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 Combat Patrol: Welcome to the jungle! 
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Ruby Patron
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Rolls --- Notice 6 -- Fighting 7 -- Damage 12, AP4 -- one shaken
Notice 1d8 = 6 (6)
Wild Die 1d6 = 4 (4)

Fighting 1d4 = 4 (4)
Wild Die 1d6 = 6 (6)
Ace! 1d6 = 1 (1)

Damage (if hit): Str 1d12+5 = 10 (5)
Vibro-blade: 1d8 = 2 (2)
Total: 12 pts., AP4, Mega Damage


As Raleigh Ray decended further down into the strange alien structure, a sence of eerieness crept up on him. The further they went, the more that gave way to a snsense of foreboding. He glanced back down the tunnel, the way they came, and saw it was the length of Juicer League football field! How far does this thing go down!, he thought to himself.

Just as his sense of foreboding gave way to full on anxiety, the walls and ceiling came alive. His first clue that they were in trouble was when Tweedledee got impaled, cut down in the prime of his robotic life.

"It's a trap!!" he yelled, stating the obvious. "... and not the bi-curious he-she kind!"

For a split second, Raleigh Ray froze in abject terror. He and his team were instantly surrounded AND split up. He was already a Skelebot down and both of his fleshy teammates had already been wounded. The rifle in his hands was useless in such tight quarters, and he was far from the world's greatest Kung Fu master.

But then Bouchard sprung into action, like the superior soldier that she was, engaging the enemy with vibro-blades and slicing one to pieces. The sight snapped Raleigh Ray out of his glacial state and put his mind back in the fight.

Likewise, he snapped out his power armor's deadly vibro-blades and got to work like a butcher tripping on angel dust. "LET'S ROOOOOOOCK!!"

With a slash he managed to score a good hit against the monster threatening him the most, carving a deep nasty groove through its thoracic cavity. It dropped to the ground like so much dead weight. While uncertain if the creature was dead or not, Raleigh Ray was hopeful the wound was sufficient to take it out of the fight.

"Regroup on Wright! Two by two cover formation!" Raleigh Ray barked out an order to the fireteam under his command, attempting to make his way up to Wright. "We're dead meat split up like this!"

_________________
PFC Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
CP-40 Pulse Laser Rifle; Ammo: 3/3
C-20 Laser Pistol; Ammo 2/2
Vibro Knife
Skelebot Stats
Bennies: 0/4 (reset: July 20, 2017)
EP Ledger


Sat Nov 11, 2017 2:32 pm
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Location: CS Fighting Joes
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Die Rolls
Notice: 1d6 = 2 (2)
Notice Wild Die: 1d6 = 5 (5)
Notice Total: 5


Joe realizes the issue and smirks. "Let me show you how Close Quarters Combat works creature." Joe says as he proceeds to try and beat the creature to death with the butt of his rifle. "Keep back to back, don't give them room to split us up." Joe educates as he keeps trying to beat the creature to death.

Combat Rolls
(Counter Attack; Free Action) Fighting (Rifle butt Attack): 1d10 = 10 (10)
(Counter Attack; Free Action) Fighting (Rifle butt Attack) Ace: 1d10 = 10 (10)
(Counter Attack; Free Action) Fighting (Rifle butt Attack) Ace: 1d10 = 1 (1)
(Counter Attack; Free Action) Fighting Wild Die (Rifle butt Attack): 1d6 = 6 (6)
(Counter Attack; Free Action) Fighting Total (Rifle butt Attack): 21
Damage (Rifle butt Attack): 2d6 = 8 (2, 6)
Raise Damage: 1d6 = 4 (4)
Damage Total: 12
(First Strike) Fighting (Rifle butt Attack): 1d10 = 1 (1)
(First Strike) Fighting Wild Die (Rifle butt Attack): 1d6 = 6 (6)
(First Strike) Fighting Wild Die Ace (Rifle butt Attack): 1d6 = 1 (1)
(First Strike) Fighting Total (Rifle butt Attack): 7
Damage (Rifle butt Attack): 2d6 = 5 (1, 4)
Damage Total: 5
Fighting (Rifle butt Attack): 1d10 = 3 (3)
Fighting Wild Die (Rifle butt Attack): 1d6 = 1 (1)
(Benny; Extra Effort) Fighting (Rifle butt Attack): 1d10 = 3 (3)
Fighting (Rifle butt Attack) Total: 6
Damage (Rifle butt Attack): 2d6 = 8 (6, 2)
Damage Total: 8

_________________
Joe Marshal
PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 16/16
Bennies: 2


Mon Nov 13, 2017 10:27 pm
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Notice 5 - 7 if visual based
1d8 = 3 (3)
Wild Die 1d6 = 5 (5)

Common Knowledge 9
1d8 = 7 (7)
Wild Die 1d6 = 6 (6) Ace!
Wild Die Ace 1d6 = 3 (3)

Spirit Check to Recover From Shaken 9
1d8 = 5 (5)
Wild Die 1d6 = 6 (6) Ace!
Wild Die Ace 1d6 = 3 (3)

Vigor Check to resist Paralysis
1d6 = 6 (6) Ace!
Vigor Ace 1d6 = 1 (1)
Wild Die 1d6 = 4 (4)
-1 Bennie for Extra Effort 1d6+2 = 5 (3)


The monster was upon them in a flash, cutting the lead Skelebot down while others sprung a sudden assualt on Solene and him before anyone could react. Logan could hear Solene grunt in pain as she was hit with a tail that went right through the Mauler's armor. One swiped a tail at him which the tip pierced the armor and scratched him on the shoulder, the adrenaline was surging in his blood helping him keep on his feet. He could feel a burning numbness trying to spread from the wound, but Logan ignored it as he brought his C-20 Laser Pistol to bear and fire two times.
Shooting Double Tap 10 Damage 8 AP 2
1d6 = 4 (4)
Wild Die 1d6 = 2 (2)
-1
Bennie Extra Effort 1d6+2 = 5 (3)
Damage 2d6+2 2d6+2 = 7 (3, 2)
Raise Damage 1d6 = 1 (1)

_________________
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness:14(7); Strain: 1;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 41/60
Grenade: 1/2
Bennies: 3

Alts: Jitters 13th SET, The Quiet Ones


Wed Nov 15, 2017 6:21 pm
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OOC Comments
Notice: 1d4 = 3 (3) wild: 1d6 = 5 (5)


Alan knows that this is not the ideal situation to fight especially hand to hand. I just need to make sure they don't hit me.

OOC Comments
Full Defensive: Fighting 1d4+2 = 6 (4) Ace: 1d4 = 1 (1)wild: 1d6+2 = 5 (3)Parry for the round: 7

_________________
Prvt. Alan Klinger
Pace: 6; Parry: 4; Toughness:14(7); Strain: 6;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 60/60
Bennies: 1


Mon Nov 20, 2017 6:31 pm
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Notice - 7
Notice: 1d8 = 7 (7)
Wild: 1d6 = 6 (6)
Wild Ace: 1d6 = 1 (1)
Seeing creatures seem to meld out of the walls and make their attack actually relieves Jasper, he had been wondering what he had seen at the edge of his vision and light the first time and now he would rather that he had never seen these things up close. -Jesus, this is one ugly critter.- Backing up against Marshal, Jasper levels his pistol and gives the ugly beast in front of him a double tap for its trouble.
Shooting - 6 --- Damage - 17 AP 2
Shooting: 1d6+1 = 6 (5)
Wild: 1d6 = 1 (1)
Damage: 2d6+2 = 10 (6, 2) AP 2
Damage Ace: 1d6 = 6 (6)
Damage Ace 2: 1d6 = 1 (1)

_________________
Private Jasper Maddocs
Anthem
Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 0/20
Power Point Regeneration: 1/Hour
Weapon in hand: -Noted by asterisk(*)
C-20 Laser Pistol - Ammo: 21/21 - 1/2 extra e-clips --- 1 /w 6 shots
*CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
Vibro-Knife
Fragmentation Grenade: 2/2
Bennies: 1/4


Fri Nov 24, 2017 10:38 pm
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Rolls
Notice 1d6 = 3 (3), Wild 1d6 = 2 (2)
K Battle 1d8+2 = 10 (8), Wild 1d6+2 = 6 (4) for Tactician edge
K Battle Ace 1d8+10 = 16 (6)
Shooting 3RB Auto Ace 1d6+6 = 9 (3), Wild Ace 1d6+6 = 8 (2)
Damage 3d6+2 = 11 (2, 1, 6)
Damage Ace 1d6+11 = 13 (2)


Results
Notice:
Tactician: AC, 8S, 5D, 5S
Shooting: 10
Damage: 13, AP -2


Lucius hadn’t seen the creatures coming, but the subtle warning is enough. He takes stock of the erupting chaos even as he narrowly sidesteps the downward swipe of a viciously barbed tail. Raising his CP-30, a burst of silent, invisible light bores a hole into the creature’s domed skull. It drops like a sack of rocks, flailing impotently for a long two seconds before lying still. He was glad he had given Marshal tactical control of the situation already as he moves to form up as the specialist ordered, it saves them a precious few seconds where they really matter.

_________________
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*)
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (60/60*); (60/60); (49/60) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3




Account EP Reference
Lucius Draper Ledger
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Current Balance: 7


Last edited by Lucius Draper on Wed Dec 06, 2017 12:22 am, edited 4 times in total.



Tue Dec 05, 2017 9:37 pm
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Combat Patrol: Merged Paths
Date: July 1, 109 P.A.
Time: 15:30:06; It is light.
Temp: 70 degrees in the tunnels.
Weather: Clear topside;
Ley Line info: There is a ley line within a half mile.
Location: Mission area - base camp; see map: https://drive.google.com/open?id=1ghkJl ... sp=sharing

This is the world we live in
As the group pushes deeper into the hive, they find the walls are covered in a material that resembles a solidified liquid resin or glue. It is visibly damp and lustrous in spots. In places light penetrated the material to a depth of several centimeters, revealing a complex internal structure. At other locations the substance is opaque. What little color it displayed is muted: greens and grays, and here and there a touch of some darker green. Radar, motion tracking, and other non-visual electronics are absorbed and reflected seemingly at random and creates the impression that there is movement all around, even when visual evidence is irrefutably to the contrary (All sensor readings done at -4). Nightvision and thermal mode vision enhancements work fine, however. The walls are almost as warm as a body, though (and create a -2 to thermal vision notice checks), and their imprecise and varied textures create all sorts of false impressions of monsters in the walls. Twice the group tests the issue with a vibro-blade instead of wondering. Each time they are rewarded only by piercing the resin. There are no light sources the squads do not bring themselves. There is an acidic tang to the air, and some larger rooms there is a measurable, though very tiny, electrical current.

When Everything's Gone Wrong Somehow
Steelcreek sets off in a random direction and ends up about 20 or 30 meters down a slope and into standing water a few inches deep. He can also feel electricity moving in that water, but it really only gives a slight unpleasant tickle. He can focus past it, but it's always present. He eventually finds one of the walls and moves sideways along it, heading for an opening he can barely make out about 15 yards away. The wall itself is covered in the same resin as before, but there seem to be some sort of hand sized organism every few meters that are producing electricity, which is transmitted down and into the water. He tests the resin covered organisms and finds that short of an extraordinary effort, he will not be able to cut one out. He is focused on this when resin seems to shoot at him from above. It gets all over him, and suddenly he realizes it is quick hardening. He finds it harder to move, struggling as he does. He also finds that the resin is laced with acid, and the fumes from it as it sets are stinging his eyes and nose, making it hard to breathe.

GM Notes and Initiative
Steelcreek suffers a –2 penalty to Pace and skills linked to Agility and Strength. The victim must also make a Vigor roll or suffer Fatigue from the acid in the resin. Each following action, he may make a Strength or Agility roll to break free.
Image
Critter has a -2 light penalty working in his favor. Once you do see him (whether by notice or by him attacking you), you note he looks VERY different than the last. Also, he brims with psychic power.
Bad Guy Toughness is 14(4) and it is a Hardy Extra. Parry 6
Steelcreek has Queen of Spades and whatever is facing him has/have 10 of Clubs


The Men of Steel, the Men of Power Are Losing Control by the Hour
The armored elements of Bear Two aren't faring as well as they could have. The three between Colton and the Skelebot are both hit, but only one even slows. Wright hits the one he is facing, only to see his shot literally deflect off it's chitonous dome of a head. Solene takes one down, and then finds out that the acid doesn't just pool, it sprays. Everyone takes a superficial acid shower that does no damage. The creatures all manage to hit, save one trying to hit the skelebot, which manages to parry their attack. Their claws and bites, however, fail to find purchase against the armored hides of the squad.

Just as they are thinking they may survive this, the enemy surges once more. Solene is hit twice, but aside from being knocked around, manages to only have her head rattled from the impact. The Mauler's armor holds up to the strain. Colton is missed once and hit for no effect. Wright sees a claw literally take a gouge out of the floor wiht a strike that missed him by an inch. He gulps as he realizes how close to death he just came. The skelebot's armor holds up to its damage as well.

GM Notes and Initiative
Image
Three are between Colton and the skelebot, one is facing Wright in the middle, and Solene is facing off against 2.
Bad Guy Toughness is 11(2) and they are Hardy Extras. Parry 6
PCs act on Ten of Hearts - Enemy acted on Ten of Spades as well as last round. You're up


But I Can Hear The Marching Feet, They're Moving Into The Street
Joe finds that the skulls of these creatures are incredibly thick. He does manage to knock it silly, but not kill it. Maddocs and Draper throw caution to the wind and fire while in direct melee. But it pays off for both of them, as the creatures each man faces dies in a spray of acid blood that falls on the crew like rain. It doesn't fall in enough concentration to go through the squad's armor, however. The last two have no intention of giving up, however. One fakes a claw at Joe's face, and then stabs lot towards his gut with its tail. Joe is too quick for this, and narrowly avoids both attacks. The that had been facing Alan notices an opening and bites past Alan and extends its inner jaw (?!?) and bites at Draper's face. The follow up tail strike leaves him hit, but not damaged. But he is temporarily shaken by the site of the creature's inner jaw that was dripping acid on his shoulder. Still, two are down.
GM Notes and Initiative
Image
Draper, your parry is reduced by -2 until your next action - which is now.
One faces Joe, and one faces Alan, but displayed its reach by attacking Draper. Others are dead.
Bad Guy Toughness is 11(2) and they are Hardy Extras. Parry 6
PCs act on Jack of Diamonds - Enemy acts on 6 of Diamonds. You're up


For your listening pleasure or this one too

_________________
CS Fighting Joes


Tue Dec 05, 2017 9:37 pm
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Rolls
Agility 1d8 = 2 (2)
Wild 1d6 = 2 (2)

Vigor 1d8 = 4 (4)
Wild 1d6 = 3 (3)

Notice 1d8 = 3 (3)
Wild 1d6 = 2 (2)

Agility to break free (note: the above agility roll was made before combat began) 1d8 = 4 (4)
Wild 1d6 = 2 (2)
Modifier -2

Shooting 1d6 = 5 (5)
Wild 1d6 = 1 (1)
+2 (3RB) -2 (resin) -2 (light penalties) +1 (flashlight on gun)

Damage 2d6 = 9 (4, 5) +1 +2 AP 2 = critter shaken


High Command wrote:

When Everything's Gone Wrong Somehow
Steelcreek sets off in a random direction and ends up about 20 or 30 meters down a slope and into standing water a few inches deep. He can also feel electricity moving in that water, but it really only gives a slight unpleasant tickle. He can focus past it, but it's always present. He eventually finds one of the walls and moves sideways along it, heading for an opening he can barely make out about 15 yards away. The wall itself is covered in the same resin as before, but there seem to be some sort of hand sized organism every few meters that are producing electricity, which is transmitted down and into the water. He tests the resin covered organisms and finds that short of an extraordinary effort, he will not be able to cut one out. He is focused on this when resin seems to shoot at him from above. It gets all over him, and suddenly he realizes it is quick hardening. He finds it harder to move, struggling as he does. He also finds that the resin is laced with acid, and the fumes from it as it sets are stinging his eyes and nose, making it hard to breathe.

GM Notes and Initiative
Steelcreek suffers a –2 penalty to Pace and skills linked to Agility and Strength. The victim must also make a Vigor roll or suffer Fatigue from the acid in the resin. Each following action, he may make a Strength or Agility roll to break free.
Image
Critter has a -2 light penalty working in his favor. Once you do see him (whether by notice or by him attacking you), you note he looks VERY different than the last. Also, he brims with psychic power.
Bad Guy Toughness is 14(4) and it is a Hardy Extra. Parry 6
Steelcreek has Queen of Spades and whatever is facing him has/have 10 of Clubs



Steelcreek sputters and coughs as the resin hardens around him. He strains to see his assailant without success, but points his CP-30 up in the direction from which the resin falls and fires off a laser pulse anyway. He hears a high pitched screeching as the lasers hit home, and the dimness around him is briefly lit up enough to reveal another monstrosity like the one that attacked him earlier, but paler and somehow more... wrong.

To himself, he says ”This is the worst monster hole ever!” as he continues to move toward the opening, albeit more slowly than before.
Movement
He will move his maximum pace, as adjusted by the resin (-2), without running. That would be 6” on a grid, or 12 yards in real life. That should leave him about 3 yards from the opening

_________________
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
Character Sheet
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Last edited by Steelcreek on Fri Dec 08, 2017 12:33 am, edited 2 times in total.



Tue Dec 05, 2017 9:41 pm
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Notice 5
Notice: 1d6 = 5 (5)
Notice Wild Die: 1d6 = 2 (2)
Agility 4
Agility Roll to avoid Damage: 1d8-2 = 4 (6)


"Awesome, Acid-blooded creatures!" Joe exclaims as he considers his next maneuvers. So they're tough sumabitches, I'll give them that. Joe thinks as he uses the creatures mistake against ind makes another strike for it's elongated cranium. Damn foolish firing a gun in this close proximity. Joe thinks as he follows up his first swing with another. Just stay down, it's better for you

Combat Post
Counter Attack: Strike: 3/ Damage: 8
Swinging his Shotgun's butt into the creatures ugly mug. Strike: 1d10-2 = 0 (2)/Wild Die: 1d6-2 = 1 (3)/Damage: 2d6 = 8 (5, 3))
Normal Action: Strike: 11 (Raise)/Damage: 11
Swinging his Shotgun's butt into the creatures ugly mug. Strike: 1d10 = 10 (10)/Wild Die: 1d6 = 6 (6)/Damage: 2d6 = 7 (6, 1))
Strike Aces: 1d10 = 1 (1)/ 1d6 = 2 (2)
Raise Damage: 1d6 = 4 (4)

_________________
Joe Marshal
PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 16/16
Bennies: 2


Last edited by Joe Marshal on Tue Dec 19, 2017 8:33 am, edited 2 times in total.



Wed Dec 06, 2017 1:14 pm
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Rolls --- Notice 5 -- Fighting 13 -- Damage 18, 4 AP, MD
Notice 1d8 = 5 (5)
Wild Die 1d6 = 1 (1)

Fighting 1d4 = 4 (4)
Wild Die 1d6 = 3 (3)
Ace! 1d4 = 4 (4)
Double Ace!! 1d4 = 4 (4)
Tripple ACE!!! 1d4 = 1 (1)

Damage (if hit): Str 1d12+5 = 14 (9)
Vibro-blade: 1d8 = 4 (4)
Total: 18 pts., AP4, Mega Damage


High Command wrote:
... The three between Colton and the Skelebot are both hit, but only one even slows. ... Everyone takes a superficial acid shower that does no damage. The creatures all manage to hit, save one trying to hit the skelebot, which manages to parry their attack. Their claws and bites, however, fail to find purchase against the armored hides of the squad.
GM Notes and Initiative
Image
Three are between Colton and the skelebot, one is facing Wright in the middle, and Solene is facing off against 2.
Bad Guy Toughness is 11(2) and they are Hardy Extras. Parry 6
PCs act on Ten of Hearts - Enemy acted on Ten of Spades as well as last round. You're up


Raleigh Ray was dtaken aback when he noticed the superficial sizzle and vapor rising from where the acid blood sprayed. On his armor's arms, chest, and face! If not for the Mauler's thick hide, that would have been bits of him smoldering and scared! "Jesus Christ!! These things are naplam pinatas!"

With the group still separated, Raleigh Ray reiterated his orders to Bear 2, including the sole surviving Skelebot. "Regroup on Wright!"

With that goal in mind, he used his power armor's razor sharp vibro blades and tried to take out the monster standing between himself and Wright. He would have preferred to unleash his Mauler's shoulder-mounted plasma cannons, but not with Wright and Bouchard down range in that direction. And while tempted to try to save Tweedledum, for the time being his Human teammates took priority.




Upon receiving, verifying, and acknowledging the command to regroup, the Skelebot designated Tweedledum drew up its close quarters combat protocols. With a spark from the android's computer brain, a pair of vibro-blades sprang out from the sides of its off-hand forearm, which in turn snapped forward, effectively turning its hand into a battle axe!

With three hostiles between it and the vicinity it was ordered to fall back to, Tweedledum savagely axed at the nearest monster's head and attempted to get past to the next.

Skelebot Combat Rolls --- Fighting 11 -- Damage 10, 4AP, MD
Fighting 1d6 = 6 (6)
Wild Die 1d6 = 3 (3)
Ace! 1d6 = 5 (5)

Damage (if hits):
Strength 1d10+1 = 4 (3)
Vibro-blade 1d10 = 7 (7)
Total Damage: 10, 4 AP, Mega Damage

_________________
PFC Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
CP-40 Pulse Laser Rifle; Ammo: 3/3
C-20 Laser Pistol; Ammo 2/2
Vibro Knife
Skelebot Stats
Bennies: 0/4 (reset: July 20, 2017)
EP Ledger


Thu Dec 07, 2017 2:31 pm
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Notice 3
1d8 = 3 (3)
1d6 = 3 (3)


Bites, claws, acid sprays, just another day in Old Chicago. Without many options in tight, Bouchard begins to regroup on Wright as instructed, cutting a path through the monsters with her forearm vibro blades. If she could get some distance and clarity her rail gun could chew through them and keep their acid at bay. For now, however, it's a knife fight...something she finds herself surprisingly good at as she cuts another creature completely in two.

Fighting 7 Damage 28 AP 4 MD
1d6 = 4 (4)
Wild 1d6 = 4 (4)
Extra Effot: 1d6 = 3 (3)

Damage: 1d6 = 6 (6) 1d8 = 8 (8)
Ace: 1d6 = 6 (6)
Ace: 1d6 = 3 (3)
Ace: 1d8 = 5 (5)

_________________
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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)


Sat Dec 09, 2017 5:48 am
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Notice - 8
Notice: 1d8 = 2 (2)
Wild: 1d6 = 6 (6)
Wild Ace: 1d6 = 2 (2)
After the double tap rewarded Jasper with a thin misty coating of acidic blood he pivots and slashes at the critter that is facing the medic. -Acid Blood, great this is gonna ruin my vibro blade.-

Fighting - 7 --- Damage - 4 AP 4 MD
Fighting: 1d4+1 = 4 (3)
Wild: 1d6+1 = 5 (4)
Extra Effort (-1 Benny): 1d6 = 4 (4)
-2 Off hand

Damage: 1d4 = 2 (2) + 1d6 = 2 (2)

_________________
Private Jasper Maddocs
Anthem
Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 0/20
Power Point Regeneration: 1/Hour
Weapon in hand: -Noted by asterisk(*)
C-20 Laser Pistol - Ammo: 21/21 - 1/2 extra e-clips --- 1 /w 6 shots
*CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
Vibro-Knife
Fragmentation Grenade: 2/2
Bennies: 1/4


Sat Dec 09, 2017 6:42 pm
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Notice 5 - 7 for Visual Based Notice Checks
1d8 = 5 (5)
Wild Die 1d6 = 3 (3)


Common Knowledge 10
1d8 = 2 (2)
Wild Die 1d6 = 6 (6) Ace!
Wild Die Ace 1d6+6 = 10 (4)


High Command wrote:
The Men of Steel, the Men of Power Are Losing Control by the Hour
The armored elements of Bear Two aren't faring as well as they could have. The three between Colton and the Skelebot are both hit, but only one even slows. Wright hits the one he is facing, only to see his shot literally deflect off it's chitonous dome of a head. Solene takes one down, and then finds out that the acid doesn't just pool, it sprays. Everyone takes a superficial acid shower that does no damage. The creatures all manage to hit, save one trying to hit the skelebot, which manages to parry their attack. Their claws and bites, however, fail to find purchase against the armored hides of the squad.

Just as they are thinking they may survive this, the enemy surges once more. Solene is hit twice, but aside from being knocked around, manages to only have her head rattled from the impact. The Mauler's armor holds up to the strain. Colton is missed once and hit for no effect. Wright sees a claw literally take a gouge out of the floor wiht a strike that missed him by an inch. He gulps as he realizes how close to death he just came. The skelebot's armor holds up to its damage as well.

GM Notes and Initiative
Image
Three are between Colton and the skelebot, one is facing Wright in the middle, and Solene is facing off against 2.
Bad Guy Toughness is 11(2) and they are Hardy Extras. Parry 6
PCs act on Ten of Hearts - Enemy acted on Ten of Spades as well as last round. You're up


Damn, these are tough bastards! Or at least their foreheads are. And they have acid for blood?! Maybe I should I should aim for it's eyes. For a brief moment, he contemplates dropping his laser pistol and sticking his Vibro-Knife into it's eyes, causing it's "blood" to spray on it's packmates, but he realized how many ways that could go wrong. While he normally feels lucky, he also realizes that closing into melee with one of these creatures would be pushing his luck more than when he jumped into the hole before securing himself to his rope. So instead Logan takes a half a step back as he tries to carefully line his shot up and shoots two more times at what he presumes to be the creatures eyes.

Shooting 10 Damage 12 AP 2
1d6+1 = 3 (2)
Wild Die 1d6+1 = 5 (4)
-4 for Headshot
+4 for EP expenditure
-1 Bennie for Extra Effort 1d6+7 = 10 (3)
Damage 2d6 + 1 (Weapon) + 1 (For Double Tap) + 4 (For Head Shot) + 1d6 for Raise= 3d6+6
Damage 2d6+6 = 10 (3, 1)
Raise Damage 1d6+10 = 12 (2)

_________________
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness:14(7); Strain: 1;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 41/60
Grenade: 1/2
Bennies: 3

Alts: Jitters 13th SET, The Quiet Ones


Sun Dec 10, 2017 12:50 am
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Seeing an opening Alan has a stupid idea. His right hand is grabbing a frag grenade, pulling the pin out and shoving it in the creatures mouth. To minimize the explosion, Alan is going to uppercut the creature to force the mouth close.

OOC Comments
Throwing: 1d4-4 = -3 (1) Wild: 1d6-4 = -2 (2) Spend Bennie for reroll
Throwing: 1d4-4 = -2 (2) Wild: 1d6-4 = 0 (4) Bennie reroll: 1d6 = 3 (3)
Fighting: 1d4-4 = -1 (3) Wild: 1d6-4 = 0 (4)
Grenade Damage: 3d6 = 14 (3, 5, 6) Grenade die Ace: 1d6 = 6 (6) Ace #2: 1d6 = 5 (5) Total: 25


Seeing the grenade not making his mark, Alans eyes are as wide as the Mark V wheels. "FIRE IN THE HOLE!" Alan braces for the blast.

_________________
Prvt. Alan Klinger
Pace: 6; Parry: 4; Toughness:14(7); Strain: 6;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 60/60
Bennies: 1


Sun Dec 10, 2017 7:32 pm
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Nothing to see here
1d6 = 6 (6) 1d12 = 10 (10)
1: 1d10-2 = 2 (4) 2: 1d10-2 = 1 (3)


Roll Agility at -2 to avoid damage

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Sun Dec 10, 2017 10:33 pm
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Agility: 1d6-2 = 2 (4) Wild: 1d6-2 = 4 (6) Ace: 1d6 = 6 (6) Ace: 1d6 = 6 (6) Ace: 1d6 = 4 (4) Total: 20


Alan sees the grenade did not go into the creatures mouth. "O Shit!" Alan jumps out of the way of the blast. That was stupid.

_________________
Prvt. Alan Klinger
Pace: 6; Parry: 4; Toughness:14(7); Strain: 6;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 60/60
Bennies: 1


Mon Dec 11, 2017 4:26 am
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Got out of dodge -- 7 vs Agility roll at -2
Agility Roll 1d6 = 5 (5), 1d6 = 4 (4) + 1d6 = 2 (2) (extra effort)
Notice 2
Notice 1d6 = 2 (2), 1d6 = 1 (1)


Lucius notes with alarm the grenade as the medic makes a mess of things. Given a choice of diving into an unknown hole at a 60 degree angle or staying in a blast radius, he chooses the unknown.

_________________
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*)
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (60/60*); (60/60); (49/60) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3




Account EP Reference
Lucius Draper Ledger
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Current Balance: 7


Mon Dec 18, 2017 10:17 pm
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Combat Patrol: Merged Paths
Date: July 1, 109 P.A.
Time: 15:30:12; It is light.
Temp: 70 degrees in the tunnels.
Weather: Clear topside;
Ley Line info: There is a ley line within a half mile.
Location: Mission area - base camp; see map: https://drive.google.com/open?id=1ghkJl ... sp=sharing

Eye of a hurricane, listen to yourself churn
As the group pushes deeper into the hive, they find the walls are covered in a material that resembles a solidified liquid resin or glue. It is visibly damp and lustrous in spots. In places light penetrated the material to a depth of several centimeters, revealing a complex internal structure. At other locations the substance is opaque. What little color it displayed is muted: greens and grays, and here and there a touch of some darker green. Radar, motion tracking, and other non-visual electronics are absorbed and reflected seemingly at random and creates the impression that there is movement all around, even when visual evidence is irrefutably contrary to this (All sensor readings done at -4). Nightvision and thermal mode vision enhancements work fine, however. The walls are almost as warm as a body, though (and create a -2 to thermal vision notice checks), and their imprecise and varied textures create all sorts of false impressions of monsters in the walls. Twice the group tests the issue with a vibro-blade instead of wondering. Each time they are rewarded only by piercing the resin. There are no light sources the squads do not bring themselves. There is an acidic tang to the air, and some larger rooms there is a measurable, though very tiny, electrical current.

With the Furies breathing down your neck
The creature gives a shrill shrieking cry as it shakes off the laser blast. It scurries along the wall and gets within 2 yards and then its long tail streaks towards him like a bullet. The tail impacts him and hits him like a ton of bricks in the chest. He sees poison coating the tail and uses his forearm to wipe it away. Thankfully it had not cracked through his armor. As he prepares for a counter-attack, he finds it in his face! But he manages to fend off it's attacks this time. And then suddenly he sees a chance to attack! He simply must fight through the fog of combat that has him temporarily stunned.

GM Notes and Initiative
Steelcreek is SHAKEN. Steelcreek suffers a –2 penalty to Pace and skills linked to Agility and Strength from hardening resin. Each following action, he may make a Strength or Agility roll to break free.
Critter brims with psychic power.
Critter Toughness is 14(4) and it is a Hardy Extra. Parry 6
Steelcreek has Ten of Hearts and the creature has a 10 of Spades

Image
But It'll Do, Save Yourself, Serve Yourself; World Serves Its Own Needs
The fight continues as Maddocs and Marshal both more than hold their own against the enemies. Marshal manages to clock his good, but not permanently. Then everything seems to slow down as they all see a grenade in the hands of their medic. He successfully shoves it into what he thinks is the mouth of the beast, only to have it push the grenade out with some sort of inner jaw that protrudes and dissuades the erstwhile pugilist of his attempts to deck it. They all watch in horror as it hits the ground and bounces away, hits the wall, and comes to rest down the level part of the hall. Their situation gels in that instant and as one they heave themselves to the ground and down the sloping tunnel in the other direction. Both of the beasts go to leap afterwards, but unaware of the danger, are in not enough of a hurry. They are shredded as shrapnel and explosive force turn them into a fine acidic mist. That same force accelerates the movement of the four soldiers and sends them careening down the sloped tunnel in an uncontrolled manner.

GM Notes and Initiative
Image
Ignore the lights, they obviously aren't present.

Posting order determines who is on top. So first to post is on top when you land, second, is next to top, etc. Who ever is on top will suffer no further penalties. Second will suffer a -1 penalty, third a -2, and the last a -3 penalty.

Please stand by for further notes.
It's the end of the world as we know it and I feel fine
Everyone works to putting down the threat. The three soldiers manage to solidify themselves to one side, with the creatures on the other side from them. Wright and the Skelebot are no longer directly in close combat. Colten is caught hard by one of the creature's claw attack and it rocks his world! The trio face off against the four remaining creatures. Then an explosion happens above and nearby and four infantry from Bear 2 are dumped unceremoniously atop the wreckage of the disabled skelebot, behind the enemy! Maddocs lies atop the others, staring numbly at four creatures between them and the power armor!

GM Notes and Initiative
Colton is SHAKEN.
Draper, Marshal, Maddocs, and Klinger are all Prone. Prone gives them Medium Cover against most attacks. Ranged attacks within 3” ignore the modifier since the target is just as exposed as if he were standing next to these characters.
If a prone defender is caught in melee, his Parry is reduced by 2 and he must subtract 2 from his Fighting rolls. Getting up from prone costs 2” of movement.
Image
Bad Guy Toughness is 11(2) and they are Hardy Extras. Parry 6
PCs act on Queen of Clubs - Enemy acts on 3 of Spades. You're up.


For your listening pleasure: https://www.youtube.com/watch?v=Z0GFRcFm-aY

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Tue Dec 19, 2017 10:58 pm
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Notice - 9
Notice: 1d8 = 1 (1)
Wild: 1d6 = 6 (6)
Wild Ace: 1d6 = 3 (3)
As Jasper turns to slash at the next critter that was facing the Medic, he witnesses the entire butt puckering moment unfold just inches in front of him. -Did that grenade just bounce off my foot?- His mind races with that thought as his body seems to move on its own as he hurls himself away from the blast and starts sliding with increasing speed down the hall. "Shit!" escapes his mouth as Jasper lands on top of everyone in a pile only to look up and see four more of the critters standing there. Not sure where his vibro knife went during the tumble, Jasper felt relieved that he still had his pistol in hand as he gets himself up from the ground and moves over to the side of the tunnel before trying to double tap the critter on the opposite side.

Shooting - 6 --- Damage - 13 MD AP 2
Shooting: 1d6+1 = 5 (4)
Wild: 1d6+1 = 6 (5)

Damage: 2d6+2 = 11 (3, 6) AP 2
Damage Ace: 1d6 = 2 (2)

_________________
Private Jasper Maddocs
Anthem
Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 0/20
Power Point Regeneration: 1/Hour
Weapon in hand: -Noted by asterisk(*)
C-20 Laser Pistol - Ammo: 21/21 - 1/2 extra e-clips --- 1 /w 6 shots
*CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
Vibro-Knife
Fragmentation Grenade: 2/2
Bennies: 1/4


Last edited by Jasper Maddocs on Wed Dec 20, 2017 9:10 am, edited 6 times in total.



Wed Dec 20, 2017 7:48 am
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Notice 2, Spirit 4, Agility 5
Notice 1d8 = 3 (3)
Notice Wild 1d6 = 2 (2)
Modifiers -2 (darkness) +1 (flashlight)

Spirit to un-Shake 1d6 = 4 (4)
Spirit Wild 1d6 = 1 (1)

Agility 1d8 = 1 (1)
Agility Wild 1d6 = 6 (6)
Wild Ace! 1d6 = 1 (1)
Modifier -2


Shaking off the effects of the creature’s attack, an idea occurs to Steelcreek. Hoping that the creature is able to sense light (though Jaren could see no eyes on its oddly shaped head), he makes the logical leap that it probably doesn’t like bright lights. Thanks to its overzealous pursuit, Jaren finds the beast’s head closer than comfort would dictate, but conveniently placed to try something!

Smarts Trick 5
Jaren is going to shine the flashlight into its “eyes” (the spot where light sensory organs would normally be) and try to confuse it.
    Smarts 1d6 = 5 (5)
    Wild 1d6 = 1 (1)
    Modifiers +2 (Edge) -2 (MAP)


Jaren shines his flashlight into the monster’s face, hoping to confuse it and get enough distance to fire a shot off.

Shooting 4, 9 Damage
Shooting 1d6 = 4 (4)
Wild 1d6 = 5 (5)
Modifiers +2 (3RB) +1 (Flashlight) -2 (MAP) -2 (darkness) for a total of -1

That’s a hit, if the Smarts trick worked! Here’s damage, just in case:

2d6+1 = 5 (2, 2) +2 (3RB) with AP 2

_________________
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
Character Sheet
Signature


Last edited by Steelcreek on Wed Dec 20, 2017 10:21 am, edited 6 times in total.



Wed Dec 20, 2017 8:19 am
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Notice
1d8 = 2 (2)
Wild 1d6 = 6 (6)


Seeing Bear Two drop down behind the enemy Bouchard grunts, So much for raking the area with my rail gun. Blue on blue is too much paperwork, and half the place already thinks I am a traitor. Instead, she keeps her blades extended and walks in to finish off some more, "Closing in. Someone watch our flank." Moving as fast as her Mauler can go she closes in and slashes at whatever monsters remain, leaving herself open for a counter attack but making sure all of them know she is there.

Swinging away with her vibroblades she hopes to down these last few before more show up, "Let's finish this up quick. They seem to be pack hunters. No doubt there are more of them around somewhere."

Rapid Attack 8-8-14 to hit three targets 19-15-18-AP 4-MD
(1 EP) To add +4 to any Trait or Skill Roll (must be declared before rolling) negates-4 rapid attack penalty.
Fighting 1d6 = 5 (5)
Fighting 1d6 = 5 (5)
Fighting 1d6 = 6 (6)
Ace: 1d6 = 5 (5)
Wild 1d6 = 1 (1)

1 Benny for Extra Effort 1d6 = 3 (3)

Damage 1: 1d12+5 = 12 (7) + 1d8 = 7 (7)
Damage 2: 1d12+5 = 8 (3) + 1d8 = 7 (7)
Damage 3: 1d12+5 = 15 (10) + 1d8 = 3 (3)

_________________
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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)


Wed Dec 20, 2017 9:39 am
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Combat Patrol: Merged Paths
Date: July 1, 109 P.A.
Time: 15:30:18; It is light.
Temp: 70 degrees in the tunnels.
Weather: Clear topside;
Ley Line info: There is a ley line within a half mile.
Location: Mission area - base camp; see map: https://drive.google.com/open?id=1ghkJl ... sp=sharing

Mano y Mano!
Jaren does manage to disorient the creature for a moment and knows he has moments to capitalize on it.

GM Notes and Initiative
The creature is at -2 Parry.
Critter brims with psychic power.
Critter Toughness is 14(4) and it is a Hardy Extra. Parry 6 normally
Jaren has 6 of Hearts, the critter has 3 of Hearts. You're up.

Image
1d10 = 10 (10), 1d8 = 6 (6)


Bear 2 is clear of all current and immediate threats.

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Wed Dec 20, 2017 10:16 am
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Notice Crit Fail
Notice 1d8 = 1 (1)
Wild 1d6 = 1 (1)
Modifiers -2 (darkness) +1 flashlight


Shooting 7, Damage 9 AP 2
Shooting 1d6 = 2 (2)
Wild 1d6 = 5 (5)
Extra Effort 1d6 = 1 (1)
Modifiers +2 (3RB) +1 (flashlight) -2 (darkness)

-1 Benny

Damage 2d6+1 = 7 (4, 2) +2 (3RB) AP 2


Seeing the beast disoriented, Jaren fires his CP-30 again, but with the same results. The lasers impact its hide, but don’t penetrate past its odd armor. Deciding discretion is the better part of valor, he decides to break free from the creature while it is still stunned and make for the exit.

Movement
I don’t know if the Trick would have any effect on the bestie’s free attack for breaking melee, but Steelcreek is going to book it for that opening he was moving toward before, moving his full pace (8”) that way. If, however, he has heard the sounds of human weapons and battle from where he’s at, he will go toward the sounds of soldiers instead.


Agility 11
Agility 1d8 = 4 (4)
Wild 1d6 = 6 (6)
Ace! 1d6 = 5 (5)

_________________
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
Character Sheet
Signature


Last edited by Steelcreek on Wed Dec 27, 2017 10:10 am, edited 5 times in total.



Wed Dec 20, 2017 10:37 am
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OOC Comments
Agility?: 1d6-1 = 4 (5) Wild: 1d6-1 = 1 (2)


Alan throws himself clear of the blast. I think a shotgun would have worked better. Alan gets up from the pile of bodies and wreckage, throwing Maddocs out of the way. "Sorry, excuse me. So grenades seem to work well on these guys." Seeing the creatures in front of the team, "Oops." Alan upholsters his side arm and shoots at the farthest right creature.

OOC Comments
Shooting: 1d4-2 = 1 (3) Wild: 1d6-2 = 4 (6) Ace: 1d6 = 1 (1)
Damage: 2d6+1 = 6 (4, 1)


The pistol blast just fizzles on the armor of creature. "Can we go back to the Grenade?"

_________________
Prvt. Alan Klinger
Pace: 6; Parry: 4; Toughness:14(7); Strain: 6;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 60/60
Bennies: 1


Wed Dec 20, 2017 11:31 am
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Rolls --- Notice 11 -- Spirit 4
Notice: 1d6 = 6 (6)
Wild: 1d6 = 3 (3)
Ace: 1d6 = 5 (5)

Spirit roll to recover from Shaken condition: 1d6 = 4 (4)
Wild: 1d6 = 2 (2)


As the savage beast raked the side of Raleigh Ray's head, his world began to spin. While still on his feet and mobile, the fight in him was knocked a kilter. With an arm raised in defense, Raleigh Ray shook his head in an attempt to regain his senses. Because if he couldn't, odd were all three of them were dead!

While the the action had the desired effects, those effects weren't immediate! But on the plus side, he did successfully regroup with his teammates and the path on one side was now clear to unleash the fury of his Mauler's shoulder-mounted plasma cannons... without fear of inflicting Blue on Blue chaos in the process. But then...

"An earthquake?!?" he exclaimed as the tunnels rocked and boomed "Of all da shit luck!!"

And then the other proverbial shoe dropped as the rest of Bear 2 spilled out on the tunnel floor on the other side of the surviving monsters, crashing into the remains of Tweedledee. His heart sunk at the sight of them prone and defeated. But just as quickly his spirits soared when Jasper rolled over and shot one of the monsters in the back. Down, but not defeated!

Raleigh Ray, still off balance from the earlier, did what he could to keep his team alive; specifically, step in front of Wright and give the man some cover. For the moment, it was down to Wright and Bouchard.

As Raleigh Ray stepped back, Bouchard stepped up and unleashed a full-calorie six-pack of whoop-ass. A flury of vibro death flashed before his eyes. Before he knew it, he was standing in front of nothing but acid oozing bodies.

Initially stunned at the sight, Raleigh Ray turned to his fellow Mauler driver and saved his pride. "Ah, man! I was about to do that very thing!"

_________________
PFC Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
CP-40 Pulse Laser Rifle; Ammo: 3/3
C-20 Laser Pistol; Ammo 2/2
Vibro Knife
Skelebot Stats
Bennies: 0/4 (reset: July 20, 2017)
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Fri Dec 22, 2017 4:47 pm
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Rolling her eyes inside her armor, Bouchard just shrugs - an action that looks very peculiar in a power armor suit with no neck.

"Great. You can take point. I am sure there are more of these things left to kill," with a little bow she extends her arm down the dark hallway, "Après vous."

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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)


Fri Dec 22, 2017 8:11 pm
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Notice 4 - 6 for Visual Based Checks
1d8 = 3 (3)
Wild Die 1d6 = 4 (4)
+2 to Visual Based Notice Checks

Common Knowledge 13
1d8 = 8 (8) Ace!
CK Ace 1d8+8 = 13 (5)
Wild Die 1d6 = 4 (4)


Wright had steeled his nerves, lined his shot up with the creature's eye, practiced good trigger control, and squeezed the trigger, only for the shot to glance off the eye socket. The creature shook it's head for a moment to clear his vision as Wright started to feel a sinking hopelessness crawl into his soul. The creature clearing it's vision distracted it enough to allow Solene to cut it down with a swipe from her vibro-blades built into her power armor just as it re-established eye-contact with Logan. With an astonished look on his face, masked by his helmet, he follows Solene's movements as she slices and dices her way through two more creatures to where the rest of Bear Two had fallen down. Maddocks was the last one down and the first one up fighting, taking the final thing down. Wright immediately hustled over to them to give them a hand up. "Hey, are you guys alright? That was some fall. Still no sign of Hunter?" Logan finished, obvious concern and worry in his voice. Just because he's a dog boy doesn't me jack shit to me. We never left a man behind in the tunnels of the mines of Iron Heart, simply because we never knew if we'd be able to return.

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OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness:14(7); Strain: 1;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 41/60
Grenade: 1/2
Bennies: 3

Alts: Jitters 13th SET, The Quiet Ones


Last edited by Logan Wright on Wed Dec 27, 2017 9:36 am, edited 1 time in total.



Sun Dec 24, 2017 12:19 am
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Notice 11
Notice: 1d6 = 3 (3)
Notice Wild Die: 1d6 = 6 (6)
Ace: 1d6 = 5 (5)


"Sonovabitch... Klinger you moron!" Joe says as he's suddenly covered by his companions after a harrowing ride down the natural slide. Looking over to the creatures and his power armored clad companions. Out of the fire, into the frying pan." Joe says as he tries to get up and fire his shotgun at the nearest of the creatures.

Shooting 5 Damage 12
Action One: Get up.
Action Two fire on the creatures. (Shooting: 1d8-5 = 2 (7); Wild Die: 1d6-5 = 1 (6), Ace: 1d6 = 4 (4)/Damage: 2d10 = 12 (3, 9)

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PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 16/16
Bennies: 2


Tue Dec 26, 2017 12:41 pm
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Notice - 14
Notice: 1d8 = 8 (8)
Wild: 1d6 = 2 (2)
Ace: 1d8 = 6 (6)
Seeing the last of the critters fall to the impressive blade work of one of the Maulers, Jasper lets out a low whistle as he gets up from his crouched position and begins looking for his blade.
Logan Wright wrote:
"Hey, are you guys alright? That was some fall. Still no sign of Hunter?"
"Think so, someone got grenade happy but we're good. As for Hunter, his body was moved and we haven't found it yet. Got jumped by these things while searching." Finding his vibro-knife buried blade first next to the defunct Skelebot's head, Jasper pulls it out of the ground and re-sheathes it after everyone else gets back on their feet before asking. "Where to now?"

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Private Jasper Maddocs
Anthem
Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 0/20
Power Point Regeneration: 1/Hour
Weapon in hand: -Noted by asterisk(*)
C-20 Laser Pistol - Ammo: 21/21 - 1/2 extra e-clips --- 1 /w 6 shots
*CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
Vibro-Knife
Fragmentation Grenade: 2/2
Bennies: 1/4


Wed Dec 27, 2017 9:35 am
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"Easy Marshall, I think his head getting chopped off by a vibro-blade means that it's dead." Wright says to his fellow private.

Keeping Joe's comment in mind when Maddocs answers him, Wirght turns to Klinger as he gives him a hand and says in a joking tone that only soldiers who use for people they truly consider their friend, a tone that is equal parts love and torment. "Didn't you remember from Boot Camp that when Mr. Pin is removed from Mr. Grenade, Mr. Grenade is no longer our friend?"

When Jasper asks what they should do next, Wright mentions "We got down here by cutting through a section of wall that this here tunnel ran next to. We could always return to topside, but I also remember the sarge wanting Hunter's rifle recovered. But I think that whatever we do, we do it fast."

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OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness:14(7); Strain: 1;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 41/60
Grenade: 1/2
Bennies: 3

Alts: Jitters 13th SET, The Quiet Ones


Wed Dec 27, 2017 9:51 am
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Notice
1d8 = 4 (4)
Wild 1d6 = 3 (3)


Placing herself at one end of the corridor, to shield the team from further pack attacks, Bouchard keeps her vibro-blades extended but also warms up her plasma blasters, "The order is to recover Hunter's body. Unless we got more injured or dead, I'm not going back up there without it. Let's press on, and try to kill the enemy instead of blowing ourselves up. I swear to the Emperor Klinger, you're the reason they have to draw instructions on damned claymores."

Scoffing she gets ready to move, "Colton, are we sending that skelebot in first or should we risk more human lives?"

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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)


Wed Dec 27, 2017 9:58 am
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Quote:
"Didn't you remember from Boot Camp that when Mr. Pin is removed from Mr. Grenade, Mr. Grenade is no longer our friend?"


Looking embarrassed, Alan looks at Logan. "In my medical professional opinion, the subject was suffering from an iron deficiency. The patient didn't take the medicine so well."

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Prvt. Alan Klinger
Pace: 6; Parry: 4; Toughness:14(7); Strain: 6;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 60/60
Bennies: 1


Wed Dec 27, 2017 10:23 am
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Steelcreek Update

Mano y Mano!
The psi-stalker is able to move away and into the tunnel before the creature can give chase. It shakes off the effects of the light assault and moves to pursue. Thankfully for Steelcreek it seems slower than he is. But he also realizes he is rushing into darkness with no idea of where he is going or what he is running into. He needs to change the game somehow. And that is when he hears the creatures ear piercing scream. Moments later he feels the sizzle of acidic resin soaring past him. He ducks as soon as he feels the leading droplets hit, and avoids the large glob that he sees splatter ahead.

GM Notes and Initiative
The creature is at -2 Parry.
Critter brims with psychic power.
Critter Toughness is 14(4) and it is a Hardy Extra. Parry 6 normally
Jaren has Ace of Spades, the critter has Ace of Diamonds. You're up.
Image



Everyone Else:

Marching Order please.

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Wed Dec 27, 2017 8:29 pm
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Assuming the Skelebot takes point, Solene falls in behind it - staying well back to give it a chance to provide early warning of danger (stay half Mauler's pace away). Since there's no way to be sneaky anymore she floods the corridor with the spotlights on her Mauler. If we're going to die we might as well see what eats us.

"Look alive. These things are smart...they could come at us from any direction. Someone in the middle of the formation watch the roof, it should now be considered a vector."

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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)


Thu Dec 28, 2017 4:31 am
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High Command wrote:
Steelcreek Update

Mano y Mano!
The psi-stalker is able to move away and into the tunnel before the creature can give chase. It shakes off the effects of the light assault and moves to pursue. Thankfully for Steelcreek it seems slower than he is. But he also realizes he is rushing into darkness with no idea of where he is going or what he is running into. He needs to change the game somehow. And that is when he hears the creatures ear piercing scream. Moments later he feels the sizzle of acidic resin soaring past him. He ducks as soon as he feels the leading droplets hit, and avoids the large glob that he sees splatter ahead.

GM Notes and Initiative
The creature is at -2 Parry.
Critter brims with psychic power.
Critter Toughness is 14(4) and it is a Hardy Extra. Parry 6 normally
Jaren has Ace of Spades, the critter has Ace of Diamonds. You're up.
Image



Notice 5
1d8 = 6 (6)
Notice Wild 1d6 = 3 (3)
Modifiers -2 (darkness) +1 flashlight


Having gotten a little distance on the creature, Jaren turns and fires off another three-round burst from his CP-30. Hopefully it’s a little easier to hit now that it isn’t in my face! he thinks, aiming for the beast’s odd-looking, oblong head. In his extensive experience, Steelcreek had found that nothing liked being shot in the head.

Shooting 6, Damage 16 AP 2
Shooting 1d6 = 1 (1)
Wild 1d6 = 4 (4)
Modifiers +2 (3RB) +1 (flashlight) -2 (darkness) -3 (headshot)
Extra Effort 1d6 = 4 (4)

Damage: 2d6+1 = 10 (4, 5) +2 (3RB) +4 (headshot) AP 2

_________________
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
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Thu Dec 28, 2017 9:03 am
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(rolls held, Notice 5)

As the flash from the CP-30’s pulse dies away, so dos the creature - Jaren watches as the shots land and acid paints the wall. The creature falls the ground and thrashes, giving him an opening he can’t resist.

Snacking on ISP 5
Vigor to chomp Power Points 1d8 = 4 (4)
Wild 1d6 = 5 (5)

If the roll is successful (without a raise) he will drain 1d6 = 5 (5) Power Points from the critter, who opposes with Spirit. With a raise, he would roll d8, but that seems unlikely given his roll of 5.


Jaren breathes deeply, a mental exercise his father taught him as a child, and imagines the life-sustaining power riding along with the air into his chest.

That done, he takes a look at his surroundings. Now that he’s not fighting for his life, maybe he can get a better look at what’s ahead.

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Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
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Thu Dec 28, 2017 11:02 am
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(rolls initially held, Notice 5)

Alone. That word reverberates in Steelcreek’s head as he picks his way through the chamber where he killed the odd, pale monstrosity.

Prior to coming to the Coalition military, Steelcreek had understood solitude. As a scout in his father’s hunting party, he would often spend days and even nights by himself, tracking their prey and leaving markers for the rest of the party to follow. But he had rarely, if ever, been forced to make kills completely on his own, and he had always felt the nearness of the tribe like a tickling of his psychic senses, letting him know that someone had his back.

He had never considered how much he would miss that nearness - how much not belonging would bother him. He wonders if his unit has even realized yet that he has gone missing, or if they would care.

He rolls his neck, trying to work out some of the kinks and loosen up tense muscles. He lets out a slow exhalation, flicks off the flashlight on his flashlight and holsters his pistol and vibro-knife. That last encounter had shown him that some of the critters down here were too tough to fight reliably with small arms fire, and the acid blood made his knife significantly less useful. From here out, he would need to rely on the optics of his rifle scope.

He isn’t enthusiastic, but it’s worth an effort. He unslings his rifle and looks down the scope, hoping the nightvision mode will give him an idea of what’s around him. Maybe he can get through the rest of this monster hole without alerting the rest of the hive of his passing.

Notice for Scope 3
Notice 1d8 = 3 (3)
Notice Wild 1d6 = 2 (2)
He’ll still head toward the sounds of the “good guys” if he can, and he’s looking for any indication from his psychic sense of additional incoming baddies.


Stealth 9
Stealth to try and get through at least a room or two without letting the world know he’s here. 1d6 = 5 (5)
Wild 1d6 = 6 (6)
Ace! 1d6 = 3 (3)

_________________
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
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Fri Dec 29, 2017 9:18 am
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Combat Patrol: Merged Paths
Date: July 1, 109 P.A.
Time: 15:35:00; It is light.
Temp: 70 degrees in the tunnels.
Weather: Clear topside;
Ley Line info: There is a ley line within a half mile.
Location: Mission area - base camp; see map: https://drive.google.com/open?id=1ghkJl ... sp=sharing

On my own!
As Jared looks at the creature, he notices that it is not just white, but rather a bleached black, as if an albino. Given that trait, he can't help but feel the similiarity between himself and the creature. He advances for a while, and then, sensing movement, drops to a crouch near an outcropping. He hides there, motionless for a time. After a bit the outcropping he is hiding behind gets up! One of the creatures, larger than the others, gets up and glances around. Steelcreek is certain it looks right at him, but if so, it makes no sign of it. It then screeches, and it is all he can do to stay silent and still. A half dozen other forms erupt from the walls and move forward. After a while there is no movement, nor any sign of danger. Steelcreek rises, stretching muscles long since locked by fear and adrenaline. He continues on, for almost 200 meters before it begins to drop slowly, at a thirty degree angle.

Mountains and Mole Hills

The group follows the tunnel a short distance and finds it drops vertically into another larger chamber. It's a five meter drop, but thanks to their climbing harnesses and the two Maulers, dropping down is a simple matter as the distance is well within the jump distance of the power armor. The group may go down in either direction as they are on a mound. With the lights of the power armor, they are able to see that they can continue in the direction they were headed or turn around and head away. The direction they were going ends after about 25 meters or so, though there is a opening at the bottom of the wall. The other direction extends beyond the reach of the spotlight. The cavern itself is large and goes beyond the range of their spotlight. The place smells damp, with both water and acid. The room also feels charged, as with static electricity. They are also very aware they cannot make out the walls and ceiling with any great detail unless the spotlights from the mauler are used. But they can see it is covered in the same resin.

(Anyone who passes a Common Knowledge check can surmise that the bottom of the shaft from below might be in the direction you were going, and anything else might be in the other direction).

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Sat Dec 30, 2017 9:26 am
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Notice 10, Stealth 3
Notice 1d8 = 2 (2)
Wild 1d8 = 6 (6)
Accidentally rolled a d8 wild. Here's a d6 1d6 = 6 (6)
Ace! 1d6 = 4 (4)
Modifiers -2 (darkness) +2 (scope)

Stealth 1d6 = 3 (3)
Wild 1d6 = 2 (2)


Steelcreek steps carefully, keeping his eyes (and his mind) open for any more of the insect-like creatures that inhabited this hive. After a time, he pauses for a drink, pulling loose one of his canteens and quickly unscrewing the lid.

He takes a deep pull and has to mentally stop himself from letting out a satisfied "Ah!" like the actors always do in drink commercials. The comparison is apt because, of course, the canteen is not full of water - it is full of Orange Spike. He had shaken out some of the fizz earlier so it wouldn't explode after a day of moving around in the field, and he's glad he did or else he'd be wearing it instead of drinking it.

Even warm, he can’t get enough of this stuff. Sticky sweet and loaded with caffeine, it’s everything the body needs to keep trudging through a creepy monster hole. Except for psychic energy, obviously, but he had already gotten that.

He stifes a burp that takes him a little by surprise, and hopes that none of the beasts heard him. Quickly, he puts the top back on his canteen, checks the rifle scope, and keeps moving.

This has got to lead somewhere... he thinks.

Whoops
*GM Note: Psychic Energy, not Power Points you goob!
Um, yeah. That’s what I meant. Psychic energy...

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Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
Character Sheet
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Last edited by Steelcreek on Tue Jan 02, 2018 9:09 am, edited 2 times in total.



Sat Dec 30, 2017 1:53 pm
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Notice 7 - 9 for Visual Based Checks
1d8 = 7 (7)
Wild Die 1d6 = 2 (2)
+2 From Cybernetic Eyes to Vision Based Checks

Common Knowledge 5
1d8 = 5 (5)
Wild Die 1d6 = 2 (2)


Wright replies to Klinger's comment by saying "Let's just hope, for your sake, that sarge won't think your ass has a foot deficiency." Logan then holsters his C-20 Laser Pistol and puts his sensor away in a back pouch and un-slings his CP-40 Pulse Laser Rifle before falling into formation in the middle of squad but in front of Klinger. Looking to the bottom of the shaft, Wright says "I think that might be the direction we should be heading. What do you think, sir?" asking Cpl. Draper.

As they venture deeper into the caves, Logan examines the structure of the walls, looking to see if it's possible to collapse the tunnels.

Knowledge Engineering 12
1d8 = 8 (8) Ace!
K/Engineering Ace 1d8+8 = 12 (4)
Wild Die 1d6 = 6 (6)
Ace!
Wild Die Ace 1d6+6 = 8 (2)

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OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness:14(7); Strain: 1;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 41/60
Grenade: 1/2
Bennies: 3

Alts: Jitters 13th SET, The Quiet Ones


Last edited by Logan Wright on Sat Dec 30, 2017 8:38 pm, edited 3 times in total.



Sat Dec 30, 2017 4:17 pm
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Notice
1d8 = 1 (1)
Wild 1d6 = 5 (5)


"The deeper we go the more we'll find. This place is like a rats nest...with aline, acid spewing, rats. I say we find Hunter's body can call in an air strike on this whole block."

Bouchard takes a moment to contemplate, "Or something that will put a backdraft of plasma through every nook and crannie of this hole."

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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)


Sat Dec 30, 2017 6:54 pm
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Dice Rolls
Notice: 1d6 = 6 (6)
Ace: 1d6 = 3 (3)
Notice Wild Die: 1d6 = 4 (4)
Notice Total: 9
Common Knowledge: 1d6 = 6 (6)
Ace: 1d6 = 1 (1)
Common Knowledge Wild Die: 1d6 = 6 (6)
Ace: 1d6 = 6 (6)
Ace 2: 1d6 = 3 (3)
Common Knowledge Total: 15


Joe looks to the others then looks to Maddocs. "We're in the shit now. I haven't seen any sign of Hunter's body, though my surprise trip down the natural slide did have my attention elsewhere. As far as I can tell it, they seem kinda like Xitixic in a way, so maybe Hunter was taken deeper." Joe says with a note of confidence and annoyance in his voice. When we get back I'm clubbing Klinger with a pillow case full of e-clips. Joe thinks as his gaze passes over Klinger once again. Joe doesn't wait to be told, just moving up towards the front of the group as it slowly moves. When the question of which way to go comes up, Joe confidently points in the direction that takes them further into the hive structure. "It's this way"

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PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 16/16
Bennies: 2


Sat Dec 30, 2017 8:27 pm
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(Rolls Held, Notice 10, Stealth 3)

After making some progress, he thinks, Jaren looks for a good spot to attempt another radio transmission. He spots a small alcove and, after looking it over thorougly with his eyes and his psyhic sense, steps into it and pulls the radio out of his survival pack.

”Three-Three, this is Three-Three-Five, does anyone copy? Over. He gives it a few moments, and then tries again. He sends out a couple of transmissions, sighs when he gets no response, and then moves onward.

K Electronics
1d4 = 2 (2)
Wild 1d6 = 1 (1)


At regular intervals he stops while wandering through the tunnels to transmit on friendly frequencies, hoping for a hit. I have to let someone know I’m down here, or I’m going to end up lunch, he thinks.

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Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
Character Sheet
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Last edited by Steelcreek on Wed Jan 03, 2018 5:28 am, edited 1 time in total.



Sun Dec 31, 2017 8:10 pm
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(Notice held, 10)

Unless he receives a response to his transmissions, Steelcreek continues onward. He finds himself growing more confident with the rifle after his encounters trying to hit targets in the dark, and he also seems to be stepping more instinctively, more quietly as he moves.

Father always said adversity was the best teacher, he thinks.

Advance
Steelcreek raised his Shooting and Stealth with his Advance.

Stealth after Advance 5
Stealth 1d8 = 1 (1)
Wild 1d6 = 5 (5)

_________________
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
Character Sheet
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Tue Jan 02, 2018 9:14 am
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Rolls --- Notice 7 -- K-Electronics 4
Notice 1d8 = 7 (7)
Wild 1d6 = 5 (5)

K/Electronics 1d6 = 1 (1)
Wild 1d6 = 4 (4)


As the reunited team began to make way once again, Raleigh Ray stopped to pick up the slain skelebot Tweedledum, tossing it over his shoulder hoping he could repair it later on, bringing the brave mechanical Soldier to life once more. It may have been hubris, or folly, or vanity, but he hoped the old boy had one more life left to give.

"Tweedledum, you take point." he commanded the still active Skelebot.

Seeing Bouchard cover the rear of the formation, Raleigh Ray assumed the front position, just behind his Skelebot, the flood lights of his Mauler blasting away much of the obscuring gloom ahead.

Bouchard's words about this being like a rats' nest resonated with him. "If this place is anything like a Rat's Nest, it's quite possible that they too like to collect shiny and interesting things. In fact I bet we will find Hunter right in that rat horde of junk. He may even be alive down there... He may even be trying to contact us right now! I going to try something."

Using the communications suite of electronics in the Mauler power armor at his disposal, Raleigh Ray started broadcasting on all C.S.-friendly channels. "Bear Two to Wayward Dog. Bear Two to to Wayward Dog. Do you copy?"

_________________
PFC Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
CP-40 Pulse Laser Rifle; Ammo: 3/3
C-20 Laser Pistol; Ammo 2/2
Vibro Knife
Skelebot Stats
Bennies: 0/4 (reset: July 20, 2017)
EP Ledger


Tue Jan 02, 2018 6:05 pm
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Notice - 4
Notice: 1d8 = 4 (4)
Wild: 1d6 = 1 (1)
Jasper fell in with the rest of the column as they continued moving deeper into the nest. -These things are nasty, and I'm sure if Hunter is in the middle of this place, we're gonna have to fight even more of them.- His flashlight attached to his pistol doing little to light up some of the darker recesses in the caves.

_________________
Private Jasper Maddocs
Anthem
Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 0/20
Power Point Regeneration: 1/Hour
Weapon in hand: -Noted by asterisk(*)
C-20 Laser Pistol - Ammo: 21/21 - 1/2 extra e-clips --- 1 /w 6 shots
*CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
Vibro-Knife
Fragmentation Grenade: 2/2
Bennies: 1/4


Wed Jan 03, 2018 6:27 pm
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Colton gets no answer, but there is some traffic that is badly mangled. The electrical charge to the place is wrecking his reception.

Unbeknownst to himself, Steelcreek has managed to stand beneath one of the small organisms that line the walls and create the electrical current. It ruined any outgoing and incoming signals.

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CS Fighting Joes


Wed Jan 03, 2018 10:32 pm
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OOC Comments
Notice: 1d4 = 3 (3) Wild: 1d6 = 1 (1)


Getting in line to advance down the tunnel, Alan is in thought. Chances of finding Hunter are diminishing. "Corporal, if we are traversing this far into the hive, this is probably a recovery mission rather then a rescue mission. I'm sorry Corporal, but its not looking good at this point." Alan remains vigilant for any more surprises.

_________________
Prvt. Alan Klinger
Pace: 6; Parry: 4; Toughness:14(7); Strain: 6;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 60/60
Bennies: 1


Sun Jan 07, 2018 3:08 pm
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Rolls
Notice 2
CK 5 1d6 = 1 (1)
Wild 1d6 = 2 (2)
CK 1d8 = 5 (5)
Wild 1d6 = 5 (5)

Results
Notice:

Draper is lucky enough to hit the slope first and get well clear of the grenade blast. It proves to be a mixed blessing as he loses most of his breath when he impacts the ground. The tangle of bodies that pile on top of him a fraction of a second later pushes out the rest. Gasping an struggling to extricate himself he manages to take in their surroundings, realizing they were reunited with the rest of their squad as Bouchard makes short work of four of the menacing creatures.
Pushing himself off the ground once they are all untangled he does a habitual gear check while watching the rest of the squad’s reactions. Having given Marshal tactical control in the tunnels he stays silent when he takes charge and starts leading them deeper, on task and focused on the mission. He even held his tongue when Klinger made attempts to make light of his mistake, intending to pay their medic the same respect he had shown Wright earlier. But Klinger is dead set against letting that happen.

Alan Klinger wrote:
"Corporal, if we are traversing this far into the hive, this is probably a recovery mission rather then a rescue mission. I'm sorry Corporal, but its not looking good at this point."

Draper shakes his head slightly, barely perceptible in his armor, but brings his right hand up and holds it and the pistol he is holding parallel to the ground. It’s an exaggerated gesture that communicates annoyance, just one of dozens of adopted by those who spend large amounts of time emoting through an opaque face plate. ”Private. That soldier fell 70 feet to a hard cliff, then was dragged off by some deeb freak animal with acid blood and poison tails. This was never realistically a rescue mission. We’re all sitting through one safety briefing because of you already, try and stay at the top of your game so we avoid anything else.”

_________________
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*)
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (60/60*); (60/60); (49/60) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3




Account EP Reference
Lucius Draper Ledger
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Current Balance: 7


Last edited by Lucius Draper on Sat Jan 13, 2018 4:50 pm, edited 2 times in total.



Wed Jan 10, 2018 9:00 am
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Combat Patrol: Merged Paths
Date: July 1, 109 P.A.
Time: 1545; It is light.
Temp: 70 degrees in the tunnels.
Weather: Clear topside;
Ley Line info: There is a ley line within a half mile.
Location: Mission area - base camp; see map: https://drive.google.com/open?id=1ghkJl ... sp=sharing

The Lay of the Land
As the team (and Steelcreek) push into the hive, they find the walls go from earthen to covered in a material that resembles a solidified liquid resin or glue. It is visibly damp and lustrous in spots. In places light penetrated the material to a depth of several centimeters, revealing a complex internal structure. At other locations the substance is opaque. What little color it displayed is muted: greens and grays, and here and there a touch of some darker green. Radar, motion tracking, and other non-visual electronics are absorbed and reflected seemingly at random and creates the impression that there is movement all around, even when visual evidence is irrefutably to the contrary (All sensor readings done at -4). Nightvision and thermal mode vision enhancements work fine, however. The walls are almost as warm as a body, though (and create a -2 to thermal vision notice checks), and their imprecise and varied textures create all sorts of false impressions of monsters in the walls. Twice the group tests the issue with a vibro-blade instead of wondering. Each time they are rewarded only by piercing the resin. There are no light sources the squads do not bring themselves.

Stepping into this cavern is a shock for the heroes. First, it is massive, and the lights from the maulers pierce a long way in, and yet don't touch the walls. The nightvision inherent in their armor and scopes goes further with the aid of the light, and with it they can barely make out the edges of the cavern some 300 meters across. They can also make out multiple tangos! At least a couple dozen, plus 4 none of them (except Steelcreek) has ever seen - an albino variant that is slightly larger than the rest! Perhaps most amazingly, they can make out a faint IFF signature on the other side! A single soldier. Colton repeats his previous radio call, and this time, Steelcreek gets it. "Bear Two to Wayward Dog. Bear Two to to Wayward Dog. Do you copy?"

Welcome to Quick Combat: The Fighting Joes vs The Xenomorphs
    Scene Modifier: -2
    Resources: 3d6 shots
    Quick Combat Rules
    Keep in mind this are 24 warrior xenomorph drones and 4 of the more powerful white psi-warrior drones! This quick combat while being resolved quickly is anything but a fast combat. It probably is a knockdown drag out slug fest that takes minutes to resolve. Try to keep your actions in line with that kind of scale. IF you get a 3 raises on your roll maybe you took out 10 of them! If you failed maybe you got hit by acid, and only took out 3 before taking a wound. In general you can take out one psi-warrior drone if you get at least two raises.
    There is no initiative order, just make your post and use your roll to narrate how well you do. Try to leave something for everyone :D There are 24 warrior xenomorph drones and 4 of the more powerful white psi-warrior drones.
GM notes: You can talk freely among each other via the radio. Everyone meet Steelcreek. Steelcreek meet everyone! There is plenty of room for you to bring whatever you want to bring to the fore. Railguns, rifles with snapfire, grenades, rifles of other sorts, even vibro-sabers, vibro-knives, neural maces, and fists! You can coordinate before you fight. Let's say you have thirty seconds to prepare then combat starts. Enough time to get that Steelcreek is a scout, a psi-stalker, has faced the power using psi-warrior drones (not that he knows that name), and has a CV-212 which he can find a perch to use it from.

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CS Fighting Joes


Wed Jan 10, 2018 9:04 am
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Notice - 4
Notice: 1d8 = 4 (4)
Wild: 1d6 = 4 (4)
Jasper enters the cavernous room and is amazed at just how large it is. -Damn, this is a big place, did they gut the place or was this here already....-His thoughts are quickly brought back to the moment as he sees a multitude of the creatures running towards the group. -Right, time to light em up!- Holstering his pistol, Jasper interlaces his fingers and cracks his knuckles before a flaming ball appears besides him and races off, splitting into four pieces as it goes, striking the creatures leading the charge. The flames splatter against carapaces before burning through into the flesh beneath, the flailing of those burning just spreads the sticky fire across their bodies even more. As the creatures scream in what could only be considered agony, the rest hesitate for just a moment before continuing the charge as the rest of the squad opens fire. As they close the distance, one leaps through the air at Jasper, only to be stopped mid-air by an invisible hand. The macabre pinata of thrashing teeth, claws, and tail hangs there for a moment, unless shot by teammates, before being used as a living club on another. As the battle continues on, Jasper pulls creatures away from his squad mates and throws them through the air, giving the team some impromptu skeet-shooting practice while upholstering his pistol and adding to the fray.

Quick Combat Rolls - 15
Psi: 1d10 = 7 (7)
Wild: 1d6 = 6 (6)
Wild Ace: 1d6 = 4 (4)
Extra Effort: 1d6 = 1 (1)
- 1 Benny - Extra Effort

Sub Total - 11
+4: No Matter The Cost - 6d6 pp + 3d6 rounds
Resources Spent - 6d6 = 28 (5, 5, 5, 4, 5, 4) pp + 3d6 = 11 (4, 3, 4) rounds

Total = 15

_________________
Private Jasper Maddocs
Anthem
Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 0/20
Power Point Regeneration: 1/Hour
Weapon in hand: -Noted by asterisk(*)
C-20 Laser Pistol - Ammo: 21/21 - 1/2 extra e-clips --- 1 /w 6 shots
*CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
Vibro-Knife
Fragmentation Grenade: 2/2
Bennies: 1/4


Thu Jan 11, 2018 2:52 pm
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Notice 3, Stealth 5
Notice 1d8 = 2 (2)
Wild 1d6 = 3 (3)

Stealth 1d8 = 2 (2)
Wild 1d6 = 5 (5)


Jaren is making his way carefully forward when he sees the light of the Maulers from afar. Coalition! he thinks, just before he receives their radio broadcast.

Broadcasting back excitedly (ooc, he’s a private, after all), he says, ”Bear Two, this is Three-Three-Five, Stalker Scout. Be advised, the hostiles headed your way are mean at close range and they bleed acid. If you see any pale ones, those are psionically active, primary targets. I’m at your three o’ clock, up sixty degrees, so do not kill me! I’ll provide support from above.”

Jaren finds himself a good spot in the shadows, takes careful aim, and begins firing bursts from his CV-212 at the creatures from above and behind.

Shooting 16, 3 Raises
Shooting 1d8 = 7 (7) +2 (3RB) +4 (No Matter the Cost) -2 (scene modifier)
Wild 1d6 = 4 (4) +2 +4 -2
Extra Effort 1d6 = 5 (5)
-1 Benny
-24 3RBs, or 72 rounds (close to 2 1/2 e-clips)


The creatures, intent as they are on reaching the Maulers and the exposed troops, pay Jaren little heed, and he picks them off one at a time with brutal efficiency.

As he bursts one banana shaped head after another, he notices another of the pale ones that spit that... goo at him earlier. ”Not so tough this time...” he mutters quietly to himself as he centers his sights and pulls the trigger, splattering the wall with the creature’s corrosive blood.

_________________
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
Character Sheet
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Thu Jan 11, 2018 7:03 pm
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Rolls
Notice: 1d6 = 2 (2)
Notice Wild Die: 1d6 = 2 (2)
Notice Total: 2

Shooting: 1d8-2 = -1 (1)
Shooting Wild Die: 1d6-2 = 4 (6)
Ace: 1d6 = 3 (3)
Extra Effort: 1d6 = 2 (2)
Shooting Total: 11 (1 Raise)


Here I go killing again. Joe thinks as his shotgun barks and one of the creatures screams in pain. Joe smirks beneath his helmet as he continues to do his job and kill the mutant or alien monsters that surround him and his team. Joe shin kicks one of the creatures and shoots it in the dome that was it's face. Acid blood spray from the horrendous wound, causing Joe to flinch in pain from the back splash. Though Joe wasn't the top killer in this fight he managed to hold his own against several of the creatures even killing one of their grotesque psychics with a well placed shotgun shot to it's neck.

_________________
Joe Marshal
PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 16/16
Bennies: 2


Sat Jan 13, 2018 2:48 pm
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Shooting 17 3 Raises
Serious Business +2
Scene Modifier -2
Shooting 1d10 = 7 (7)
Extra Effort: 1d6 = 6 (6)
Ace 1d6 = 4 (4)
Wild 1d6 = 2 (2)


When faced with a large open room full of extra dimensional invaders there is only one course of action: Shoot. Them. All.

"Covering fire!" She shouts to her squad.

Standing still in the middle of the formation Bouchard lays down a thick hail of fire, targeting the albino creatures first. Her rail gun barks to life, churning out burst after burst. With the trigger depressed she walks the gun across the enemy line, hyper accelerated rounds slamming into alien flesh and resin covered walls. The ferocity of her first burst leaves room for the other to advance.

As the others move into position she becomes more selective in her fire, using the high penetrating rounds to rip open the enemy. Acid mixes with gristle as another alien is torn apart. As a gang of them turn their attention to her, Bouchard finally gets on the move. Firing then shifting position, maintaining her range advantage the whole time.

After a while the aliens get Smart, clumping around friendly soldiers to prevent her from using indiscriminate fire, yet she had learned her lesson in the tunnel above. Whenever a teammate appears overwhelmed she charges in with her vibro blades cutting a path to cover.

Acid burns at her heavy armor and vicious claws and teeth mark up her arms and legs as the creatures fight for their lives. However, Solène is fighting for her home and her ferocity matches theirs in every degree.

_________________
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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)


Sat Jan 13, 2018 5:50 pm
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Notice
Notice 3 1d8 = 3 (3)
Wild Die 1d6 = 3 (3)


As Raleigh Ray set foot in the vast chamber, he was still trying to get Hunter on the radio, but his focus drifted off at the sight of it all. The first thing that crossed his mind was how busy the little monsters had been down here. To do something like THIS right under the Coalition's feet, without setting off any seismic sensors... it was as astounding as it was terrifying! The second thing that crossed his mind was a question about the monsters' excavation itself. Where did the put all the dirt?

It was then a radio sounded, refocusing his attention.

Steelcreek wrote:
”Bear Two, this is Three-Three-Five, Stalker Scout. Be advised, the hostiles headed your way are mean at close range and they bleed acid. If you see any pale ones, those are psionically active, primary targets. I’m at your three o’ clock, up sixty degrees, so do not kill me! I’ll provide support from above.”


Raleigh Ray spotted the man's pale white head, practically glowing in the dark from afar. Suddenly excited, he enthusiastically waved to greet the man. "Helooooooooooo!" he replied with an upbeat musical note to his voice.

It was then the rest of the man's words sunk in, and his eyes surveyed the horde of monsters between him and the pasty man. Why he didn't notice them before, Raleigh Ray couldn't explain. You'd think that sort of think would take priority over the other.

"Oh... shit." he said aloud as the weight of the pericardium sunk in.

Solene Bouchard wrote:
"Covering fire!" She shouts to her squad.


Raleigh Ray quickly unloaded the broken skelebot body of Tweedledum from his shoulder, dropping it to the ground with a thunk, while simultaneously transmitting his orders to Tweedledee, the still-operable Skelebot. "Tweedledee, lay down suppression fire against any hostile that closes in within 20 meters. Those white monsters are priority targets. Also, monitor any hostile activity against Coalition soldier self-designated as three-three-five. If an monsters get on him, lend him direct support fire unless you are engaged with a priority target. The instructions flew from his mind in a flash, transmitted directly into the robotic soldier's computer mind.

His battle orders issued, and his power armor's shoulder-mounted plasma cannons free of obstruction, Raleigh Ray unleashed hell.

Raleigh Ray -- Quick Battle Roll -- Modified to a 6
Shooting 1d8 = 1 (1)
Wild Die 1d8 = 3 (3)
* -2 Scene Modifier
Extra Effort on Shooting (last bennie): 1d8 = 5 (5)


Psyched for his chance to show the others that Bouchard wasn't the only one who could kick ass in a suit of Mauler power armor, Raleigh Ray started blasting away at the monster hoard. With so many, how could he possibly miss? Blast after blast of seering hot plasma lobbed through the air with all due fury. The rate of fire was so fierce, his helmet began to heat up and beads of sweat began to form on Raleigh Ray's head.

"DIE! DIE! DIE! DIE!" he yelled as he unleashed certain death on his foes.

However... despite the fusillade of plasma blasts, very few actually hit their intended marks. Some fell short, some streaked over the monsters' heads, some hooked left, some sliced right. As a trio of the monsters rushed up on him, it suddenly donned on Raleigh Ray that he stood a better chance of killing the monsters with laughter than anything else. Though his plan was to make this a stand-off fight, it quickly degenerated into close quarters melee.

The Mauler power armor's thick shell proved to be tough and resilient, but not completely impregnable! Splashes of acid marred its outer shell, the spear-tip of a monster's tail pierced its side, and another monster's snapping jaws mangled the armor's face. Overall, it was turning out to be a bad day for Raleigh Ray; alias: Spam-in-a-can!

Tweedledee -- Quick Battle Roll -- Modified to a 1
Shooting 1d6 = 3 (3)
Wild Die 1d6 = 1 (1)
* -2 Scene Modifier


The skelebot's computer brain tried to process the orders issued to it, but got confused over what constituted a Priority Target. Though it didn't go berserk, the mechanical soldier was confused. The confusion initiated an ill-timed self-diagnostic in its logic center, which in turn drew power from its targeting systems. Tweedledee blasted away at every hostile that moved, but with dulled reflexes, resulting in misses by a proverbial mile all over the place.

Sensing weakness, one of the monsters rushed up and skewered the Skelebot through the chest. Whether Tweedledee would survive to fight again, only time would tell.

_________________
PFC Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
CP-40 Pulse Laser Rifle; Ammo: 3/3
C-20 Laser Pistol; Ammo 2/2
Vibro Knife
Skelebot Stats
Bennies: 0/4 (reset: July 20, 2017)
EP Ledger


Sat Jan 13, 2018 6:19 pm
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Raleigh Ray Colton wrote:

Raleigh Ray spotted the man's pale white head, practically glowing in the dark from afar. Suddenly excited, he enthusiastically waved to greet the man. "Helooooooooooo!" he replied with an upbeat musical note to his voice.

It was then the rest of the man's words sunk in, and his eyes surveyed the horde of monsters between him and the pasty man. Why he didn't notice them before, Raleigh Ray couldn't explain. You'd think that sort of think would take priority over the other.

"Oh... shit." he said aloud as the weight of the pericardium sunk in.


In between shots, Steelcreek thinks idly, His accent sounds almost like the folks back home. I wonder if he's from somewhere civilized?"

_________________
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
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Sat Jan 13, 2018 7:09 pm
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Notice 6 - 8 for Vision based checks
1d8 = 6 (6)
Wild Die 1d6 = 2 (2)

Common Knowledge 7
1d8 = 7 (7)
Wild Die 1d6 = 1 (1)


Seeing the room leaves Logan awestruck as very few of the caves and tunnels he's been in were even half this size. "Hey Solene, you ever see a cave this big?" Wright asks the female Mauler pilot, but before he could get a response, they see the monsters ahead. Logan takes a moment to assess the situation when he sees a cluster of the creatures all standing underneath a stalagmite. Wright raises his rifle, aims, and shoots at roughly the halfway point of the the stalagmite, hoping to damage it enough to cause it to come crashing down upon the monsters.

Engineering 9
1d8-2 = 4 (6)
Wild Die 1d6-2 = 2 (4)
Shots Fired 3d6 = 16 (6, 4, 6)
-1 Bennie Extra Effort 1d6+4 = 9 (5)


Seeing another group of creatures starting to rush them, Wright grabs a grenade off of his utility belt, looks to Klinger and says "Now THIS is the time that throwing a grenade would be appropriate!" while he chucks one in front of the charging group, only catching two in the blast, but causing the rest to back off and re-think their strategy for a few seconds.

_________________
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness:14(7); Strain: 1;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 41/60
Grenade: 1/2
Bennies: 3

Alts: Jitters 13th SET, The Quiet Ones


Tue Jan 16, 2018 1:35 am
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Seeing the cavern filled with more of these creatures, Alan is more then concerned. Proceeding to get to the side to clear the way for anyone behind him, Alan takes a knee to shoot at the enemy. Alan flips over to the burst fire mode. Alan is able to take down two of the many troops from his shooting. Seeing Logan pull his own grenades.
Quote:
"Now THIS is the time that throwing a grenade would be appropriate!"


"You don't have to tell me twice." Alan follows suit and pulls his grenades. Pulling both pins Alan lobbs them towards the enemy.

OOC Comments
Throwing: 1d4 = 2 (2) Wild: 1d6 = 5 (5)
Damage: 3d6 = 11 (2, 6, 3)


The aliens appear to be more aware of what Grenades are then the counter parts and blast takes out 5 apiece from the edges of the radius.

"That went better then before."

Alan resumes firing with the assault rifle with the goal of keeping the creatures head down as well as keeping an eye on his team mates.

_________________
Prvt. Alan Klinger
Pace: 6; Parry: 4; Toughness:14(7); Strain: 6;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 60/60
Bennies: 1


Tue Jan 16, 2018 6:56 pm
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Rolls
Notice 1d6 = 4 (4)
Wild 1d6 = 5 (5)
K/Battle 1d8+2 = 8 (6)
Wild 1d6+2 = 5 (3)
Extra Effort 1d6 = 5 (5)
Shots 3d6 = 11 (6, 2, 3)

Forgot the -2 Scene Modifier, cancels bonus from Scholar
-1 Benny

Results
Notice: 5
K/Battle: 11
Shots: 11

Descending into the cave Draper holsters his pistol across his chest and slots his neural mace into the magnetic clasp on his belt. He shoulders his rifle as they continue a measured advance into the vast cavern. Advanced though they are the cybernetics that make up his spine they aren’t capable of emulating the the tingling chill of visceral fear prompted by two dozen acid blooded DBees materializing from the ground and rushing for your blood. While his animal instincts are screaming at him to run, his years of training and simulations help his rational mind process the situation. He calls out quick orders, though they prove largely unnecessary as the squad redeems it’s recent blunders and is already positioning itself appropriately when the faint radio call comes through.
Steelcreek wrote:
”Bear Two, this is Three-Three-Five, Stalker Scout. Be advised, the hostiles headed your way are mean at close range and they bleed acid. If you see any pale ones, those are psionically active, primary targets. I’m at your three o’ clock, up sixty degrees, so do not kill me! I’ll provide support from above.”

Ignoring Colton’s response while he sights in his rifle he keys his own comms, ”You heard him Bear Two, pale ones are primary. Three-Three-Five, support but don’t draw attention. We can’t reach you if they turn on you so stay frosty and fall back if they press your location.” He punctuates the end of his transmission with the first of several silent bursts from his rifle, taking time to call out opportune targets or vulnerabilities in their positioning.

_________________
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*)
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (60/60*); (60/60); (49/60) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3




Account EP Reference
Lucius Draper Ledger
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Fri Jan 19, 2018 4:42 pm
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Combat Patrol: Merged Paths
Date: July 1, 109 P.A.
Time: 1545; It is light.
Temp: 70 degrees in the tunnels.
Weather: Clear topside;
Ley Line info: There is a ley line within a half mile.
Location: Mission area - base camp; see map: https://drive.google.com/open?id=1ghkJl ... sp=sharing

The Lay of the Land
As the team (and Steelcreek) push into the hive, they find the walls go from earthen to covered in a material that resembles a solidified liquid resin or glue. It is visibly damp and lustrous in spots. In places light penetrated the material to a depth of several centimeters, revealing a complex internal structure. At other locations the substance is opaque. What little color it displayed is muted: greens and grays, and here and there a touch of some darker green. Radar, motion tracking, and other non-visual electronics are absorbed and reflected seemingly at random and creates the impression that there is movement all around, even when visual evidence is irrefutably to the contrary (All sensor readings done at -4). Nightvision and thermal mode vision enhancements work fine, however. The walls are almost as warm as a body, though (and create a -2 to thermal vision notice checks), and their imprecise and varied textures create all sorts of false impressions of monsters in the walls. Twice the group tests the issue with a vibro-blade instead of wondering. Each time they are rewarded only by piercing the resin. There are no light sources the squads do not bring themselves.

Aftermath
As Steelcreek and Bear 2 begin their action, the darkness parts in red, angry fire as Maddocs proves why his armor is emblazoned with the letters PSI. Firey bolts and telekinetic displays turn the gallery into a skeet shooting event, which Marshal, Draper, Wright, and Klinger take advantage of. Steelcreek settles into an overwatch position and lays down highly effective fire, smiling as he understands the niche of this powerful rifle he carries - destruction from afar. He plugs two of those white bastards himself, as well as half a dozen more. The Power Armor pilots lay down covering fire, and Solene once again proves just how proficient she really is with this death machine. She cuts down a half dozen plus the other two white ones before they can even move. And then she jumps in the fray, keeping them off her people while they clean up. The skelebot, Colton, Wright, and Klinger all manage to keep the mob well funneled into the blender of death that is Solene, Marshal, Maddocs, Draper, and the highly effective overwatch from the new guy.

Minutes pass and finally the last of the whine of the railgun stops. Acid still drips from corpses, sizzling down to burn through anything until it hits the organic covering, at which point it is simply absorbed. Steelcreek dismounts from his perch and meets Bear two in the middle of the room, near the only other exit, a large hole in the bottom at least 10 meters across. They can hear movement below, and the power armors can verify movement. Their radar also seems to indicate this is simply a hole. More importantly, they are getting not one, but five faint IFF signals, including one labeled Bear 2.

OOC Note: The IFF signals are close enough Draper and Klinger can make computer rolls to query their armor's implanted bio-monitors for a vitals check. Success: Hunter, each raise one more besides. Also, to climb down this hole is a done at a -2; but you have gear which negates this. If you want to secure a line so you can climb down and up without the help of the maulers, make two rolls. The Maulers can help as well, and provide an additional +2. The Maulers can move up and down because of their jump jets.

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Sat Jan 20, 2018 7:01 am
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As the acid sizzles, Bouchard takes up a covering position to watch the team's back while they deal with the hole, "We have a pair of mutants, she says while indicating Steelcreek and Maddocs, "Send them down to check it out."

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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)


Sat Jan 20, 2018 7:09 am
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Notice - 10
Notice: 1d8 = 2 (2)
Wild: 1d6 = 6 (6)
Wild Ace: 1d6 = 4 (4)
Jasper checks his gear as the smoke clears, slotting a fresh clip into his pistol he holsters it while un-slinging his rifle. After Solene's comment Jasper chuckles to himself as he shakes his head. -Ahh the hollow words of a quebecian.- Gesturing towards the hole with his rifle Jasper quips back, amusement lacing his voice. "After you."

_________________
Private Jasper Maddocs
Anthem
Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 0/20
Power Point Regeneration: 1/Hour
Weapon in hand: -Noted by asterisk(*)
C-20 Laser Pistol - Ammo: 21/21 - 1/2 extra e-clips --- 1 /w 6 shots
*CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
Vibro-Knife
Fragmentation Grenade: 2/2
Bennies: 1/4


Sat Jan 20, 2018 9:03 am
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Solène Bouchard wrote:
As the acid sizzles, Bouchard takes up a covering position to watch the team's back while they deal with the hole, "We have a pair of mutants, she says while indicating Steelcreek and Maddocs, "Send them down to check it out."


Jasper Maddocs wrote:
Notice - 10
Notice: Original post: 1d8 = 2 (2)
Wild: Original post: 1d6 = 6 (6)
Wild Ace: Original post: 1d6 = 4 (4)
Jasper checks his gear as the smoke clears, slotting a fresh clip into his pistol he holsters it while un-slinging his rifle. After Solene's comment Jasper chuckles to himself as he shakes his head. -Ahh the hollow words of a quebecian.- Gesturing towards the hole with his rifle Jasper quips back, amusement lacing his voice. "After you."


Notice 5
Notice 1d8 = 2 (2)
Wild 1d6 = 5 (5)


Steelcreek looks from the Mauler power armor (that had just pointed at him with some genuinely terrifying ordinance) and the pyrokinetic, fighting to keep any emotion off his face. Humans, he thinks. They're all pretty much the same, aren't they?

He looks at the rank displayed on the squad's uniforms, looking for whoever was in charge. He surmises that the power armor pilot who spoke to him is not in command, otherwise their psychic would likely not have responded how he did. He stops when his eyes settle on Draper's rank insignia and nods in his direction, ignoring the other two.

By way of introduction, he says, "Corporal, Private Steelcreek of Third Rifle. I got cut off from my unit when the ground caved in topside." Remembering the team's radio transmission, he asks "Who is 'Wayward Dog'? What are you all doing down here in the anus of Old Chicago?"

Looking down into the hole, he says. "I'm always happy to take point, but the optics in my helmet are on the fritz. If anyone happens to have a spare?"

_________________
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
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Sat Jan 20, 2018 12:59 pm
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Notice 5 - Computers 2 -Battle 6 - Climbing 4
Notice 1d6 = 5 (5)
Wild 1d6 = 1 (1)
K/Computers 1d4 = 2 (2)
Wild 1d6 = 1 (1)
K/Battle 1d8+2 = 6 (4)
Wild 1d6+2 = 3 (1)
Climb Untrained w/gear and Maulers 1d4 = 1 (1)
Wild 1d6 = 4 (4)

Looking intently at his wrist computer Draper ignores Bouchard’s comment. Partly he was trying and failing to decipher more details coming back from the IFF tags, but he also didn’t want to offer a rebuke to her logic when he is worried it will ring hollow given his agreement. The situation was boned from the start, going blind into a deeb nest to recover the mangled body of a mutt. A Dog Boy would be proud to know he took the fall instead of one of the humans, and horrified at the prospect of them risking so much to recover their likely lifeless body.

He gives up working on his computer when the new mutant addresses him directly. He looks the soldier over making a quick assessment based purely on how he’s carrying himself. It’s odd having someone pulled into his command, he’s read the jackets on every member of his team multiple times and put out feelers to learn what’s hidden between the lines. Assimilating the psi-stalker like this means introducing an unknown variable. ”Good shooting Private. I’m Corporal Draper, Wayward Dog is the dog boy attached to our squad. Found a soft floor like you, but he landed hard after 20m drop and then was pulled into the tunnels. Likely by these deebs. We’re on recovery.”

He scans the hole with the scout, then looks over the cavern again as he runs through defensive positions and likely scenarios. ”No spare helmets, but we’ll see if we can kick it into shape. Wright. Take a look, see if you can get the optics sorted in the next few minutes*. Maddocs. You have any juice left after that display?” He looks into the hole again then shakes his head slightly. ”Get the climbing gear set up, we’re all going in the hole. Colton. Any chance of getting one of those bots mobile again*? If so program it to evade hostiles and make its way topside with a sitrep.”

Draper helps anchor the climbing kit with the others as the techs go to work. ”Speak freely if you have a different tactic in mind. While we have the time, I’m not going to ignore feedback. We drop in twos, with Bouchard and Colton helping the descents. Marshal and Steelcreek go down first, then Wright and Maddocs, followed by me and Klinger. Maulers are last unless we hit hostiles before everyone is down. Then Colton drops and only one descent line gets assistance.”

For Wright
It’s a TD roll, so Repair -1, d6x5 minutes.

For Colton
Bossman says a Repair simple success gets one mobile again.

_________________
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*)
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (60/60*); (60/60); (49/60) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3




Account EP Reference
Lucius Draper Ledger
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Current Balance: 7


Sat Jan 20, 2018 8:09 pm
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Skill Rolls --- Notice 9 -- Repair 8
Notice 1d8 = 8 (8)
Wild Die 1d6 = 6 (6)
Ace! 1d8 = 1 (1)

Repair 1d8+2 = 8 (6)
Wild Die 1d6 = 5 (5)


After the terror and turmoil had settled, and the fight against the swarm of terrible monsters was over, Raleigh Ray breathe a sigh of relief. Though Bouchard acquitted herself extremely well in combat, he simply floundered about and was happy just to be alive. Unfortunately the same could not be said for his two loyal mechanical soldiers, Tweedledee and Tweedledum. With the latter dumped to the ground just prior to combat like so much garbage, and the former reduced to garbage before his very eyes, Raleigh Ray suppress a tear of sorrow.

"You dun good, guys. Daddy's going to make it all better. I promise." he consoled the two battle damaged Skelebots from afar, his bottom lip almost a tremble.

Lucius Draper wrote:
”... Colton. Any chance of getting one of those bots mobile again*? If so program it to evade hostiles and make its way topside with a sitrep.”


Raleigh Ray looked to his commander and gave him a confident, determined nod in the affirmative. "If I can't, I'll be eattin' me a bowl of that acid blood soup, by gumbo!"

Reaching into his pack Raleigh Ray pulled out the tool kit and got straight to work on Tweedledee. Its damage was the least severe of the two and could be gotten up and fighting afain in the least amount of time. Within mere moments the battle damaged skelebot's operating system was booting up once more and going through it's warm up procedures.

"Easy peasy." he victoriously said aloud, satisfied with the work given the conditions and time constraints.

Lucius Draper wrote:
”Speak freely if you have a different tactic in mind. While we have the time, I’m not going to ignore feedback. We drop in twos, with Bouchard and Colton helping the descents. Marshal and Steelcreek go down first, then Wright and Maddocs, followed by me and Klinger. Maulers are last unless we hit hostiles before everyone is down. Then Colton drops and only one descent line gets assistance.”


"Sounds good by me." Raleigh Ray said in agreement with the plan. "Goin' ah either get us that dog, or get us some righteous payback fo' killin' our dog!"

_________________
PFC Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
CP-40 Pulse Laser Rifle; Ammo: 3/3
C-20 Laser Pistol; Ammo 2/2
Vibro Knife
Skelebot Stats
Bennies: 0/4 (reset: July 20, 2017)
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Sat Jan 20, 2018 10:59 pm
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Notice 5 - 7 for Visual based checks
1d8 = 5 (5)
Wild Die 1d6 = 1 (1)
+2 for Visual Based Checks

Common Knowledge 10
1d8 = 4 (4)
Wild Die 1d6 = 6 (6) Ace!
Wild Die Ace 1d6+6 = 10 (4)


Lucius Draper wrote:
Notice 5 - Computers 2 -Battle 6 - Climbing 4
Notice Original post: 1d6 = 5 (5)
Wild Original post: 1d6 = 1 (1)
K/Computers Original post: 1d4 = 2 (2)
Wild Original post: 1d6 = 1 (1)
K/Battle Original post: 1d8+2 = 6 (4)
Wild Original post: 1d6+2 = 3 (1)
Climb Untrained w/gear and Maulers Original post: 1d4 = 1 (1)
Wild Original post: 1d6 = 4 (4)

Looking intently at his wrist computer Draper ignores Bouchard’s comment. Partly he was trying and failing to decipher more details coming back from the IFF tags, but he also didn’t want to offer a rebuke to her logic when he is worried it will ring hollow given his agreement. The situation was boned from the start, going blind into a deeb nest to recover the mangled body of a mutt. A Dog Boy would be proud to know he took the fall instead of one of the humans, and horrified at the prospect of them risking so much to recover their likely lifeless body.

He gives up working on his computer when the new mutant addresses him directly. He looks the soldier over making a quick assessment based purely on how he’s carrying himself. It’s odd having someone pulled into his command, he’s read the jackets on every member of his team multiple times and put out feelers to learn what’s hidden between the lines. Assimilating the psi-stalker like this means introducing an unknown variable. ”Good shooting Private. I’m Corporal Draper, Wayward Dog is the dog boy attached to our squad. Found a soft floor like you, but he landed hard after 20m drop and then was pulled into the tunnels. Likely by these deebs. We’re on recovery.”

He scans the hole with the scout, then looks over the cavern again as he runs through defensive positions and likely scenarios. ”No spare helmets, but we’ll see if we can kick it into shape. Wright. Take a look, see if you can get the optics sorted in the next few minutes*. Maddocs. You have any juice left after that display?” He looks into the hole again then shakes his head slightly. ”Get the climbing gear set up, we’re all going in the hole. Colton. Any chance of getting one of those bots mobile again*? If so program it to evade hostiles and make its way topside with a sitrep.”

Draper helps anchor the climbing kit with the others as the techs go to work. ”Speak freely if you have a different tactic in mind. While we have the time, I’m not going to ignore feedback. We drop in twos, with Bouchard and Colton helping the descents. Marshal and Steelcreek go down first, then Wright and Maddocs, followed by me and Klinger. Maulers are last unless we hit hostiles before everyone is down. Then Colton drops and only one descent line gets assistance.”

For Wright
It’s a TD roll, so Repair -1, d6x5 minutes.

For Colton
Bossman says a Repair simple success gets one mobile again.


Logan watches on as Draper tries to use his comm device, wincing as he painfully stumbles through it. "Um, sir? I think that unit may have gotten a little dinged up during the fight and my need a quick re-calibration. I can do that for you if you'd like?" Wright says, hoping that Draper would catch onto the underlying meaning that he'll do it for him without Draper looking like an obvious fool with electronic devices as he had just enough knowledge to really get himself in trouble. When the fellow CS soldier mentions his helmet was malfunctioning and Draper kicks the repair job over to him, Wright pipes up saying "Sure betchya I can fix it!"

Repair 11 5 minutes
1d8-1 = 3 (4)
Wild Die 1d6-1 = 0 (1)
-1 Benny Extra Effort 1d6+5 = 11 (6)
Time Taken: 1d6*5 = 30 (6)/GM override = 5 minutes


Logan takes his own helmet off and uses the built in optics in his cybernetic eyes to inspect the malfunctioning unit, slipping his multi-tool out of it's casing in his armor and connecting the helmet to his armor's mini-computer. He places the helmet on his head to verify what it's doing then takes it back off to see what the issue was. It took longer than he had hoped, but he eventually sees that one of the optic lenses was out of alignment by less than 1 millimeter. He puts everything back together in short order and hands it back to the Psi-Stalker. "Good as new!"

_________________
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness:14(7); Strain: 1;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 41/60
Grenade: 1/2
Bennies: 3

Alts: Jitters 13th SET, The Quiet Ones


Sat Jan 20, 2018 11:39 pm
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When the fire fight is competed, Alan reloads his weapons and checks the vitals feed of everyone on the team. With Steelcreek on site, Alan will attempt to load his vitals into the feed.

OOC Comments
Knowledge Computers: 1d4 = 1 (1) Wild: 1d6 = 6 (6) Ace: 1d6 = 4 (4) Total: 10


Alan successfully adds SteelCreek using the medical protocols and authorization codes. Seeing that SteelCreek appears to be pretty healthy, as healthy as a mutant could be he immediately starts scanning for status of friendlies down in the hole.

OOC Comments
Knowledge Computer: 1d4 = 1 (1) wild: 1d6 = 3 (3) Bennie: Extra Effort: 1d6 = 3 (3) Total: 6 Bennie spend roll: 1d6 = 4 (4)


Alan is able to retrieve the life signs of Hunter, unfortunately no one else. He walks up to Daper to give his report.

"Sir, All present are unharmed and in good condition. I am reacquiring the status of wayward dog as we speak. The other friendlies are not accepting my codes,
I have no readings on their status. I would like to go down there as soon as possible to assess their situation. If we can have a mauler go down there with me to provide cover, we should be able to rig a gurney lift to bring them up to a more secured area."

_________________
Prvt. Alan Klinger
Pace: 6; Parry: 4; Toughness:14(7); Strain: 6;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 60/60
Bennies: 1


Sun Jan 21, 2018 12:59 pm
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-Rolls Carried-
Alan Klinger wrote:
"I would like to go down there as soon as possible to assess their situation. If we can have a mauler go down there with me to provide cover, we should be able to rig a gurney lift to bring them up to a more secured area."

The medic’s request is met with a sharp shake of the head, ”Negative Private. There’s enough movement below that we’re going down in force. We sweep and clear. Once down there, you check on Hunter and the others as soon as it’s safe to do so, not before.”
Before turning back to his work Draper takes his rifle and swaps out the partially used eclip for a fresh one. ”Fresh clips in your weapons, if we hit trouble let’s be ready for it.”

_________________
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*)
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (60/60*); (60/60); (49/60) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3




Account EP Reference
Lucius Draper Ledger
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Current Balance: 7


Mon Jan 22, 2018 2:24 am
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Logan Wright wrote:
Notice 5 - 7 for Visual based checks
Original post: 1d8 = 5 (5)
Wild Die Original post: 1d6 = 1 (1)
+2 for Visual Based Checks

Common Knowledge 10
Original post: 1d8 = 4 (4)
Wild Die Original post: 1d6 = 6 (6) Ace!
Wild Die Ace Original post: 1d6+6 = 10 (4)


Lucius Draper wrote:
Notice 5 - Computers 2 -Battle 6 - Climbing 4
Notice Original post: 1d6 = 5 (5)
Wild Original post: 1d6 = 1 (1)
K/Computers Original post: 1d4 = 2 (2)
Wild Original post: 1d6 = 1 (1)
K/Battle Original post: 1d8+2 = 6 (4)
Wild Original post: 1d6+2 = 3 (1)
Climb Untrained w/gear and Maulers Original post: 1d4 = 1 (1)
Wild Original post: 1d6 = 4 (4)

Looking intently at his wrist computer Draper ignores Bouchard’s comment. Partly he was trying and failing to decipher more details coming back from the IFF tags, but he also didn’t want to offer a rebuke to her logic when he is worried it will ring hollow given his agreement. The situation was boned from the start, going blind into a deeb nest to recover the mangled body of a mutt. A Dog Boy would be proud to know he took the fall instead of one of the humans, and horrified at the prospect of them risking so much to recover their likely lifeless body.

He gives up working on his computer when the new mutant addresses him directly. He looks the soldier over making a quick assessment based purely on how he’s carrying himself. It’s odd having someone pulled into his command, he’s read the jackets on every member of his team multiple times and put out feelers to learn what’s hidden between the lines. Assimilating the psi-stalker like this means introducing an unknown variable. ”Good shooting Private. I’m Corporal Draper, Wayward Dog is the dog boy attached to our squad. Found a soft floor like you, but he landed hard after 20m drop and then was pulled into the tunnels. Likely by these deebs. We’re on recovery.”

He scans the hole with the scout, then looks over the cavern again as he runs through defensive positions and likely scenarios. ”No spare helmets, but we’ll see if we can kick it into shape. Wright. Take a look, see if you can get the optics sorted in the next few minutes*. Maddocs. You have any juice left after that display?” He looks into the hole again then shakes his head slightly. ”Get the climbing gear set up, we’re all going in the hole. Colton. Any chance of getting one of those bots mobile again*? If so program it to evade hostiles and make its way topside with a sitrep.”

Draper helps anchor the climbing kit with the others as the techs go to work. ”Speak freely if you have a different tactic in mind. While we have the time, I’m not going to ignore feedback. We drop in twos, with Bouchard and Colton helping the descents. Marshal and Steelcreek go down first, then Wright and Maddocs, followed by me and Klinger. Maulers are last unless we hit hostiles before everyone is down. Then Colton drops and only one descent line gets assistance.”

For Wright
It’s a TD roll, so Repair -1, d6x5 minutes.

For Colton
Bossman says a Repair simple success gets one mobile again.


Logan watches on as Draper tries to use his comm device, wincing as he painfully stumbles through it. "Um, sir? I think that unit may have gotten a little dinged up during the fight and my need a quick re-calibration. I can do that for you if you'd like?" Wright says, hoping that Draper would catch onto the underlying meaning that he'll do it for him without Draper looking like an obvious fool with electronic devices as he had just enough knowledge to really get himself in trouble. When the fellow CS soldier mentions his helmet was malfunctioning and Draper kicks the repair job over to him, Wright pipes up saying "Sure betchya I can fix it!"

Repair 11 5 minutes
Original post: 1d8-1 = 3 (4)
Wild Die Original post: 1d6-1 = 0 (1)
-1 Benny Extra Effort Original post: 1d6+5 = 11 (6)
Time Taken: Original post: 1d6*5 = 30 (6)/GM override = 5 minutes


Logan takes his own helmet off and uses the built in optics in his cybernetic eyes to inspect the malfunctioning unit, slipping his multi-tool out of it's casing in his armor and connecting the helmet to his armor's mini-computer. He places the helmet on his head to verify what it's doing then takes it back off to see what the issue was. It took longer than he had hoped, but he eventually sees that one of the optic lenses was out of alignment by less than 1 millimeter. He puts everything back together in short order and hands it back to the Psi-Stalker. "Good as new!"


Steelcreek takes the proffered helmet from Logan. He is a little surprised at how quickly the man had repaired the optics, and he is very surprised by the fact that he did it without complaining first or insulting Jaren for being a Psi-Stalker. ”Thank you,” he says simply.

Lucius Draper wrote:
-Rolls Carried-
Alan Klinger wrote:
"I would like to go down there as soon as possible to assess their situation. If we can have a mauler go down there with me to provide cover, we should be able to rig a gurney lift to bring them up to a more secured area."

The medic’s request is met with a sharp shake of the head, ”Negative Private. There’s enough movement below that we’re going down in force. We sweep and clear. Once down there, you check on Hunter and the others as soon as it’s safe to do so, not before.”
Before turning back to his work Draper takes his rifle and swaps out the partially used eclip for a fresh one. ”Fresh clips in your weapons, if we hit trouble let’s be ready for it.”


Steelcreek nods and slaps a full e-clip into his CP-30. To the party, he says ”I’m a little low on ammo for the CV-212. Anybody got a spare mag? I can use the pistol if needed, but I won’t be a lot of use as fire support if we run into anything big.”

_________________
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
Character Sheet
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Mon Jan 22, 2018 8:12 am
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Logan swaps E-Clips with a fresh one and then hands Steelcreek his last fresh one, saying "Here you go."

_________________
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness:14(7); Strain: 1;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 41/60
Grenade: 1/2
Bennies: 3

Alts: Jitters 13th SET, The Quiet Ones


Mon Jan 22, 2018 1:43 pm
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(Rolls held, Notice 5)

Logan Wright wrote:
Logan swaps E-Clips with a fresh one and then hands Steelcreek his last fresh one, saying "Here you go."


Steelcreek nods at Logan, thinking, Well, this one really does seem alright. ”Much obliged, again,” he says, swapping out the mostly emptied clip.

Moving over to the hole, he takes a look down through his rifle scope and reaches out with his Psychic Sense, trying to get a handle on the location of any hostiles.

Contingent Actions
If he sees anything worth shooting, he’ll shout a warning to the rest of the team and open fire. If the hole looks deep enough that it will require a climb down (as opposed to a simple jump), he will offer to go on down first.

_________________
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
Character Sheet
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Tue Jan 23, 2018 2:50 pm
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((rolls carried over - Notice - 10))

Lucius Draper wrote:
Maddocs. You have any juice left after that display?”
Jasper shakes his head in the negative as he responds. "Tapped out, won't be able to do anything for a few hours. Good to go with the good ol classics." Moving over to the hole, Jasper keeps an eye out as the climbing gear is once more pulled out and used. -Once more into the breach.-

_________________
Private Jasper Maddocs
Anthem
Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 0/20
Power Point Regeneration: 1/Hour
Weapon in hand: -Noted by asterisk(*)
C-20 Laser Pistol - Ammo: 21/21 - 1/2 extra e-clips --- 1 /w 6 shots
*CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
Vibro-Knife
Fragmentation Grenade: 2/2
Bennies: 1/4


Wed Jan 24, 2018 6:51 pm
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(rolls carried over)

Quote:
”Negative Private. There’s enough movement below that we’re going down in force. We sweep and clear. Once down there, you check on Hunter and the others as soon as it’s safe to do so, not before.”


With that order, Alan straightens up. "Yes sir" Walking towards the power armor, Alan checks his gear. I only hope we get down there soon enough. Once his gear is checked out and climbing gear is secured. "Bear Two Ten secured and ready."

_________________
Prvt. Alan Klinger
Pace: 6; Parry: 4; Toughness:14(7); Strain: 6;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 60/60
Bennies: 1


Wed Jan 24, 2018 7:21 pm
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Notice 19
Notice: 1d6 = 6 (6)
Ace: 1d6 = 6 (6)
Ace 2: 1d6 = 6 (6)
Ace 3: 1d6 = 1 (1)
Wild Die: 1d6 = 5 (5)


Joe shakes his head a little to get the fuzz out of it. He looks down at himself and is mildly disgusted at the acidic slime covering almost half of him. Joe takes several minutes to try and scrape the goop off of himself before looking to see if the rest of the group is okay. That was a hell of a fight, glad we had power armor and skelebots to back us up. Joe looks to Maddocs. "What now sir?"

_________________
Joe Marshal
PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 16/16
Bennies: 2


Tue Jan 30, 2018 8:50 pm
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Jasper Maddocs wrote:
"Tapped out, won't be able to do anything for a few hours. Good to go with the good ol classics."


Lucius nods while working on his climbing rig. ”Good to hear Private. The rest of us get along just fine with the classics. Consider it character building.

_________________
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*)
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (60/60*); (60/60); (49/60) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3




Account EP Reference
Lucius Draper Ledger
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Current Balance: 7


Wed Jan 31, 2018 4:24 pm
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Combat Patrol: Merged Paths
Date: July 1, 109 P.A.
Time: 1800; Sun should be setting soonish.
Temp: 70 degrees in the tunnels.
Weather: Clear topside;
Ley Line info: There is a ley line within a half mile.
Location: Mission area - base camp; see map: https://drive.google.com/open?id=1ghkJl ... sp=sharing

The Lay of the Land
As the team rappell into the hole, they see the walls are more covered in that resin substance. It is visibly damp and lustrous in spots. In places light penetrated the material to a depth of several centimeters, revealing a complex internal structure. At other locations the substance is opaque. What little color it displayed is muted: greens and grays, and here and there a touch of some darker green. Radar, motion tracking, and other non-visual electronics are absorbed and reflected seemingly at random and creates the impression that there is movement all around, even when visual evidence is irrefutably to the contrary (All sensor readings done at -4). Nightvision and thermal mode vision enhancements work fine, however. The walls are almost as warm as a body, though (and create a -2 to thermal vision notice checks), and their imprecise and varied textures create all sorts of false impressions of monsters in the walls. Twice the group tests the issue with a vibro-blade instead of wondering. Each time they are rewarded only by piercing the resin. There are no light sources the squads do not bring themselves.

Welcome to the jungle it gets worse here everyday
Dropping is easy. Indeed the pit they enter is large, easily 15 meters across. They drop on one of the walls without any tunnels cut into it. As they drop, they begin to see why as bedrock shows itself clearly. Still, even that is seared and scoured by acid, and covered in that resin material and, periodically, small nodules. There is one major tunnel and five more about the size of a small dog. Not big enough for the warrior drones they've seen. With one, narrowish way forward (wide enough for the power armor in single file or two infantrymen abreast), the question is one of marching order and whether they'll focus on passive nightvision supplemented by infrared or full on floodlights.

You learn to live like an animal in the jungle where we play
That settled, the group prepares to enter the tunnels. The scent of acid is strongest here, and you can vaguely hear the moaning of the captured soldiers. You also hear the cry of one of those creatures. It's a louder and more forceful sound than you've heard to date. Something primal in you awakens and you have the urge to run or at least freeze in terror.

OOC: You are Shaken, you may Roll Spirit or Spend a Benny to get out. Also, I need a marching order.

If you got a hunger for what you see you'll take it eventually
Today has sucked. No two ways around it. Not ONLY is Private Daryl Grimes not in his normal role as a power armor pilot, but is he in an dismounted infantry role literally kicking down doors of old abandoned buildings so combat engineers can blow them up. Perhaps worse than that, he found out the hard way their target AO is in fact crawling with some sort of acid spitting bug. But, instead of killing him and eating him, they seem intent on capturing him. He lost his rifle god knows where. He has his sidearm and knife, but both of them are under at least 4 inches of metal hard resin, as are his arms and hands. In fact only his chest and face are exposed. He wondered about that for a while until he saw one of the eggs hatch and this hand like larva got out and grabbed onto the Dogboy and did god knows what. From the screams, nothing good. He was fifth in the line, and the first two eggs in front of them already had hatched. Worse that big white bitch who seems to be over all this is eyeing them all something fierce. He's also not too sure about how the dogboy is groaning.

What a day to be a soldier.

OOC: Welcome to the game Grimes :D

_________________
CS Fighting Joes


Mon Feb 05, 2018 5:28 pm
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Notice and Detect Arcana 8, Spirit to Unshake 4
Notice 1d8 = 3 (3)
Wild 1d6 = 1 (1)
Extra Effort 1d6 = 5 (5)

Spirit 1d6 = 2 (2)
Wild 1d6 = 3 (3)
+1 from Command

Stealth 1d8 = 3 (3) -Disregard; Mauler going first
Wild 1d6 = 2 (2)


Just another monster hole. Just another monster hole. Keep your mind right, Jaren. It's just another %#$*ing monster hole.

Steelcreek manages to keep from freezing up, and falls in behind the power armor, his face plate up so he can reach out with his psychic sense. Between the Maulers' lights and the scope on his rifle, he gets a pretty good view of their surroundings

_________________
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
Character Sheet
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Mon Feb 05, 2018 9:17 pm
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Spirit 4
1d8 = 1 (1)
Wild Die 1d6 = 3 (3)
+1 to Unshake from Lucius 3+1 =4
A fearful cry is felt in my bones

Notice 7 - 9 for Visual Based Checks
1d8 = 7 (7)
Wild Die 1d6 = 4 (4)


A bone chilling scream echoes through the tunnels, sending a chill down his spine. His mind went back in time to when he had first finished his apprenticeship for being a powder monkey in the mines of Iron Heart.

It was the end of the shift and Logan was beginning to haul his gear back to the main tunnel to catch the last tram back topside. The sun had gone down more than an hour ago in the mid-winter day,
not that he could tell down here. He caught his breath in his throat when he heard a screeching noise coming from behind him. Slowly he turned his head to see what it was, he saw two pairs of glowing eyes while growls emitted from that general area. His hands were full, his explosive charges were in a hard shell case on his back while his blasting caps were in a smaller, different case slung over his shoulder, meaning that he didn't have time to set a explosive charge if he wanted to, so he did the only thing he could do, drop his gear and run. As he ran, he could hear the frightening sound of claws on bedrock and growling and howling seeming to come from all around him. Logan kept trying to steal glances over his shoulder to see his impending doom when he realized that most of the growling and howling was coming from in front of him. Turning back around, Logan watches as an entire pack of retired Dog Boys come running around a bend in the tunnel, some running on two legs carrying different ranged weapons, other ones (the faster ones), lead the charge on all fours, closing the gap to melee range so that they could employ the close quarters weapons strapped to their backs and thighs. the pack broke off with two melee fighters engaging each creature while two more Dog Boys with knock off JA-11's with an NG laser rifle on top and bolt action rifle under it so they could fire old fashioned bullets made from a variety of metals. Each of the Dog Boys in melee with the creatures had forearm vambraces that had blades made from two different metals, each Dog Boy not having the same pair.
As the fight went on, they barked out which vambrace seemed to be the most effective then the Dog Boys with the rifles loaded their guns with the ammo made from the metal their companions were calling out, and suddenly the monsters realized just how vulnerable they were and tried to flee. But when they turned, each Dog Boy on each monster got low and took their legs out from underneath them, then drove vibro-spikes through their legs, pinning them to the ground, then fell back to their companions who had a spare weapon for them to open up with. The hunters had quickly became the hunted, dying under a barrage of bullets and laser blasts.


This time was different, however. As the chill ran down Logan's spine, he looked around him and realized he wasn't one of the hunted, he was one of the hunters, and he took resolve from that.

Lucius Draper wrote:
”I want a Mauler on point and vanguard, boots sandwiched between them. Bouchard and Colton, you two figure out where you want to be. The rest of us will go Marshal, Steelcreek, then myself and Wright, then finally Klinger and Maddocs. Maddocs, keep Klinger safe. Everything points to survivors down here so we want to make sure we have every asset available to keep them that way. If there’s complaints or suggestions let’s hear them now or keep them to yourself forever. I don’t mind adjusting later, but I won’t be second guessed when it’s too late.”


Logan moved into position after giving a sharp "Yes, Sir!" to Draper

_________________
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness:14(7); Strain: 1;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 41/60
Grenade: 1/2
Bennies: 3

Alts: Jitters 13th SET, The Quiet Ones


Last edited by Logan Wright on Thu Feb 08, 2018 9:02 pm, edited 3 times in total.



Tue Feb 06, 2018 2:26 am
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Spirit 5 - Notice 4 - K Battle 8 - K Battle Tactician 11
Spirit 1d6 = 3 (3); Wild 1d6 = 5 (5)
Notice 1d6 = 1 (1); Wild 1d6 = 4 (4)
K/Battle (Evaluate Tactics) 1d8+2 = 8 (6); Wild 1d6+2 = 4 (2)
K/Battle (Tactician when Initiative required) 1d8+2 = 7 (5); Wild 1d6+2 = 8 (6); Ace 1d6+8 = 11 (3)

As each member of their fire team lands boots on the ground they take up covering positions for those still descending. Most looking down the tunnel ahead of them, but a couple keep an eye above to account for the smaller passages leading into the pit. After the two Mauler suits reach the bottom they begin to form up when the deeb’s cry echoes down the corridor. Lucius swears he can feel it in his bones, even the mechanical ones. Ignoring the primal part of his brain that wants to flee in the face of such a hunter Lucius rallies his hate of the invaders to their planet. ”Hear that? Something is shouting out asking for death. I say we oblige it.”

Pushing away the fatigue caused by the day so far he shoulders his rifle and gestures down the tunnel. ”Everything we’ve seen so far suggest they are primarily dependent on close quarters and are unhindered by the darkness. I want lights on and shining, keep your eyes open for anything hiding in the tunnel.” He points first to the two power armor pilots with his off hand, then each infantry as he runs down a marching order. ”I want a Mauler on point and vanguard, boots sandwiched between them. Bouchard and Colton, you two figure out where you want to be. The rest of us will go Marshal, Steelcreek, then myself and Wright, then finally Klinger and Maddocs. Maddocs, keep Klinger safe. Everything points to survivors down here so we want to make sure we have every asset available to keep them that way. If there’s complaints or suggestions let’s hear them now or keep them to yourself forever. I don’t mind adjusting later, but I won’t be second guessed when it’s too late.”

_________________
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*)
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (60/60*); (60/60); (49/60) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3




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Lucius Draper Ledger
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Tue Feb 06, 2018 6:14 am
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Notice 4 Spirit 4
Notice: 1d6 = 4 (4)
Notice Wild Die: 1d6 = 2 (2)
Spirit: 1d4 = 4 (4)
Spirit Wild Die: 1d6 = 2 (2)


Lucius Draper wrote:
”I want a Mauler on point and vanguard, boots sandwiched between them. Bouchard and Colton, you two figure out where you want to be. The rest of us will go Marshal, Steelcreek, then myself and Wright, then finally Klinger and Maddocs. Maddocs, keep Klinger safe. Everything points to survivors down here so we want to make sure we have every asset available to keep them that way. If there’s complaints or suggestions let’s hear them now or keep them to yourself forever. I don’t mind adjusting later, but I won’t be second guessed when it’s too late.”


Joe though unnerved by the wailing, keeps his usual quiet and cool demeanor. "Roger." Joe says when Draper gives the orders, he then moves into position behind the lead Mauler and readies his trusty combat shotgun. This is a rats nest if I've ever seen one, except these rats are alien bugs with acid for blood and a penchant for stealing dogboys. Joe thinks as he proceeds to follow the Mauler deeper into the hive.

_________________
Joe Marshal
PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 16/16
Bennies: 2


Wed Feb 07, 2018 10:10 am
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Unshake
Spend a benny


Notice 16
Notice 1d8 = 4 (4)
Wild 1d6 = 6 (6)
Ace 1d6 = 6 (6)
Ace 1d6 = 4 (4)


"So this is what Americans mean by ladies first," Bouchard says with an eye roll as she takes up the point and flips on the Mauler's massive floodlights. "Ready to move."

As she sets off down the dim corridor she has the rail gun at the ready to set loose with suppressive fire against any forward contact, "Stay frosty. I don't want you guys dying cause you were looking at my ass."

She grins inside her armor, "Although as far as last things to see go, it's pretty good."

_________________
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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)


Wed Feb 07, 2018 3:42 pm
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For the hunger.


What did these bugs do to sparky? Daryl tries to struggle against the hard resin webs that bind him. His fingers are outstretched trying to reach his gun to no avail.
" The recruiter said, Join and protect those you love about." Daryl struggles against his bonds trying to use his average human strength to free himself, but all it did was dig himself in deeper. "Maybe if I rouse the others."
He looks at the creature watching him intently and then starts screaming at the top of his lungs, " Guys! You need to get up! These acid spitting bugs have us captured..." He stops short as the bug comes face to face with him, its mouth opens revealing a secondary small mouth covered in thick saliva, it chitters and hisses. It extends towards Daryl, All I want is a cupcake and a glitterboy killer... This has to be a dream, a nightmare. Wake up Dayrl, wake up Daryl!


Fri Feb 09, 2018 7:57 am
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Spirit: 1d4 = 4 (4) Ace: 1d4 = 4 (4) Ace 2: 1d4 = 2 (2)Wild: 1d6 = 4 (4)


These thing bleed, then they can die. I wonder how their immune system would handle the flu? I should have enough here to make something that would be detrimental.

Quote:
”Everything we’ve seen so far suggest they are primarily dependent on close quarters and are unhindered by the darkness. I want lights on and shining, keep your eyes open for anything hiding in the tunnel.” He points first to the two power armor pilots with his off hand, then each infantry as he runs down a marching order. ”I want a Mauler on point and vanguard, boots sandwiched between them. Bouchard and Colton, you two figure out where you want to be. The rest of us will go Marshal, Steelcreek, then myself and Wright, then finally Klinger and Maddocs. Maddocs, keep Klinger safe. Everything points to survivors down here so we want to make sure we have every asset available to keep them that way. If there’s complaints or suggestions let’s hear them now or keep them to yourself forever. I don’t mind adjusting later, but I won’t be second guessed when it’s too late.”


"Roger that. Sir, if we can just wait for a minute or two, I would like to mix up a nasty cocktail for these bastards."

We know they are still carbon based, They produce some very strong acid. I need an equal measure of base to counter the acid. If I had more time and a lab,
I would also cote the virus in the compound to resist the acidic nature. That might be just it. I just have to introduce the base to the blood stream and that might be enough.
Alan pulls out his medicine kit and starts mixing chemicals to develop a weapon that will be more effective then just shooting it.

Alan looks around for a sample of the d-bee, pulls some off Solene "Speaking of ass, you have a second one here, I'll grab it for you" Alan takes the piece of flesh and starts to test to see what the compound will do to it.

OOC Comments
Knowledge Medicine: 1d8 = 4 (4) Wild: 1d6 = 1 (1) Extra Effort: 1d6 = 5 (5) Total: 9 (Success +1 Raise)


With the test a success, Alan starts making more in deliverable packages (probably needles, hopefully ones that can be shot)

"This is the best I got on such short notice and lack of equipment. It should help even things out. I don't expect it to flat out kill them, but it will help."

If the surrounding area is generating heat, We should be able to calibrate the thermals.

"Sir, with your permission, I would like to calibrate the thermals for the residual environment."

Regardless of the response, and with more bio weapons for the d-bees, Alan gets in line ready for anything.

OOC Comments
Roll for using the bennie: 1d6 = 1 (1)

_________________
Prvt. Alan Klinger
Pace: 6; Parry: 4; Toughness:14(7); Strain: 6;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 60/60
Bennies: 1


Last edited by Alan Klinger on Sat Feb 10, 2018 3:17 pm, edited 2 times in total.



Sat Feb 10, 2018 2:47 pm
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Notice - 13 --- Benny to unshake
Notice: 1d8 = 8 (8)
Ace: 1d8 = 5 (5)
Wild: 1d6 = 5 (5)

Spirit: 1d8 = 2 (2)
Wild: 1d6 = 1 (1)
-1 Benny to Unshake
Lucius Draper wrote:
”...then finally Klinger and Maddocs. Maddocs, keep Klinger safe.”
"Got it." Was Jasper's crisp reply to his orders. He moves to fall in place as they go to move out. The scream that echoed down the tunnel and through his bones struck at his very core. His mind shot back to the pain and fear he had experienced in the hell weeks of basic, his heart rate spiked and his breath became ragged. -No, we have a job to do.- His mental command brought him back to the fight. With a shake of his head, Jasper fell into step besides the squad as they moved further into the pit.

_________________
Private Jasper Maddocs
Anthem
Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 0/20
Power Point Regeneration: 1/Hour
Weapon in hand: -Noted by asterisk(*)
C-20 Laser Pistol - Ammo: 21/21 - 1/2 extra e-clips --- 1 /w 6 shots
*CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
Vibro-Knife
Fragmentation Grenade: 2/2
Bennies: 1/4


Sat Feb 10, 2018 3:09 pm
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Rolls --- Spirit 10 -- Notice 9 -- K-Electronics 15
Spirit 1d6 = 6 (6)
WIld Die 1d6 = 1 (1)
ACE! 1d6 = 4 (4)

Notice 1d8 = 8 (8)
Wild 1d6 = 4 (4)
ACE! 1d8 = 1 (1)

K-Computers (to modify the sensors to overcome the distorting effects of the resin) 1d6 = 6 (6)
Wild Die 1d6 = 6 (6)
ACE! 1d6 = 6 (6)
DOUBLE ACE!! 1d6 = 3 (3)


The moment Raleigh Ray's power-armor-clad feet touched the ground, a distant scream filled the air. This was a place of death, and terror, and abandoned hope. This was no place for a decent Human-being to be, for in this hellish place of dread and torment, Man was little more than prey. While the atmosphere was sending chills down the other's spines, it was only pissing Raleigh Ray off. It served to cement his resolve to find Hunter and deny these monsters their prize, dead or alive.

Raleigh Ray lifted the face-plate of his Mauler power armor, permitting his nose to take in the acidic, burning air. He breathed it in with utter contempt in his heart, and a yearning for vengeance in his soul. In a show of disgust, he spit his spent dip pouch out onto the resin-coated bedrock floor, hoping the act would somehow defile their place of worship... if these demons worshiped anything at all other than the suffering of others.

Looking to gain an edge, Raleigh Ray pried up a chunk of the resin off the wall they came down. He looked into its odd, complex structure and glanced at his power armor's sensor readings, and he got to thinking. 'This is how they hide. They depend on the darkness an' this crap to maneuver an' set up their lil' ambushes. Hmmmm...'

Flipping open an access panel, Raleigh Ray tried to adjust his armor's sensor readings, trying to compensate for the resin's distorting effects. If he could do that, that would be one less edge the acid monsters would have over him and the team. With a few tweaks on the spectrum reads and frequencies, something caught his eye. Could it be?!?

"Boss! I think I found a sensor tweak that might let us see these lil' bastards coming a lil' better than befo'." he announced, his voice filled with excitement. "Maybe even find our dog a lil' bit faster. If it's okay by you, I can adjust Bouchard's and Tweedledee's sensors real quick too."

If given the go-ahead, Raleigh Ray makes the adjustments for the others.

Lucius Draper wrote:
”Everything we’ve seen so far suggest they are primarily dependent on close quarters and are unhindered by the darkness. I want lights on and shining, keep your eyes open for anything hiding in the tunnel.” He points first to the two power armor pilots with his off hand, then each infantry as he runs down a marching order. ”I want a Mauler on point and vanguard, boots sandwiched between them. Bouchard and Colton, you two figure out where you want to be. The rest of us will go Marshal, Steelcreek, then myself and Wright, then finally Klinger and Maddocs. Maddocs, keep Klinger safe. Everything points to survivors down here so we want to make sure we have every asset available to keep them that way. If there’s complaints or suggestions let’s hear them now or keep them to yourself forever. I don’t mind adjusting later, but I won’t be second guessed when it’s too late.”


"Copy that, boss man!" Raleigh Ray replied, acknowledging the orders. "Bouchard's got the lead, I'll cover the six, and send Tweedledee up as scout."

Before closing up the face-plate of his power armor again, Raleigh Ray fumbled around and retrieved a fresh, minty dip pack. He cheeked with gusto, gave it a few sucks as it mixed with his spit, and nodded his head in satisfaction. NOW he was read for some hard core action, no matter what laid ahead.

"Alright boys 'n' girls, let's find our dog and burn this whole shit-box to the ground."

_________________
PFC Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
CP-40 Pulse Laser Rifle; Ammo: 3/3
C-20 Laser Pistol; Ammo 2/2
Vibro Knife
Skelebot Stats
Bennies: 0/4 (reset: July 20, 2017)
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Sat Feb 10, 2018 3:51 pm
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Daryl Grimes, private Daryl Grimes. Nac001234 Daryl's eyes were wide... Is something stirring in the egg at the end of the line? He sees sparky lying on the floor, just barely, the faithful dog boy is turning and tossing something aweful. Dammit, my gun and blade are just a few inches away. He tries again to reach...

Boot Camp, 4 months ago.
Sargent Tarin Hardcastle squints at the sun then casts his eyes on the new recruits. She stops at the charmer of the group. Quicker than a whip she smacks his running mouth shut and grips his head into a powerful lock. With one hand she tosses her pistol down in front of him on the dark grey concrete. It clatters just a few inchs from his hands.
"Grimes! You pretty boy, always running your mouth. Think you are hot shit, going to be a power armor pilot? What are you going to do, when your salvation lies a mere 3 inches from your hand. You got no weapons, no armor, no girls to help you out. Its just you and the thing restraining you Grimes." Grimes struggles against the Sgt. but he can reach the gun her grip on s neck and limbs his just too great. " Common Grimey, like your life depends on it!!"


Daryl Grimes puts in his effort against his hard resin restraints. He mutters, " Like your life depends on it!" Despite the creature being inches away he goes for the gun that is also so encased.


Sat Feb 10, 2018 5:57 pm
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Combat Patrol: Merged Paths
Date: July 1, 109 P.A.
Time: 1805; Sun should be setting soonish.
Temp: 70 degrees in the tunnels.
Weather: Clear topside;
Ley Line info: There is a ley line within a half mile.
Location: Mission area - base camp; see map: https://drive.google.com/open?id=1ghkJl ... sp=sharing

Squad Observations
  • Thermals: Everytime you compensate for the background thermal signals, it changes. You track the variance and realize it changes about every 3 seconds in a random manner that simulates camouflage.
  • Defiled: When Colton pours the contents of his spit onto the resin, he experiences a very interesting phenomenon. The resin splits as something literally lifts out and sucks it up. Colton uses his vibroplade and cuts that section out, and when Klinger starts asking for samples, Colton hands over his, describing what happened.
  • For Science!: Doing some very basic field work that ruins half the uses of his medkit, Klinger realizes that he cannot make a base that will counter the acid in enough time to make it worth his while. But one thing does come from it. He realizes that the stuff is highly flammable. He discovers it very accidentily as he is using heat to affect the ph of some chemicals. Some quick tests on the cavern walls show them that lasers don't have enough spread out heat to ignite the stuff, but plasma makes it burn and it spreads quickly. Of course the issue is in close quarters, using it is going to create some very tricky and dangerous breathing situations, especially if those they are detecting are still alive and without helmets. But as an exit strategy, it's very useful to know.
  • I Forgot: The skelebot was sent topside to deliver a recorded report, per Draper's orders.
All Stacked Up
Image


Stacking up
The group stacks up and heads into the tunnels. They take the first left and come up on the second split. Draper, Marshal and Klinger don't notice much, but they do notice everyone on the team suddenly tensing. They are not sure where the danger will come from, but they are certain it's coming.

From ahead, a white creature's head pops around a corner and screams! And then it disappears. A second one does the same pop out, scream and pop back into cover, and the squad can feel a psychic explosion among them as its scream cause across as pained, not fearful. The entire squad feels overwhelming dread and horror! They are going to have to go after the enemy. So where will you shoot? Left where the first head popped out from, right, where the second sounds pained, or straight ahead? Or are you too busy watching the rear to avoid a flanking maneuver?

OOC: Everyone must make a Fear (Spirit) check. If you succeed at your fear test, gain a Benny. Also one of the creatures got Brain Burn.
Screaming Creature
Image


Grimes
Grimes is having a bad day - the worst actually. The thing that was on the dogboy's face falls off, dead. Then he hears two of the smaller ones scream. A shudder runs through him as he realizes that means its hunting.

_________________
CS Fighting Joes


Sat Feb 17, 2018 10:42 am
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Fear Test 9
Spirit 1d6 = 5 (5)
Wild 1d6 = 6 (6)
Ace 1d6 = 3 (3)


Notice 6
1d8 = 6 (6)
Wild 1d6 = 3 (3)

Seeing what can only described as a uglier version of a naked mole rat, Bouchard calls out, "Contact left and right!"

Knowing better than to chase a bunch of pack hunters deeper into a burrow, she initiates an immediate action drill and moves to the junction where the creatures were spotted and blocks the corridor - sending a hail of fire in front of her to prevent the animals from charging the group.

"Suppressing fire right. Cover left and centre. Watch the flanks."

Shooting Damage: 19/15/13/14 MDC, AP 6
Shooting 1d10-2 = 6 (8) + 13 = 19
Shooting 1d10-2 = 2 (4) +13 = 15
Shooting 1d10-2 = 7 (9) + 13 = 20
Shooting 1d10-2 = 3 (5) + 13 = 16
Wild 1d6-2 = -1 (1)
Extra Effort: 1d6 = 6 (6)
Ace: 1d6 = 6 (6)
Ace: 1d6 = 1 (1)

Damage: 2d8+4 = 16 (6, 6) 1d6 = 3 (3) = 19
Damage 2d8+4 = 12 (1, 7) 1d6 = 3 (3) = 15
Damage 2d8+4 = 8 (3, 1) 1d6 = 5 (5) = 13
Damage 2d8+4 = 12 (2, 6) 1d6 = 2 (2) = 14

_________________
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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)


Sat Feb 17, 2018 11:36 am
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Perception 15 - 17 for Visual Based Checks
1d8 = 8 (8) Ace!
Perception Ace 1d8+8 = 15 (7)
Wild Die 1d6 = 3 (3)
+2 for Visual Based Checks

Common Knowledge 8
1d8 = 2 (2)
Wild Die 1d6 = 6 (6) Ace!
Wild Die Ace 1d6+6 = 8 (2)

Fear Test 5
Spirit 1d8 = 5 (5)
Wild Die 1d6 = 4 (4)


On high alert for anything to happen, Logan jumps to one side when the first scream goes off, partially out of fright. But he is able to shake himself out of his fear quick enough, and moves forward about 6 meters due north and another two meters north-west to where Solene's immediate right side had been to get a clear shot down the left tunnel where the first beast popped out from.

Shooting 21 Damage 20 AP 2
1d6-2 = -1 (1)
Wild Die 1d6-2 = 0 (2)
-4 for Aiming for Head
+2 for 3RB
-1 Benny to Re-roll Shooting 1d6-2 = 4 (6) Ace!
Shooting Ace 1d6+4 = 9 (5)
Wild Die 1d6-2 = 4 (6) Ace!
Wild Die Ace 1d6+4 = 10 (6) Double Ace!
Wild DieAce 1d6+10 = 16 (6) Triple Ace!
Wild Die Ace 1d6+4 = 9 (5)

Damage 4d6+8 = 20 (1, 2, 4, 5)
Gun Damage 3d6+2
Raise on Shooting + 1d6
3RB +2
Vitals +4


"Eat lasers, bitch!" Logan shouts as he shoots down the throat of one of the beasts. After shooting the white beast down the left tunnel, Logan sees another regular colored beast next to it and shouts a warning to the team "Two tangos, left tunnel. One White, one normal!"

_________________
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness:14(7); Strain: 1;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 41/60
Grenade: 1/2
Bennies: 3

Alts: Jitters 13th SET, The Quiet Ones


Last edited by Logan Wright on Sat Feb 17, 2018 1:30 pm, edited 10 times in total.



Sat Feb 17, 2018 11:53 am
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Fear: 1d4 = 1 (1) Wild: 1d6 = 5 (5) Fright table roll 1d20 = 9 (9)


Klinger has a deep sense that this is going to fail. Klinger immediately runs as far back as he possibly can.

OOC Comments
Running 1d6 = 5 (5)

_________________
Prvt. Alan Klinger
Pace: 6; Parry: 4; Toughness:14(7); Strain: 6;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 60/60
Bennies: 1


Sat Feb 17, 2018 12:22 pm
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Notice - 7 --- Spirit - 4
Notice: 1d8 = 7 (7)
Wild: 1d6 = 1 (1)

Spirit: 1d8 = 3 (3)
Wild: 1d6 = 4 (4)

_________________
Private Jasper Maddocs
Anthem
Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 0/20
Power Point Regeneration: 1/Hour
Weapon in hand: -Noted by asterisk(*)
C-20 Laser Pistol - Ammo: 21/21 - 1/2 extra e-clips --- 1 /w 6 shots
*CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
Vibro-Knife
Fragmentation Grenade: 2/2
Bennies: 1/4


Sat Feb 17, 2018 12:31 pm
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Notice 10 Spirit 4
Notice: 1d6 = 5 (5)
Notice Wild Die: 1d6 = 6 (6)
Ace: 1d6 = 4 (4)
Spirit Check (Fear): 1d4 = 2 (2)
Spirit Check (Fear) Wild Die: 1d6 = 4 (4)


Throwing 5 Damage 9
Throwing: 1d8 = 5 (5)
Throwing Wild Die: 1d6 = 5 (5)
Fragmentation Grenade Damage: 3d6 = 9 (1, 5, 3)


Joe isn't surprised when more of the creatures pop out to attack. From his position in the front just behind the mauler, Joe smirks and unclips a fragmentation grenade. "Fire in the hole." Joe says as he tosses the grenade at the creatures position. That's how you do it Klinger. Joe thinks ruefully.

_________________
Joe Marshal
PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 16/16
Bennies: 2


Last edited by Joe Marshal on Mon Feb 19, 2018 10:42 am, edited 2 times in total.



Sat Feb 17, 2018 1:01 pm
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Notice and Detect Arcana 20, Spirit 14
Notice 1d8 = 8 (8)
Ace 1d8 = 8 (8)
Double Ace 1d8 = 4 (4)
Wild 1d6 = 4 (4)

Spirit 1d6 = 2 (2)
Wild 1d6 = 3 (3)
EE 1d6 = 6 (6)
EE ace 1d6 = 5 (5)


Eye for Terrain
Does that get me anything here?


Steelcreek moves to reinforce Logan's position. "Supporting left!" he calls out.

As he reaches the corner, he yells to Logan "Friendly at your eight o' clock. Firing!" He squares his sight on the white one and fires off a controlled burst.

Shooting 4, Damage 17 AP 2
Shooting 1d8 = 4 (4) (-2 for snapfire and +2 for 3RB cancel)
Wild 1d6 = 4 (4)
Damage 3d6+4 = 17 (3, 5, 5) AP 2

_________________
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: -2 (except with other Psi-Stalkers)
Parry: 7
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Equipment of Note: CV-212 Variable Laser Rifle, CP-30 Laser Pulse Pistol, Vibro-Knife, Frag Grenades, expert climbing gear
Ammo: 1/3 rifle e-clips, 18 shots in loaded e-clip | 2/2 pistol e-clips, full e-clip loaded, 15 shots in spare | 2/2 grenades
Wounds: 0/4 | Fatigue: 0/3
Action Cards: N/A
Bennies: 2/3
    -1 for Extra Effort vs. Xenomorphs in Quick Combat
    +1 for 3 raises in Quick Combat
    -1 for EE on notice roll in Queen's chamber
    -1 for EE on fear check
    +1 for making fear check
Character Sheet
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Sat Feb 17, 2018 5:28 pm
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Notice 5 - Spirit 11 - Gain 1 Benny
Notice 1d6 = 1 (1)
Wild 1d6 = 5 (5)

Spirit 1d6 = 3 (3)
Wild 1d6 = 6 (6)
Ace 1d6 = 5 (5)

Shooting 6 - Dmg 20 AP 2
Shooting 3RB 1d6+2 = 6 (4)
Wild 1d6+2 = 3 (1)

Damage 3d6+4 = 16 (5, 1, 6)
Ace 1d6+16 = 20 (4)
(Includes 3RB damage)

With his rifle shouldered Lucius keeps step behind the bulky power armor, eyes flitting into every nook he can find. If the deebs come at them head on in this formation it will be the best they can hope for. But if any remain hidden long enough to drop in the midst of them, they could be in serious trouble. Without warning, he feels the wave of fear as the screams from the two albino deebs wash over him. Pushing through it he continues advancing behind the power armor, taking the time to fire a burst if he finds a clear shot. Switching to their comms to ensure he can be heard over the comms he calls out orders for the squad. ”Pick your shots and make them count up front. Colton, stay frosty back there. We’ve left multiple access points to our path where they could encircle us.”

_________________
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*)
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (60/60*); (60/60); (49/60) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3




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Lucius Draper Ledger
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Sat Feb 17, 2018 7:33 pm
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Joined: Fri Jan 19, 2018 10:40 pm
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Worst day ever. Well maybe the second worst day. The day moms kitchen caught fire was pretty bad.Grimes continues to struggle against the hard resin.What is this stuff? Motivation doesn't break it, I can't find my extra vibro dagger anywhere near my finger tips. Its not like these d-bees ever visited the bakery. Daryl Grimes, pride of the coalition, can just make out his long time pal Bloomer whose head is slumped. He is next, right in front of a stirring egg. Best thing Bloomers hand is free right next to a laser pistol. Bloomer, wake up!!

2 Months ago: A two man squad was dropped in the middle of arkansas for basic training. Darly Grimes and the young pencil neck steely eyed missile man named colloquially Bloomer. Bloomer always had a thing for older females. But out here in the wild the odds of him finding a cougar was slim. But damn we are both hungry The sun was setting fast, it was getting cold fast and the clouds on the horizon might mean we are in for a flurry. Darly had brought a few dozen protein packs as he was squimish to kill animals, even for food. Bloomer had a standard issue hunting rifle and a couple grenades. The two began heading for the old forest in the hopes of fonding a burrow or warm hollow. Morning came and indeed it had snowed over night, but the couple of mossy hollows the two found had proven adaquate. The only problem was a couple dozen D-bee refugees had found them. Found their protien packs, found their grenades, even found Daryl's soft warm boots. But they had not found Bloomer. As they trapsed away leaving Daryl half naked and 3 minutes into a 5 minute timed frostbitten death throw Daryl found his voice. Bloomer! A bunch of d-bees are taking my, our stuff! Bloomer wake up!" Blamn, blamn, boom. Smoke charred d-bee flesh, and a couple of D'Norr brats. Bloomer said let them freeze, but I tossed each kid a protein pack. I should have tossed them my jacket as when we came back in a few days we found the two boys frozen to death, the protein packs unopened.

Bloomer in the dark cave half caught in resin just would not wake up. Gun fire got Grime's attention right quick though. Sounds like someone is coming through. Damn the bullets are just bouncing off this resin. " Bloomer, get up man!"


Mon Feb 19, 2018 7:53 pm
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