun and Laser@ Gummitch need 8+: 2d10 ⇒ (7, 7) = 14
Ssqd2 Suppression Fire: 1d8 - 6 ⇒ (3) - 6 = -31d6 - 6 ⇒ (6) - 6 = 0
Ace: 1d6 ⇒ 3
Ounce Athletics Move Up: 1d4 ⇒ 11d6 ⇒ 3
GGJ Notice: 1d6 + 2 - 4 ⇒ (1) + 2 - 4 = -11d6 + 2 - 4 ⇒ (4) + 2 - 4 = 2
GGJ Athletics: 1d10 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (6) + 2 = 8


Savage Rifts RotRwT

Evade is a Chase action which gives the user a penalty to those trying to hit it and a penalty to it's own shots as well. Since he took the -4 to be hit, he is also -4 to hit anything, which is why he didn't fire last turn.

As Bart pointed out though, Barbara does have the +1 from Burgurk pointing out targets and the UltiMax does not have cover. On top of that, an Ultimax is Large, while the Glitter Girl is Normal Size. Another +1 to hit. That's a five, and therefore, a hit. Go ahead and roll the damage, Barbara!

To answer your other question, the MM is the second Mind Melter, which you have seen some evidence of.


Savage Rifts RotRwT

@Bart- Burgurk is pointing out targets to the team, so yes, you get a +1 to shoot them.

@Terry- For Chases, you roll Athletics to move closer to the enemy. It's a Free Action for a regular roll or if you use an Action, you get +2. It's meant to simulate the constant moving from cover to cover in combat. You can do that when your turn comes up.

Burgurk points out a target for Bart who quickly takes advantage of the intel, sending a burst of laser fire down range and ending the career of another slaver.

The Coalition squad continues to seek cover while charging towards your team, skillfully navigating the terrain and avoiding any incoming fire, unlike the slavers.

Barbara's Boom Gun Targeting system indicates ready...

Barbara is up!

Round 5:

Enemy GG (Healing Leader)- AC
Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others, +1 to Notice and Shooting)- QD
Bart (Invisible, -4 to Hit, Protection +2 Armor, Shoots)- JD
Enemy Coalition Squad (Evade, Change Position, In Medium Cover, Total -8 to hit, 8 remain + squad leader)- 10D

Barbara- (Ready to Fire)-8D
Enemy Slaver Squad 1 (Move Up, Search, Spots Team, 7 remain, squad leader is down)- 8C
Enemy UM (Move, Evade Action -4 to Hit)- 7D
Enemy MM (Fatigued, Evaded -2 to hit, Scanning)- 6S
Gummitch- (Change Position, Invisible, -4 to Hit, Cone Lightning Breath) 6C
Enemy Leader (Healed, Evade, -4 to Hit, Greater Deflection, Dispel)- 5H
Enemy NG7 (Search, Change Position)-3S
Terry (Invisible, -4 To Hit, Protection +2 Armor)- 3D
Enemy Slaver Squad 2 (Evade, Cover, -8 to hit, 8 remain + squad leader)- 3C
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying)- 2D
Enemy Psi Stalker (Down)- NA

Chase Map:

5 inch increments
-9. AD-
-8. 4H-
-7. Red Joker-
-6. 10D- NG7
-5. KD- UM
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2 (8r, ldr), MM, GGJ
2. 7H- , Psi-Stalker (Down)
3. KC-
4. 3C- CS Squad, Slaver Squad 1 (6r, no ldr)
5. 5H- Gummitch
6. 3H- Barbara
7. AH-
8. 7D- Ounce
9. 5D- Burgurk, Bart, Terry

GM Rolls:

CS Squad with Ldr Change Position, Evade: 1d8 ⇒ 81d6 ⇒ 6
Aces: 1d8 ⇒ 81d6 ⇒ 5


Savage Rifts RotRwT

Barbara's Glitter Girl turns to fire, pylons and thrusters power up to keep the power armor from flying backwards when the Boom Gun lets loose.

Burgurk and Bart are up!

Round 5:

Enemy GG (Healing Leader)- AC
Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others, +1 to Notice and Shooting)- QD
Bart (Invisible, -4 to Hit, Protection +2 Armor, Shoots)- JD
Enemy Coalition Squad (Evade, Total -2 to hit, 8 remain + squad leader)- 10D
Barbara- (Ready to Fire)-8D
Enemy Slaver Squad 1 (Move Up, Search, Spots Team, 7 remain, squad leader is down)- 8C
Enemy UM (Move, Evade Action -4 to Hit)- 7D
Enemy MM (Fatigued, Evaded -2 to hit, Scanning)- 6S
Gummitch- (Change Position, Invisible, -4 to Hit, Cone Lightning Breath) 6C
Enemy Leader (Healed, Evade, -4 to Hit, Greater Deflection, Dispel)- 5H
Enemy NG7 (Search, Change Position)-3S
Terry (Invisible, -4 To Hit, Protection +2 Armor)- 3D
Enemy Slaver Squad 2 (Evade, Cover, -8 to hit, 8 remain + squad leader)- 3C
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying)- 2D
Enemy Psi Stalker (Down)- NA

Chase Map:

5 inch increments
-9. AD-
-8. 4H-
-7. Red Joker-
-6. 10D- NG7
-5. KD- UM
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2 (8r, ldr), MM, GGJ
2. 7H- CS Squad, Psi-Stalker (Down)
3. KC-
4. 3C- Slaver Squad 1 (7r, no ldr)
5. 5H- Gummitch
6. 3H- Barbara
7. AH-
8. 7D- Ounce
9. 5D- Burgurk, Bart, Terry

GM Rolls:

GG Healing, Patient Wounded: 1d6 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (6) - 2 = 4
Ace Healing: 1d6 + 6 ⇒ (4) + 6 = 10


Savage Rifts RotRwT

Barbara?
By the way, once Barbara has gone, here are the Round 5 draws:

Round 5:

Enemy GG (Change Position, Evade -6 to hit)- AC
Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others, +1 to Notice and Shooting)- QD
Bart (Invisible, -4 to Hit, Protection +2 Armor, Shoots)- JD
Enemy Coalition Squad (Evade, Total -2 to hit, 8 remain + squad leader)- 10D
Barbara- (Evade Action, Move, -4 to Hit)-8D
Enemy Slaver Squad 1 (Move Up, Search, Spots Team, 7 remain, squad leader is down)- 8C
Enemy UM (Move, Evade Action -4 to Hit)- 7D
Enemy MM (Fatigued, Evaded -2 to hit, Scanning)- 6S
Gummitch- (Change Position, Invisible, -4 to Hit, Cone Lightning Breath) 6C
Enemy Leader (Two Wounds, Evade, -4 to Hit, Greater Deflection, Dispel)- 5H
Enemy NG7 (Search, Change Position)-3S
Terry (Invisible, -4 To Hit, Protection +2 Armor)- 3D
Enemy Slaver Squad 2 (Evade, Cover, -8 to hit, 8 remain + squad leader)- 3C
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying)- 2D
Enemy Psi Stalker (Down)- NA

Chase Map:

5 inch increments
-9. AD-
-8. 4H-
-7. Red Joker-
-6. 10D- NG7
-5. KD- UM
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2 (8r, ldr), MM, GGJ
2. 7H- CS Squad, Psi-Stalker (Down)
3. KC-
4. 3C- Slaver Squad 1 (7r, no ldr)
5. 5H- Gummitch
6. 3H- Barbara
7. AH-
8. 7D- Ounce
9. 5D- Burgurk, Bart, Terry


Savage Rifts RotRwT

@Burgurk, by the rules, yes. Each Support roll each round has to be declared for what skill you are helping with and then rolled. However, you haven't changed your action since last turn, so you can keep the roll, which gives everyone a +1 to either Notice or Shooting. Normally, as far as I can tell in the rules, you also have to be specific about who you are Supporting as well, but that can be interpreted in many ways. Since all of you are connected by comms, I'm waiving that too.

As two of the enemy men go down, Ounce tries to get closer to Barbara to make sure she is okay. However, even flying, there are laser bolts and rail gun rounds flying through the air, making it difficult to make any progress.

The slaver squad that lost their leader decides to just open fire on the team's position, hoping to catch them in a hail of lasers. It does little but cause you to duck out of the way.

The enemy seems to be started its counter assault, moving towards you as quick as they can. The mechs surge ahead, firing as they go. Rail gun shells rip through the ground around Barbara as she runs. The foot soldiers all start firing down range, hoping to hit something as well.

Gummitch's lightning crackles down out of the sky, but the slavers scatter before it can do any real damage.

Finally, Barbara is up!!

Round 4:

[s]Enemy Slaver Squad 2 (Evade, Cover, -8 to hit, 8 remain + squad leader)- Joker
Bart (Invisible, -4 to Hit, Protection +2 Armor, Shoots)- KD
Terry (Invisible, -4 To Hit, Protection +2 Armor)- QD
Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others, +1 to Notice and Shooting)- 10S
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying)- 9C
Enemy Slaver Squad 1 (Move Up, Search, Spots Team, 7 remain, squad leader is down)- 8S
Enemy Leader (Two Wounds, Evade, -4 to Hit, Greater Deflection, Dispel)- 7D
Enemy MM (Fatigued, Evaded -2 to hit, Scanning)- 6S
Enemy UM (Move, Evade Action -4 to Hit)- 6C
Enemy Coalition Squad (Evade, Total -2 to hit, 8 remain + squad leader)- 5D
Enemy GG (Change Position, Evade -6 to hit)- 4S
Enemy NG7 (Search, Change Position)-4H
Gummitch- (Change Position, Invisible, -4 to Hit, Cone Lightning Breath) 3C
Enemy Psi Stalker (Down)- 2S
Barbara- (Evade Action, Move, -4 to Hit)-2D

Chase Map:

5 inch increments
-9. AD-
-8. 4H-
-7. Red Joker-
-6. 10D- NG7
-5. KD- UM
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2 (8r, ldr), MM, GGJ
2. 7H- CS Squad, Psi-Stalker (Down)
3. KC-
4. 3C- Slaver Squad 1 (7r, no ldr)
5. 5H- Gummitch
6. 3H- Barbara
7. AH-
8. 7D- Ounce
9. 5D- Burgurk, Bart, Terry

GM Rolls:

OunceBot Complication: 1d4 ⇒ 11d6 ⇒ 1
SS1 Suppressive Fire Group: 1d8 ⇒ 21d6 ⇒ 2
ASLdr Spellcasting, Dispel, 2W, Evade: 1d10 - 4 ⇒ (3) - 4 = -11d6 - 4 ⇒ (1) - 4 = -3
MM Scanning, Fatigued: 1d10 - 1 ⇒ (4) - 1 = 3
UM Pilot Complication: 1d10 ⇒ 6
UM Pilot Change Position: 1d10 ⇒ 8
UM Pilot Firing, Evade: 1d10 - 6 ⇒ (3) - 6 = -3
CSSqd Suppressive Fire, Evading: 1d8 ⇒ 31d6 ⇒ 5
NG7 Pilot Scanning, Notice STS: 1d8 + 2 ⇒ (2) + 2 = 4
Gummitch Change Position Athletics: 1d10 ⇒ 91d6 ⇒ 6
SS1 Evasion: 3d6 ⇒ (4, 6, 6) = 16


Savage Rifts RotRwT

@Bart, the Psi-Stalker is at 35 inches from you, so your JA-11 is at medium range. He didn't choose to go into cover, so that shot hits.

@Terry- That's a heckuva shot! and... you could have rolled one more d6. The extra damage from your Raised shot also can explode. Not necessary though. He's not getting up from that.

Oh, I forgot that Burgurk is also up at this time!

Bart lines up his assassin's rifle, it's sights lining up the Psi-Stalker as he moves towards the team, trying to get a bead on you with his mind. The bolt hits his psychic barrier and pops it, sending him flying backwards and to the ground. He doesn't get back up.

Terry finds the perfect rock to lay his rifle on. The slaver squad leader almost walks right into Terry's sights. One breath, one squeeze of the trigger and the laser beam bores a hole into the man's head. You are certain he isn't going to survive that.

Round 4:

Enemy Slaver Squad 2 (Evade, Cover, -8 to hit, 8 remain + squad leader)- Joker
Bart (Invisible, -4 to Hit, Protection +2 Armor, Shoots)- KD
Terry (Invisible, -4 To Hit, Protection +2 Armor)- QD

Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others)- 10S
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying)- 9C
Enemy Slaver Squad 1 (Move Up, Search, Spots Team, 7 remain, squad leader is down)- 8S
Enemy Leader (Two Wounds, Inside Building, -10 to Hit, Greater Deflection)- 7D
Enemy MM (Fatigued, Evaded -2 to hit, Scanning)- 6S
Enemy UM (Move, Evade Action -4 to Hit)- 6C
Enemy Coalition Squad (Evade, Into Cover, Total -6 to hit, 8 remain + squad leader)- 5D
Enemy GG (Change Position, Evade -6 to hit)- 4S
Enemy NG7 (Search, Change Position)-4H
Gummitch- (Change Position, Invisible, -4 to Hit) 3C
Enemy Psi Stalker (Down)- 2S
Barbara- (Evade Action, Move, -4 to Hit)-2D

Chase Map:

5 inch increments
-9. AD-
-8. 4H-
-7. Red Joker- UM
-6. 10D- NG7
-5. KD
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2 (8r, ldr), MM, GGJ
2. 7H- CS Squad, Psi-Stalker (Down)
3. KC-
4. 3C- Slaver Squad 1 (7r, no ldr)
5. 5H
6. 3H- Barbara
7. AH- Gummitch
8. 7D- Ounce
9. 5D- Burgurk, Bart, Terry

GM Rolls:


Savage Rifts RotRwT

@Terry- I forgot that you had a Club, which means complication, but no biggie. Unfortunately your shot missed anyway.

Terry takes another shot at the oncoming troops, but can't seem to find a decent firing position.

The Coalition Squad seems to be having difficulty navigating the terrain, unable to make any progress.

You can see movement among the buildings of the other troops, but they seem to be setting up for defense rather than chasing you.

Bart and Terry are up again! Also drew a Joker, so 1 new Benny for everyone!

Round 3:

Enemy Slaver Squad 1 (Move Up, Search, Spots Team, 7 remain + squad leader)- AD
Enemy Slaver Squad 2 (Evade, Cover, -8 to hit, 8 remain + squad leader)- KS
Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others)- QS
Bart (Invisible, -4 to Hit, Protection +2 Armor, Shoots)- QH
Enemy NG7 (Search, Change Position)-JS
Gummitch- (Change Position, Invisible, -4 to Hit) 9H
Enemy Leader (Two Wounds, Inside Building, -10 to Hit, Greater Deflection)- 8D
Barbara- (Evade Action, Move, -4 to Hit)-7S
Enemy UM (Move, Evade Action -4 to Hit)- 7D
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying)- 6D
Enemy GG (Change Position, Evade -6 to hit)- 5H
Enemy Psi Stalker (Tgh 18 MDC (Protection), Scanning- 3H
Enemy MM (Fatigued, Evaded -2 to hit, Scanning)- 3D
Terry (Invisible, -4 To Hit, Protection +2 Armor)- 3C
Enemy Coalition Squad (Evade, Into Cover, Total -6 to hit, 8 remain + squad leader)- 2C

Round 4:

Enemy Slaver Squad 2 (Evade, Cover, -8 to hit, 8 remain + squad leader)- Joker
Bart (Invisible, -4 to Hit, Protection +2 Armor, Shoots)- KD
Terry (Invisible, -4 To Hit, Protection +2 Armor)- QD
Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others)- 10S
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying)- 9C
Enemy Slaver Squad 1 (Move Up, Search, Spots Team, 7 remain + squad leader)- 8S
Enemy Leader (Two Wounds, Inside Building, -10 to Hit, Greater Deflection)- 7D
Enemy MM (Fatigued, Evaded -2 to hit, Scanning)- 6S
Enemy UM (Move, Evade Action -4 to Hit)- 6C
Enemy Coalition Squad (Evade, Into Cover, Total -6 to hit, 8 remain + squad leader)- 5D
Enemy GG (Change Position, Evade -6 to hit)- 4S
Enemy NG7 (Search, Change Position)-4H
Gummitch- (Change Position, Invisible, -4 to Hit) 3C
Enemy Psi Stalker (Tgh 18 MDC (Protection), Scanning- 2S
Barbara- (Evade Action, Move, -4 to Hit)-2D

Chase Map:

5 inch increments
-9. AD-
-8. 4H-
-7. Red Joker- UM
-6. 10D- NG7
-5. KD
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2, MM, GGJ
2. 7H- CS Squad, Psi-Stalker
3. KC-
4. 3C- Slaver Squad 1
5. 5H
6. 3H- Barbara
7. AH- Gummitch
8. 7D- Ounce
9. 5D- Burgurk, Bart, Terry

GM Rolls:

CS Squad Complication-Group Athletics: 1d8 ⇒ 31d6 ⇒ 2
Slaver Squad 2 Intimidate Slaves Joker: 1d6 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (3) + 2 = 5


Savage Rifts RotRwT

If Barbara is on the same card and fires, then it will be an issue, otherwise, you guys are good.

You spot the Ulti-Max erratically moving back and forth as it close with your team, its force field pulsating with each step. You also see the super fast soldier pull back towards the buildings. You also notice the Psi-Stalker holding his temples as he makes his way towards your group slowly.

Meanwhile, Ounce flies towards the oncoming Barbara to help her get back to her full capacity.

Terry is up!

Round 3:

Enemy Slaver Squad 1 (Move Up, Search, Spots Team, 7 remain + squad leader)- AD
Enemy Slaver Squad 2 (Evade, Cover, -8 to hit, 8 remain + squad leader)- KS
Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others)- QS
Bart (Invisible, -4 to Hit, Protection +2 Armor, Shoots)- QH
Enemy NG7 (Search, Change Position)-JS
Gummitch- (Change Position, Invisible, -4 to Hit) 9H
Enemy Leader (Two Wounds, Inside Building, -10 to Hit, Greater Deflection)- 8D
Barbara- (Evade Action, Move, -4 to Hit)-7S
Enemy UM (Move, Evade Action -4 to Hit)- 7D
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying)- 6D
Enemy GG (Change Position, Evade -6 to hit)- 5H
Enemy Psi Stalker (Tgh 18 MDC (Protection), Scanning- 3H
Enemy MM (Fatigued, Evaded -2 to hit, Scanning)- 3D

Terry (Invisible, -4 To Hit, Protection +2 Armor)- 3C
Enemy Coalition Squad (Evade, Into Cover, Total -6 to hit, 8 remain + squad leader)- 2C

Chase Map:

5 inch increments
-9. AD-
-8. 4H-
-7. Red Joker- UM
-6. 10D- NG7
-5. KD
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2, MM, GGJ
2. 7H- CS Squad, Psi-Stalker
3. KC-
4. 3C- Slaver Squad 1
5. 5H
6. 3H- Barbara
7. AH- Gummitch
8. 7D- Ounce
9. 5D- Burgurk, Bart, Terry

GM Rolls:

UM Pilot Combat Ace Change Position Action: 1d10 + 2 ⇒ (7) + 2 = 9
OunceBot Athletics Change Position Action: 1d4 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (3) + 2 = 5
GGJ Athletics Change Position: 1d10 ⇒ 71d6 ⇒ 5
PS Change Position Free: 1d6 ⇒ 2
PS Notice Expanded Awareness: 1d8 ⇒ 1
PS Notice Expanded Awareness Free Reroll: 1d8 ⇒ 2
MM Notice Expanded Awareness: 1d8 ⇒ 3
MM Notice Expanded Awareness Free Reroll: 1d8 ⇒ 1


Savage Rifts RotRwT

No worries, Burgurk. We have had plenty of cross-game things work out well. I'd love to join, but I have barely enough time to play your Necessary Evil game and run this one!


Savage Rifts RotRwT

Got it. So if your action is to evade, that's a -4 to hit you. You will still need to roll Piloting to be able to Change Position. I presume you are heading towards your teammates.


Savage Rifts RotRwT

@Barbara- Recovering from Shaken is Free, you still have a full round of actions.

Hitting the Rail gun (Called Shot) of a Huge Robot Vehicle is going to make the gun Normal size. So it will be a straight roll, no penalty but distance or if you do MAP. As for destroying it in melee, it's Parry is based on the Pilot's Piloting skill and it's Toughness is based on the mech's Toughness, which is high, but if you get at least 1 Wound, the gun is destroyed. If you want to get really tricky and try to target an unarmored portion, that's an additional -6 to your roll. This is based on the Called Shots v. Vehicles rules in the main book. Robot Vehicles in Savage Rifts do not supersede this rule unless specific on a particular robot vehicle.


Savage Rifts RotRwT

As per discussion, I made an error in the damage to Barbara. She only took one wound, not two.

@Burgurk- I am going to count that as Support, so everyone gets a +1 to just about everything requiring line of sight for this round.

Burgurk scans the battlefield, his techno-wiz lenses giving him a clear view of most everything. Though he didn't cut himself out as a leader, his ability to coordinate attacks and get the team moving in one direction seems to indicate otherwise.

Bart seizes an opportunity when his neck hair prickles as soon as he feels Barbara is in danger. His rifle smoothly goes to his shoulder, the sights line up and the trigger pull is almost instinctual. The slaver soldier happens to line up right in Bart's crosshairs and the beam from the assassin's rifle cuts clear through the intervening trees and bores a hole in the man's chestplate. It takes a moment for him to realize he is dead. His comrades frantically search for the shooter as his body falls to the ground.

Burgurk calls out that the NG is moving closer and it's scanners seem to be pointed towards the sky.

So far, it hasn't detected the invisible flying dragon coming towards it, lightning blasting the ground near Barbara, effectively stunning another of the soldiers attempting to surround her.

Barbara is up!

Round 3:

Enemy Slaver Squad 1 (Move Up, Search, Spots Team, 7 remain + squad leader)- AD
Enemy Slaver Squad 2 (Evade, Cover, -8 to hit)- KS
Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others)- QS
Bart (Invisible, -4 to Hit, Protection +2 Armor, Shoots)- QH
Enemy NG7 (Search, Change Position)-JS
Gummitch- (Change Position, Invisible, -4 to Hit) 9H
Enemy Leader (Two Wounds, Inside Building, -10 to Hit, Greater Deflection)- 8D

Barbara- (Evade Action, Cover, -8 to Hit)-7S
Enemy UM (Arrived)- 7D
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying)- 6D
Enemy GG (Change Position, Evade -4 to hit)- 5H
Enemy Psi Stalker (Tgh 18 MDC (Protection)- 3H
Enemy MM (Fatigued, Evaded -2 to hit)- 3D
Terry (Invisible, -4 To Hit, Protection +2 Armor)- 3C
Enemy Coalition Squad (Evade, Into Cover, Total -6 to hit)- 2C

Chase Map:

5 inch increments
-9. AD- UM
-8. 4H-
-7. Red Joker
-6. 10D- NG7
-5. KD
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2, MM
2. 7H- CS Squad, GG, Psi-Stalker
3. KC-
4. 3C- Slaver Squad 1, Barbara
5. 5H
6. 3H
7. AH- Gummitch
8. 7D-
9. 5D- Burgurk, Bart, Terry, Ounce

GM Rolls:

NG1 Search, STS, Invis: 1d8 - 2 ⇒ (3) - 2 = 1
NG2 Change Position Active: 1d10 + 3 ⇒ (6) + 3 = 9
GummitchBot Change Position: 1d10 ⇒ 51d6 ⇒ 4
GummitchBot Lightning Breath, MR: 1d10 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (1) - 2 = -1
Lightning Breath Damage, MD: 4d6 ⇒ (4, 2, 4, 1) = 11
Leader Casting Greater Deflection, 2W: 1d10 ⇒ 91d6 ⇒ 1


Savage Rifts RotRwT
Barbara wrote:
seems a bit wild for a starting adventure...

If you want to peek behind the screen, as it were, open the spoiler.

GM Notes:
This is actually the fifth part of a plot point campaign. All of you are Veteran level and the bad guys are exactly what is listed in the adventure, except for the Psi-Stalker for story reasons and the Coalition troops to add some variety to the soldiers guarding the slaves.

@Burgurk- That seems an interesting change and I would be curious to see how it affects other power armors as well. I'm going to do a Reddit deep dive at some point in the near future and see how other GMs have dealt with it. I'm not keen on changing the rules mid-fight, but the Ace not withstanding, it does seem odd that the GG goes down quickly after one shot. If two of those shots had hit, she'd be down again and her main character capabilities woulds be taken out of the fight.

All in all, not really capturing the feel of wearing power armor. Then again, the NG7 is a robot vehicle and thus bigger and stronger, technically. Though the original source material says different. It also says that the GG is considered the border between robot vehicle and power armor. It begs the question why it was turned into power armor in Savage Rifts. I digress.

I did notice one thing that I failed to take into account with the hit though. The GG is Size 3 (Normal). The NG is Size 8 (Huge), a -4 to hit on top of the other penalties. While it still hits, it does NOT hit with a Raise. The damage should only have been 30. One Wound, not Two. I will rectify that when I go over to the Gameplay section.


Savage Rifts RotRwT

Bart's shot blasts a nearby bit of rock, sending debris flying in all directions, but he does not find his mark.

In the distance, you can see the other mech struggling with getting closer to the battle.

One of the slaver guard squads moves up to try and surround Barbara. The other one continues to stay near the slaves, awaiting anyone who dares get close enough.

Burgurk and Bart are up!

Round 2:

Burgurk (Invisible, -4 to Hit, Protection +2 Armor)- KS
Enemy GG (Change Position, Evade -4 to hit)- JD
Barbara- (Evade Action, Cover, -8 to Hit)-10S
Enemy NG7 (Arrived)-8D
Enemy MM (Fatigued, Evaded -2 to hit)- 8C
Enemy Coalition Squad (Evade, Into Cover, Total -6 to hit)- 7H
Enemy Slaver Squad 2 (Evade, Cover, -8 to hit)- 7C
Gummitch- (Change Position, Invisible, -4 to Hit) 6D
Terry (Invisible, -4 To Hit, Protection +2 Armor)- 5H
Enemy Leader (Two Wounds, Shaken, Inside Building, -8 to Hit)- 5D
Ounce (Invisible, -4 to Hit, Protection +2 Armor)- 5C
Enemy Slaver Squad 1 (Move Up, Search)- 4D
Bart (Invisible, -4 to Hit, Protection +2 Armor)- 3H
Enemy Psi Stalker (Tgh 18 MDC (Protection)- 3D
Enemy UM (Arrived)- 2S

Round 3:

Enemy Slaver Squad 1 (Move Up, Search, Spots Team)- AD
Enemy Slaver Squad 2 (Evade, Cover, -8 to hit)- KS
Burgurk (Invisible, -4 to Hit, Protection +2 Armor)- QS
Bart (Invisible, -4 to Hit, Protection +2 Armor)- QH
Enemy NG7 (Arrived)-JS
Gummitch- (Change Position, Invisible, -4 to Hit) 9H
Enemy Leader (Two Wounds, Shaken, Inside Building, -8 to Hit)- 8D
Barbara- (Evade Action, Cover, -8 to Hit)-7S
Enemy UM (Arrived)- 7D
Ounce (Invisible, -4 to Hit, Protection +2 Armor)- 6D
Enemy GG (Change Position, Evade -4 to hit)- 5H
Enemy Psi Stalker (Tgh 18 MDC (Protection)- 3H
Enemy MM (Fatigued, Evaded -2 to hit)- 3D
Terry (Invisible, -4 To Hit, Protection +2 Armor)- 3C
Enemy Coalition Squad (Evade, Into Cover, Total -6 to hit)- 2C

Chase Map:

5 inch increments
-9. AD- UM
-8. 4H- NG7
-7. Red Joker
-6. 10D
-5. KD
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2, MM
2. 7H- CS Squad, GG, Psi-Stalker
3. KC-
4. 3C- Slaver Squad 1, Barbara
5. 5H
6. 3H
7. AH
8. 7D- Gummitch
9. 5D- Burgurk, Bart, Terry, Ounce

GM Rolls:

PsiStalker Activate Protection: 1d10 ⇒ 10
PsiStalker Free Change Position: 1d6 ⇒ 4
UM Active Change Position, MAP: 1d10 - 2 ⇒ (3) - 2 = 1
UM Notice with Sensors, Invisible Targets, MAP: 1d8 - 4 ⇒ (3) - 4 = -1
SS1 Move Up and Search: 1d6 - 2 ⇒ (1) - 2 = -11d6 - 2 + 1d6 ⇒ (6) - 2 + (5) = 9
SS1 Search: 1d6 - 4 ⇒ (5) - 4 = 11d6 - 4 ⇒ (2) - 4 = -2
[dice=SS2


Savage Rifts RotRwT

An interesting conversation and here are my thoughts. The Glitter Boy in Rifts is tough. At 770MDC and laser resistant armor, it can only really be challenged by heavier robot vehicles, even though it is technically power armor. The NG-V7, which is what hit Barbara in this game, does an average of 70 MDC on a double burst. It would take around 9-11 shots to completely deplete the main body of the Glitter Boy, presuming that's where all shots hit and that they all actually hit the target.

Savage Rifts takes the Fast Furious Fun part of Savage Worlds and makes it super deadly and basically nerfs what the Glitter Boy was in Original Rifts. What I find odd, and I was frantically looking this up while going through the rolls, was why Power Armor is not considered similar to a Robot Vehicle. I would think that it would also have its own wounds and what not. No such luck.

I thought I read about the design philosophy of why they did that in one of the books (like Savaging Rifts), but I could not find it.

The relevant rolls are as follows:

Rolls:
NG7 Pilot 2 Shooting, Barbara Mods, STS, ROF1/3: 1d10 - 6 ⇒ (10) - 6 = 4
Ace: 1d10 + 4 ⇒ (7) + 4 = 11
NG7 Pilot 2 Shooting, Barbara Mods, STS, ROF2/3: 1d10 - 6 ⇒ (5) - 6 = -1
NG7 Pilot 2 Shooting, Barbara Mods, STS, ROF3/3: 1d10 - 6 ⇒ (2) - 6 = -4
Heavy Rail Gun Damage, AP18: 4d12 + 4 + 1d6 ⇒ (2, 6, 11, 7) + 4 + (4) = 34

As you can see, if it wasn't for that Ace, Barbara never would have been hit. The damage was average however, with a small boost from the Raise. The AP does negate a lot of the GG's armor bonus. Unfortunately, according to the TLPG, Body Armor, like the Mk II that Barbara is wearing, does not stack with other Worn Armor, which, unless I missed something, the GG counts as. This is in direct contrast to the 'standard' SWADE rules that worn armor stacks for 1/2 the lesser armor's bonus. However, I noticed that Barbara mentioned that her GG is only +18/+6. I think that is from the old SWEX version. The current version is as Burgurk said, +25/+10. Thus, Barbara should have a 42 (25) Toughness rating in the GG. It does stack with your innate Toughness, essentially making you an MDC creature while in it. Frankly though, I feel like the MK II should stack with the GG. It's a whole second layer of armor. That would give Barbara an effective 44(27).

I do like the idea of making Power Armor a vehicle with its own set of Wounds. I'm not sure that I would make it a 42 Toughness vehicle though, that would bring it higher than most Robot Vehicles and Tanks. On the other hand, it would make it similar to the GG in the book. Hmm.. I'll have to ponder that some more. I have to get going and get my 'we're not paying you to work at home after work, but you still have to work at home' stuff done. The joys of being a teacher. I will try to post another update tomorrow.


Savage Rifts RotRwT

@Barbara- Were you still wounded from the earlier battle? I thought you were up to full after Bart and Ounce healed you, so you would only have two wounds at this point, other than the Fatigue from Bumps and Bruises.

Terry tries to line up a shot on another of the Coalition soldiers, but their disciplined maneuvering from cover to cover keeps them from being hit.

There is no sign of the enemy leader after Barbara let loose with her boom gun. She was last seen heading into one of the warehouses.

As the Glitter Girl gets raked by high velocity rounds, Ounce says over comms, "That's my cue!" She takes to the air and flies towards the damaged machine and its occupant, but has trouble navigating through the fire coming in her direction.

One of the mercenary groups advances through the trees, spreading out in order to find where the fire is coming from, knowing they can't take on a Glitter Girl with their smaller rifles.

Bart is up!

Round 2:

Burgurk (Invisible, -4 to Hit, Protection +2 Armor)- KS
Enemy GG (Change Position, Evade -4 to hit)- JD
Barbara- (Evade Action, Cover, -8 to Hit)-10S
Enemy NG7 (Arrived)-8D
Enemy MM (Fatigued, Evaded -2 to hit)- 8C
Enemy Coalition Squad (Evade, Into Cover, Total -6 to hit)- 7H
Enemy Slaver Squad 2 (Evade, Cover, -8 to hit)- 7C
Gummitch- (Change Position, Invisible, -4 to Hit) 6D
Terry (Invisible, -4 To Hit, Protection +2 Armor)- 5H
Enemy Leader (Two Wounds, Shaken, Inside Building, -8 to Hit)- 5D
Ounce (Invisible, -4 to Hit, Protection +2 Armor)- 5C
Enemy Slaver Squad 1 (Move Up, Search)- 4D

Bart (Invisible, -4 to Hit, Protection +2 Armor)- 3H
Enemy Psi Stalker- 3D
Enemy UM (Arrived)- 2S

Chase Map:

5 inch increments
-9. AD- UM
-8. 4H- NG7
-7. Red Joker
-6. 10D
-5. KD
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2, Psi-Stalker, Pilots, MM
2. 7H- CS Squad, GG, Slaver Squad 1
3. KC-
4. 3C- Barbara
5. 5H
6. 3H
7. AH
8. 7D- Gummitch
9. 5D- Burgurk, Bart, Terry, Ounce

GM Rolls:

Ldr Recover Shaken: 1d8 ⇒ 21d6 ⇒ 3No WC Bennies Remain
OunceBot Faith Flight: 1d10 ⇒ 51d6 + 1d6 ⇒ (6) + (3) = 9
OunceBot Change Position Free: 1d4 ⇒ 11d6 ⇒ 1
Odd/Even: 1d6 ⇒ 6
Slaver Group 1 Change Position: 1d8 ⇒ 31d6 ⇒ 5
Slaver Group 1 Notice Invisible: 1d8 - 4 ⇒ (7) - 4 = 31d6 - 4 ⇒ (6) - 4 = 2


Savage Rifts RotRwT

I'm going to rule that as a move to find half cover and evade. I'll roll the Piloting for you.

Moving away from the incoming mechs, Barbara's Glitter Girl easily outpaces the augmented human running towards her allies. She dodges between trees and outcropped rocks to avoid being targeted by the mechs.

One of the mechs, the one with the big gun for a head, crashes through some trees and makes its way towards the camp. The big cannon on top belts out a burst towards the Glitter Girl, most of which destroys much of the trees around her, but a few rounds tear into the backside of the Glitter Girl, shredding components.

The Coalition Squad moves from tree to tree, sending fire down range towards where the rest of the Legionnaires are, but they are too far away and too erratic to do anything effective.

One of the Slaver teams stays in cover and decides to wait out the Legionnaires, standing overwatch for the Coalition Squads. The invisible Gummitch fires another blast of lightning down at the moving soldiers, but is unable to catch any of them.

@Barbara, two wounds to Soak and you are Bumped to the next area.

Terry is up!

Round 2:

Burgurk (Invisible, -4 to Hit, Protection +2 Armor)- KS
Enemy GG (Change Position, Evade -4 to hit)- JD
Barbara- (Evade Action, Cover, -8 to Hit)-10S
Enemy NG7 (Arrived)-8D
Enemy MM (Fatigued, Evaded -2 to hit)- 8C
Enemy Coalition Squad (Evade, Into Cover, Total -6 to hit)- 7H
Enemy Slaver Squad 2 (Evade, Cover, -8 to hit)- 7C
Gummitch- (Change Position, Invisible, -4 to Hit) 6D

Terry (Invisible, -4 To Hit, Protection +2 Armor)- 5H
Enemy Leader (Two Wounds, Shaken, Inside Building, -8 to Hit)- 5D
Ounce (Invisible, -4 to Hit, Protection +2 Armor)- 5C
Enemy Slaver Squad 1 (Lost Turn)- 4D
Bart (Invisible, -4 to Hit, Protection +2 Armor)- 3H
Enemy Psi Stalker- 3D
Enemy UM (Arrived)- 2S

Chase Map:

-9. AD- UM
-8. 4H- NG7
-7. Red Joker
-6. 10D
-5. KD
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 1, Slaver Squad 2, Psi-Stalker, Pilots, MM
2. 7H- CS Squad, GG
3. KC-
4. 3C- Barbara
5. 5H
6. 3H
7. AH
8. 7D- Gummitch
9. 5D- Burgurk, Bart, Terry, Ounce

GM Rolls:

BarbaraBot: 1d10 ⇒ 81d6 ⇒ 2
NG7 Pilot 1 Piloting Advance, MAP: 1d10 + 2 - 2 ⇒ (6) + 2 - 2 = 6
NG7 Pilot 1 Notice, MAP, Invis.: 1d10 + 2 - 2 - 4 ⇒ (3) + 2 - 2 - 4 = -1
NG7 Pilot 2 Shooting, Barbara Mods, STS, ROF1/3: 1d10 - 6 ⇒ (10) - 6 = 4
Ace: 1d10 + 4 ⇒ (7) + 4 = 11
NG7 Pilot 2 Shooting, Barbara Mods, STS, ROF2/3: 1d10 - 6 ⇒ (5) - 6 = -1
NG7 Pilot 2 Shooting, Barbara Mods, STS, ROF3/3: 1d10 - 6 ⇒ (2) - 6 = -4
Heavy Rail Gun Damage, AP18: 4d12 + 4 + 1d6 ⇒ (2, 6, 11, 7) + 4 + (4) = 34
MM Complication: 1d6 ⇒ 3- Lose Turn
CS Squad Evade, Suppressive Fire, MAP: 1d8 - 6 ⇒ (6) - 6 = 01d6 - 6 ⇒ (6) - 6 = 0
Ace: 1d6 + 0 ⇒ (1) + 0 = 1
Slaver Squad 2 Complication: 1d6 ⇒ 51d6 ⇒ 6
Aces: 1d6 + 6 + 1d6 ⇒ (6) + 6 + (4) = 16
Gummitch Electrical Breath, Athletics: 1d10 - 6 ⇒ (1) - 6 = -5
Wild: 1d6 - 6 ⇒ (6) - 6 = 0
Ace: 1d6 + 0 ⇒ (2) + 0 = 2


Savage Rifts RotRwT

Burgurk should have been a scout...

Finally getting the magic in his binoculars to work, Burgurk scans for the incoming mechs. It isn't too difficult to see them with arcane vision enhancements. One of them has a large rail gun mounted where its head should be (Mech 1) and the other looks like a beefed up suit of power armor carrying a large rifle (Mech 2).

The hyper fast man pauses for just a moment to make a decision and then he is a blur as he runs past the Glitter Girl and towards where the laser blast came from.

Barbara is up! There are two mechs incoming and the guy that shot you is running towards your allies.

Round 2:

Burgurk (Invisible, -4 to Hit, Protection +2 Armor)- KS
Enemy GG (Change Position, Evade -4 to hit)- JD
Barbara- 10S
Enemy NG7 (Arrived)-8D
Enemy MM (Fatigued, Evaded -2 to hit)- 8C
Enemy Coalition Squad (Evade, Into Cover, Total -6 to hit)- 7H
Enemy Slaver Squad 2 (Evade, Cover, -8 to hit)- 7C
Gummitch- (Change Position, Invisible, -4 to Hit) 6D
Terry (Invisible, -4 To Hit, Protection +2 Armor)- 5H
Enemy Leader (Two Wounds, Shaken, Inside Building, -8 to Hit)- 5D
Ounce (Invisible, -4 to Hit, Protection +2 Armor)- 5C
Enemy Slaver Squad 1 (Lost Turn)- 4D
Bart (Invisible, -4 to Hit, Protection +2 Armor)- 3H
Enemy Psi Stalker- 3D
Enemy UM (Arrived)- 2S

Chase Map:

-9. AD- NG7, UM
-8. 4H
-7. Red Joker
-6. 10D
-5. KD
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Barbara, Leader (AS), Slaver Squad 1, Slaver Squad 2, Psi-Stalker, Pilots, MM
2. 7H- CS Squad, GG
3. KC
4. 3C
5. 5H
6. 3H
7. AH
8. 7D- Gummitch
9. 5D- Burgurk, Bart, Terry, Ounce

GM Rolls:

GG Recover from Shaken: 1d6 ⇒ 41d6 ⇒ 3
Athletics Change Position+2: 1d10 ⇒ 61d6 ⇒ 2
Notice, targets invisible: 1d6 - 4 ⇒ (4) - 4 = 01d6 - 4 ⇒ (5) - 4 = 1


Savage Rifts RotRwT

Despite his target moving faster than most, Bart also knows that he is currently invisible and it is hard to dodge something you can't see coming. A single bolt of concentrated light flies from the end of the JA-11 and pegs the man in his armor. He stops for a moment, stunned by the random shot. Bart tries to see beyond his target and can make out two large armored humanoid machines bearing down on the fight, but the trees and rocks and buildings don't allow him to identify what kind just yet.

Burgurk is up!

Round 2:

Burgurk (Invisible, -4 to Hit, Protection +2 Armor)- KS
Enemy GG (Attacks)- JD- Shaken
Barbara- 10S
Enemy NG7 (Arrived)-8D
Enemy MM (Fatigued, Evaded -2 to hit)- 8C
Enemy Coalition Squad (Evade, Into Cover, Total -6 to hit)- 7H
Enemy Slaver Squad 2 (Evade, Cover, -8 to hit)- 7C
Gummitch- (Change Position, Invisible, -4 to Hit) 6D
Terry (Invisible, -4 To Hit, Protection +2 Armor)- 5H
Enemy Leader (Two Wounds, Shaken, Inside Building, -8 to Hit)- 5D
Ounce (Invisible, -4 to Hit, Protection +2 Armor)- 5C
Enemy Slaver Squad 1 (Lost Turn)- 4D
Bart (Invisible, -4 to Hit, Protection +2 Armor)- 3H
Enemy Psi Stalker- 3D
Enemy UM (Arrived)- 2S

Chase Map:

-9. AD- NG7, UM
-8. 4H
-7. Red Joker
-6. 10D
-5. KD
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Barbara, Leader (AS), Slaver Squad 1, Slaver Squad 2, Psi-Stalker, Pilots, MM, GG
2. 7H- CS Squad
3. KC
4. 3C
5. 5H
6. 3H
7. AH
8. 7D- Gummitch
9. 5D- Burgurk, Bart, Terry, Ounce


Savage Rifts RotRwT

@Terry- from above: 'trees and rocks blocking his line of fire'. You were able to move around and hit the guy, just didn't do much damage.

GM Rolls:

Ounce Bot Faith, Casting Protection: 1d10 ⇒ 51d6 ⇒ 1
PPE Remaining: 6
Slaver Squad 1 Group Athletics Complication: 1d8 ⇒ 11d6 ⇒ 1
Odd/Even: 1d6 ⇒ 2Lose Turn
GG Split the Seconds, 1/3 Attacks, Heavy Beam: 1d10 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (3) - 2 = 1
Heavy Beam Damage: 4d6 + 4 ⇒ (1, 2, 1, 5) + 4 = 13
GG Split the Seconds, 2/3 Attacks, Heavy Beam: 1d10 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (2) - 2 = 0
Heavy Beam Damage: 4d6 + 4 ⇒ (5, 4, 5, 5) + 4 = 23
GG Split the Seconds, 3/3 Attacks, Heavy Beam: 1d10 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (1) - 2 = -1
Heavy Beam Damage: 4d6 + 4 ⇒ (5, 5, 4, 3) + 4 = 21
MM Protection, MAP, Evade: 1d10 - 2 ⇒ (1) - 2 = -1Fail
MM Detect Arcana, MAP: 1d8 - 2 ⇒ (1) - 2 = -1Fail
Pilots arrive on the scene.
PS Activate Protection, MAP: 1d10 - 2 ⇒ (3) - 2 = 1Fail
PS Notice Detect Arcana, MAP: 1d8 - 2 ⇒ (2) - 2 = 0Fail

Burgurk attempts to activate his special binoculars and it appears that they are encountering interference from the nearby ley line.

Or, perhaps, it is Ounce summoning the power to keep her allies protected. A globe of force coalesces around her, Burgurk, Terry and Bart.

The rest of the mercenary guards have trouble navigating the debris that Barbara's gun creates and the panic of forces who are just now realizing they are under attack. However, not all of the troops are out of it.

As Barbara continues to fire on the scattering troops, one of them comes running towards her at an almost impossible speed. His laser rifle powers up and sends blasts in her direction. A few of them hit, but they do little damage to the Glitter Girl. She ignores the man for just long enough to notice two blips on her radar. Something big is coming from the other direction.

@All- You can see that the map has been extended. Two new combatants have joined the battle, along with others that were inside buildings and coming out.

Bart is up! and then Burgurk starts the next round.

Round 1:

Barbara- AS
Enemy Coalition Squad (Evade, Into Cover, Total -6 to hit)- AH
Enemy Leader (Two Wounds, Shaken, Inside Building, -8 to Hit)- AC
Terry (Invisible, -4 To Hit, Protection +2 Armor)- KC
Enemy Slaver Squad 2 (Evade, Cover, -8 to hit)- 10H
Gummitch- (Change Position, Invisible, -4 to Hit) 10D
Burgurk (Invisible, -4 to Hit, Protection +2 Armor)- 9H
Ounce (Invisible, -4 to Hit, Protection +2 Armor)- 7H
Enemy Slaver Squad 1 (Lost Turn)- 6C
Enemy Other- 5S GG (Attacks), MM (Fatigued, Evaded -2 to hit), NG7 (Arrived), UM (Arrived)
Enemy Psi Stalker- 3S

Bart (Invisible, -4 to Hit, Protection +2 Armor)- 2C

Round 2:

Burgurk (Invisible, -4 to Hit, Protection +2 Armor)- KS
Enemy GG (Attacks)- JD
Barbara- 10S
Enemy NG7 (Arrived)-8D
Enemy MM (Fatigued, Evaded -2 to hit)- 8C
Enemy Coalition Squad (Evade, Into Cover, Total -6 to hit)- 7H
Enemy Slaver Squad 2 (Evade, Cover, -8 to hit)- 7C
Gummitch- (Change Position, Invisible, -4 to Hit) 6D
Terry (Invisible, -4 To Hit, Protection +2 Armor)- 5H
Enemy Leader (Two Wounds, Shaken, Inside Building, -8 to Hit)- 5D
Ounce (Invisible, -4 to Hit, Protection +2 Armor)- 5C
Enemy Slaver Squad 1 (Lost Turn)- 4D
Bart (Invisible, -4 to Hit, Protection +2 Armor)- 3H
Enemy Psi Stalker- 3D
Enemy UM (Arrived)- 2S

Chase Map:

-9. AD- NG7, UM
-8. 4H
-7. Red Joker
-6. 10D
-5. KD
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Barbara, Leader (AS), Slaver Squad 1, Slaver Squad 2, Psi-Stalker, Pilots, MM, GG
2. 7H- CS Squad
3. KC
4. 3C
5. 5H
6. 3H
7. AH
8. 7D- Gummitch
9. 5D- Burgurk, Bart, Terry, Ounce


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GM Rolls:
Bad Guy Leader Takes 4 Wounds, Attempting to Soak
Soak Vigor 1/2 NPC Bennies Remain: 1d8 ⇒ 21d6 ⇒ 6
Wild Ace: 1d6 + 6 ⇒ (2) + 6 = 8
Leader-Two Wounds Taken
CS Squad Change Position, Group Athletics: 1d6 ⇒ 41d6 ⇒ 4
Leader Complication: 1d8 ⇒ 31d6 ⇒ 3Failed
Even/Odd: 1d6 ⇒ 3
Leader Spellcasting, Greater Deflection, Greater Protection, Two Wounds, Fatigue: 1d10 - 5 ⇒ (2) - 5 = -31d6 - 5 ⇒ (5) - 5 = 0
Benny Reroll, 0/2 Remain: 1d10 - 5 ⇒ (2) - 5 = -31d6 - 5 ⇒ (3) - 5 = -2
Terry Complication: 1d10 ⇒ 71d6 ⇒ 5Passed
Gummitch Change Position: 1d10 ⇒ 51d6 ⇒ 2
Gummitch Electrical Bolt, Long Range, CS Cover: 1d10 - 10 ⇒ (9) - 10 = -11d6 - 10 ⇒ (1) - 10 = -9


Barbara's Boom Gun speaks volumes as the area around the leader is shredded by 200 flechettes tearing up the ground and the people near her. A couple of soldiers don't make it and the leader's armor only barely protects her. Those nearest the barrier notice it flicker for a moment. A smaller barrier starts to form around her as she runs towards one of the buildings to get inside.

The Coalition squad, having had more combat experience than many of these mercenaries, are disciplined enough to find cover first before getting into combat. They move away from Barbara as fast as they can, right towards the waiting Legionnaires.

Terry tries to find a good position to shoot from, finding not but trees and rocks blocking his line of fire. Finally he sees some of the troops in clear view. Terry looks down range at the approaching solders, picks one out and fires. The beam from his rifle finds its mark, but his target's armor absorbs most of the energy.

Seeing laser fire coming from a different direction, some of the soldiers head for the cover of the two buildings.

Gummitch moves ahead, his invisible form shimmering in the air as he takes dragon form. A bolt of lightning shoots out of the sky towards his hated enemies, the Coalition soldiers, but it strikes a tree instead and vaporizes it.

@Terry, a quick side note, since your action card was a Club, there was a complication, so I rolled for you. You passed, so you're good.
@Burgurk- You can always Support your team while you wait for the enemy to get closer. I'll let you take a turn and then I'll do the rest.

Round 1:

Barbara- AS
Enemy Coalition Squad (Evade, Into Cover, Total -6 to hit)- AH
Enemy Leader (Two Wounds, Shaken, Inside Building, -8 to Hit)- AC
Terry (Invisible)- KC
Enemy Slaver Squad 2 (Evade, Cover, -8 to hit)- 10H
Gummitch- (Change Position, Invisible, -4 to Hit) 10D

Burgurk (Invisible, -4 to Hit)- 9H
Ounce (Invisible, -4 to Hit)- 7H
Enemy Slaver Squad 1- 6C
Enemy Other- 5S
Enemy Psi Stalker- 3S
Bart (Invisible, -4 to Hit)- 2C

-Chase Map-:

1. 8S- Barbara, Leader, Guard Squad 1, Guard Squad 2, Psi-Stalker, Other
2. 7H- CS Squad
3. KC
4. 3C
5. 5H
6. 3H
7. AH
8. 7D- Gummitch
9. 5D- Burgurk, Bart, Terry, Ounce


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Barbara’s assault takes the soldiers by surprise. They scatter for cover when the Boom Gun speaks, going everywhere but in the path of the big machine. A few gather their wits and return fire, but lasers have little effect on the chromium skin of the Glitter Girl. Barbara can see the leader starting to direct troops into a more defensive posture, while telling some of them to fan out. Some start to move towards where the rest of Barbara’s team is waiting.

@Barbara- That roll nets you some Bumps and Bruises (Fatigue), but otherwise you are unscathed.

Round 1
Barbara- AS
Enemy Coalition Squad- AH
Enemy Leader- AC
Terry- KC
Enemy Slaver Squad 2- 10H
Gummitch- 10D
Burgurk- 9H
Ounce- 7H
Enemy Slaver Squad 1- 6C
Enemy Other- 5S
Enemy Psi Stalker- 3S
Bart- 2C

That puts Barbara up again and then the enemy will go. We are in a Chase, technically, so all Chase actions as well as Combat Actions apply. All but Barbara are invisible at the moment, so keep that in mind.


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After Barbara’s battle, she will have pushed them towards the rest of you, which is why I am starting at 9 cards (the recommended number) with 5” intervals. That puts you at around 45 to 50 inches (100 yards) away. Far enough that they can’t overwhelm you and close enough that most of you can at least open fire with pot shots. Thank you for clarifying that you are spread out. If they use area attacks, it will make it harder for them to get all of you. Remember also that some of them will be quite occupied with the Glitter Girl and all of you are still Invisible for a while.


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I must have forgotten that you guys were going to stay by the barrier edge. either way it works. It appears to be the standard hammer and anvil tactic. Barbara drives them to you and you smash them when they get there. It will take her a few minutes to get into position and then start opening fire on them. That was going to be her Quick Battle. The Clash was meant to be for the up close and personal part, but I can see with you wanting to stay near the edge, a couple of Chase rounds would work better as they close with you. Barbara will be in short range no matter what due to the range of the Boom Gun, unless she wants to get up close and smash some things. So, here's what we'll do: I'll run one round of Barbara getting onto firing position and kicking off the assault, then we'll draw the cards for initiative for a Chase. Barbara and the bad guys will be on card 1 and you guys will be at card 9, starting you out at

-Chase Map-
1. 8S- Barbara, Leader, Two Guard Squads, Coalition Squad, Psi-Stalker, Other
2. 7H
3. KC
4. 3C
5. 5H
6. 3H
7. AH
8. 7D
9. 5D- Burgurk, Bart, Terry, Ounce, Gummitch

Depending on how Barbara does, it could remove some of your opposition.

As Bart looks around, he steels his eyes for any signs of something big that could hurt Barbara's Glitter Girl. So far, he only notices small arms, no rockets or plasma cannons.


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The quick battle is to simulate the minute or two it will take the rest of the team to get close enough to do their job. It abstracts the rounds, so you have plenty of time to dig in and fire or wade into them. The description is up to you, but the roll will be Fighting or Shooting, depending on your description. @Burgurk, we could do that if you wanted, else I was going to abstract range based on Action Draws, similar to a Clash.


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If it weren’t for the giant rail gun sticking out of it, the Glitter Girl, covered in a mound of snow, would look rather comical. Instead, with its ventilation ‘horns’, the gun, and the massive boosters on its back, it looks like something out of a Pre-Rifts horror holo-vid. There are some sparks as the monstrosity passes through the barrier, but its insulation keeps its lone occupant safe. Once she’s through, it takes the militia a moment to realize what is going on. Slowly, they begin to organize a group to stop the Glitter Girl.

Meanwhile, the rest of you, faded from the minds of those who might glance in your direction, come up underneath the dome, water washing away from you. You figure you can get within 25 meters of the nearest group before they can even notice you. Unless you start firing earlier.

@All- Barbara can start combat right away. The rest of you can join in too, but then you will be noticed earlier. The enemy will still not be able to clearly see you, at least for five minutes. I can run a quick battle with Barbara to simulate those rounds of fighting and then the rest of you can sneak up and start with the Drop on whoever is left.

@Barbara- You can roll one skill of your choice, presumably Shooting, to fight the quick battle for your attention getting activities. I will roll the troops once you do that and then adjudicate what happens.


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So, presuming that Barbara agrees to Burgurk’s request, she will go through the dome covered in snow and the Glitter Girl and draw fire. The rest of you will come up through the water and start the assault from there, right?


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Ounce thinks for a moment. ”With a ritual, Gummitch and I can make all of us living beings to be forgotten in the minds of those who are not psychically active. Essentially, invisible. It will take us about ten minutes. I should have enough materials around.” She begins to start digging through snow for plants as Gummitch starts clawing a circle to fit all of you inside.

The ritual will allow you to be invisible (-4) for 5 minutes.


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Ounce and Gummitch both nod in agreement. ”We can provide arcane support as needed.”


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Gummitch nods and suddenly becomes a significantly smaller feline, about the size of a house cat, all black, except for a white stripe down his chest. Ounce says some mystical words as the small cat approaches the barrier, a cocoon of snow surrounds Gummitch. They pass through and Ounce lets the magic fall. Gummitch quickly scouts the area, sneaking in and around the camp. While you are waiting, you check out the Mammoth’s seals. Only the main cabin and the troop cabins are environmentally protected.

About ten minutes later, Ounce repeats the words and the snow covered cat returns through the barrier. Shaking it off, he returns to his larger form and with the help of Ounce, creates an image of the two warehouses and surrounding environs. Little red dots popup that show the locations of all the bad guys and blue dots where all the slaves are. Besides the troops outside, there are five men inside each warehouse. Each warehouse also has about thirty slaves. One red dot flickers green. Ounce explains, ”That’s the psi-stalker. Steer clear of him and you should be okay. Unless you go in shooting, in which case, all bets are off.”


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Is there a specific bit of information you are looking for? I believe I have pretty much detailed who is there and the buildings involved, including the area where there is little oversight. I can have Gummitch go in and tell you what you need to know.


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Since Ounce is leaving, I will bot her and Gummitch until the story allows them to leave.

Ounce, after conferring with Gummitch in his cat form, offers, ”Gummitch can create a field of snow large enough to cover the Glitter Girl, but it will take all of his concentration. I will have to help him with it. We cannot create one big enough to cover both vehicles.” She pauses, thinking about what the others have said. ”It will also be a big white target too, so as soon as they notice the giant snow girl walking through their barrier, the ‘guns blazing’ option will have been decided for us.” Another pause and then she looks at Barbara. ”I wish it were tech, but the magic behind it is too powerful for even both of us to bring it down. It’s tied to the land and that ley line over there.”

As she speaks, a snowball splatters snow across Terry’s front chest piece as another snowball slips easily through the barrier.


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Unfortunate to hear, but understandable. We wish you well in your future adventures.


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While Burgurk discusses with the others what to do next, Bart’s random snowball flies through the air. As it hits the barrier, it shatters, leaving only dirt and debris behind, the snow and ice, being all water, passing through easily.


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The success roll spoiler Burgurk pretty much spelled out. Psi-stalkers can detect supernatural beings and psychics within range, however, it is not necessarily automatic. Like any other sense, they would have to make a Notice roll. The Raise roll would tell you how to block it. Ahem.. Conceal Arcana.. cough…


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Burgurk remembers noting that the field extends 200 yards in all directions from the center of the two main warehouses.

Burgurk gets a +2 on the following roll because psi-stalkers are his racial enemy.

Occult or Common Knowledge -2 Success:
Psi-stalkers can sense anyone within about 20 yards who is magical or psychic in nature, including supernatural beings, even if they are invisible.

Above Roll with Raise:
There are two things that block a psi-stalkers senses. Being too close to a leyline creates static interference and being inside a vehicle, sealed armor or building.


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Burgurk relays that the psi-stalker was pointing to the outside of the perimeter, but not in your direction specifically.


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Burgurk sees all!

As you are preparing to enter via the water trick, the ever cautious Burgurk pulls out his binoculars and takes one last sweeping look. While the energy field is translucent, there are times when it appears clear enough to see through as it cycles through its phases. Burgurk has instinctively determined this cycle and is able to see all the goings on in the facility. Numerous people in armor mill about the area where two main warehouses stand. Several of them are in Coalition armor, but most are in a mishmash of types. Burgurk counts over twenty armed individuals on the outside. The ones who have their helmets off are all human. The patrols that walk the perimeter are two person groups. They come through each area every fifteen minutes.

A few times, Burgurk can also see some of the armed people herding slaves towards or away from the warehouses. Most of them are human, with some humanoid D-Bees mixed in. However, you do not see any Faelerin so far. What you also notice is that there seems to be one person that all of the soldiers are reporting to, mercenary and Coalition alike. She is a middle aged woman with streaked gray hair wearing armor festooned with runes. Every time the energy field pulses, so do the runes on her armor. As you watch one particular interaction, one of her men take their helmet off and starts pointing towards the outer perimeter. Burgurk recognizes their race immediately. Psi-Stalker. They seem to be having an argument. The Psi-Stalker then storms off, apparently disturbed by what was said.

It is then that several Coalition soldiers and an officer approach the woman. The officer shakes her hand and a handful of Faelerin are brought out from one of the warehouses. They are then placed into the transport that came through. The Coalition appear to be ready to leave.

While Burgurk is watching, Gummitch finds a place that he can easily slip through if he became the size of an otter.

Terry's armor warms up and he is more comfortable than he was earlier.

Bart weighs the options of how to get water back and forth through the barrier.

The others spend their time deciding how to get the Glitter Girl and the Mammoth in without raising an alarm.


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Our condolences for your loss. That is always hard to deal with. We will be here when you are ready.


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Burgurk scouts the area and notes that there is a spot that is on the opposite side from the river that appears to be uncovered by any sentries. It has an escarpment that bends inwards and is out of sight because of the buildings inside. Unless someone happened to be standing underneath it, they wouldn’t see a person coming in through that area. A vehicle would be out of the question though. Unless it was expected.


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It’s a combination of river sand and rock. I think Bart is on to something though. Ounce doesn’t have elemental control that I see, but Gummitch does and Burgurk has telekinesis, he could assist with Gummitch.


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Apologies everyone, Paizo seemed to be up and down all last week.

Terry continues his foray underneath the river until he comes to the shore. As soon as the barrier hits water, it ends. He also notes that it does not extend underneath the waves and you could slip beneath the barrier if you could somehow keep water over you. The barrier seems averse to water. To test his theory, Terry sticks a soaked glove towards the barrier and it bends a bit, but then snaps back as his glove dries.

Bart looks over the Mammoth and as he does, he notes several place where water could get in, other than the main cab and the troop areas. Those are environmentally sealed.


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By default, Flight does not work underwater. It is specifically for flying through the air. Another power would need to be used to move fast through water. Environmental Protection plus Speed would allow you to move fast through water.

Terry starts his march towards the water and as soon as he enters, he can feel the pull of the water against him. While it doesn't take him off of his feet, he knows it will be difficult going. Though the edge of the river is fairly shallow, the slope of the bank tells him that it will be deeper than thirty feet by the time he reaches the middle. The temperature readout on his armor tells him the water is approximately 20 degrees Fahrenheit. For either foot or wheeled vehicle, it would be slow going, but doable.

Basically a 6 yards of movement spent for 2 yards actually moved.


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Ounce thinks that the speakers are probably local, based on how they enunciate their words. Human more than likely.

The river itself is flowing at about 3-5 mph (1.3 meters per second to 2.2 meters per second) according to readouts from the electronics aboard the Mammoth and Barbara’s Glitter Girl. It seems that the barrier is only connected to the land and the river’s water stops it. Swimming would be difficult, but not impossible. The real question would be how to get your vehicles through once your people are inside.


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Between Ounce’s turning of dials, Barbara’s tuning of her scanner and Bart’s seemingly savant knowledge of radio frequencies, you manage to pick up the following message:

”…Badger Two Five, this is Badger Den. You are cleared for approach. We will open the gates at precisely thirty degrees, azimuth 45 degrees. Do not deviate from your current heading. You have two minutes before the gate closes again. Do you copy?”

”We copy, Badger Den. Transferring command runes now.”

There is then a strange static that covers the frequency and when it is over, you see what appears to be a hover sled flying towards the barrier. At precisely one minute, a hole opens. As the craft goes through, you watch as the hole begins to slowly close.


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You can roll Electronics to see if you can pick up something on your radios. The higher you roll, the more you get.

As Ounce fiddles with the radios, Bart tries to find something that you can use to get in, other than the Mammoth you brought with you. Unfortunately, the only other vehicles he sees are on the river and manned. However, he does note that the barrier seems to stop right where the land meets the river.


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Throwing a bone..

As you discuss how to get past the barrier, you watch as a low flying craft comes into view. At first it looks as if it might crash right into the field, but a small hole opens up and the craft flies right in. The hole then reseals itself. You lose sight of the craft once it is beyond the barrier.

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