5.2 SOG Support Deployment: Phase 3 (Operation 2)

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High Command
The Savage Inquisition
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5.2 SOG Support Deployment: Phase 3 (Operation 2)

Post by High Command »

SOG Support Deployment Phase 3 - Planning and Operations: Stage 2
Date: September 1, 109 P.A.
Time: 1907 (ground team) 1908 (Power Armor Team)
Conditions: 82 degrees outside and the sun is almost down. The shadows are long and in the shadow of buildings it is dark. When looking west, there is a good chance at accidentally looking right into the sun. Because of this there is a consistent -2 to all visual based rolls. Your optics will negate this (for as long as they work).
Weather: Clear, with fog over downtown in the distance.
Ley Line info: Old Chicago is rife with ley lines.
Location: Ruins of Old Chicago, Grid Reference 4C Mark 8B

Ground Team
Thanks to the combined actions of the team, not the least of which was their sniper's covert kills of the enemy sentries, the group makes it into the tunnels quicker than expected. Only 7 minutes have passed. As they press forward they come across an issue. First, down a tunnel to the right, they find a squad of five wounded soldiers who are scared out of their minds. But they've obviously been here a while. They could have really useful intelligence! Someone has to debrief them. But they will need to be healed first.
That side tunnel ultimately proves to be a dead end. The way the soldiers got into the tunnels has been caved in. Tracking back, the team finds a very secure wall. The signal they are tracking is through megacrete meant to withstand significant damage. It will take everything the team has to get through this.

Power Armor Team
While Dansk is technically in command, it was Colton who took the lead. His technical knowledge continues to amaze as he hacks up an on the fly Command, Communication, and Control (C3) link for the group. Solene's elevated position proves invaluable to this as she and the drones from command are the link between the squad. Their search quickly becomes a cat and mouse game between the squad and the enemy commander. It is Joe who ends up discovering the structure they believe to be the location of their foe. Suddenly they hear a loud explosion as a hover vehicle crashes nearby. Dansk springs to action. "One of you with me, the rest of you, find us a way in that doesn't involve our immediate destruction!" Of course the sudden and immediate counterfire they begin taking tells the pair staying that there might not BE an easy way out!

Dansk and the person following her run a short distance and find a downed hovervehicle upside down. Getting the soldiers out of it is easy, getting them organized and ready for battle will be a challenge! Best get to it!
Player Directions on how to run the Various action
Ground Team: Recover the Electromagnetic Pulse Resonator - a device that will wipe every technological devices' computer in less than 23 minutes; But first you have to find it!! All of Ground team gains a Benny due to their overwhelming success!
  • Ground Team Members: Wright, Steelcreek, Maverick, Perry, and Son - no NPCs (yet)
  • Ground Team - Interaction Challenge Details: This Roll will consume the next ten minutes of your life.
    These wounded soldiers may have intelligence you need. At the very least you can rope them into your forces to provide combat assistance as well as extra eyes and ears. These guys are from Dearborne 2nd Platoon, 3rd Rifle Squad. Due to accumulated successes, any team members working on this get a +1. Pick one person to be the lead. The following skills apply: Healing, Intimidation, Investigation, Persuasion, Psionics, Streetwise, and Taunt.
    • Success here will give a +1 intelligence bonus to one of the next set of challenges (players choose).
    • Success with a raise will give a +1 intelligence bonus to all of the next set of challenges. Additional raises will reduce time spent on this challenge by 1 minute per additional raise. Additionally, your success will give you bonuses to future rolls and bennies.
    • Failure will make an enemy of someone related to those soldiers for the lead player. This means all rolls next round will be at an additional -2.
    • Critical Failure will make an enemy of someone related to those soldiers for the lead player and one other player (GM's choice). This means all rolls next round will be at an additional -2.
  • Ground Team - Technical Challenge Details: This Roll will consume the next ten minutes of your life.
    You have a problem. Several feet of the toughest ferro-crete standbetween you and the target. You're going to need to blow it up, but you can't just set explosives and go - you need to direct it so it blows through, without distabilizing the tunnels themselves, and drawing every guard to your location. Due to accumulated successes and the inherent difficulty of the task, any team members working on this get a -3 penalty (instead of -4) to all rolls for this challenge.. Pick one person to be the lead. The following skills apply: Investigation, K/Computers, K/Electronics, K/Demolitions, K/Science, and Repair.
    • Success here will get you into the next set of challenges and get you a +1 tactical bonus to one of the next set of challenges (player's choice).
    • Success with a raise here will get you into the next set of challenges and give you a +1 Tactical bonus to all of the next set of challenges. Additional raises will reduce time spent on this challenge by 1 minute per additional raise. Additionally, your success will give you bonuses to future rolls and bennies.
    • Failure will result in a technical glitch for the lead player. This inflicts a -2 penalty in Technical Challenges until end of this operation.
    • Critical Failure will make an enemy of someone related to those soldiers for the lead player and one other player (GM's choice). This means all rolls next round will be at an additional -2.
Power Armor Assault Team: You must find the Federation of Magic tactician, Killian Lee! You have his probable location, now to find a way in. Wait, did that hovervehicle crash nearby? Let's go check it out!
  • Team Members: Bouchard, Colton, and Marshall, plus Colton's two Skelebots and Sgt Dansk
  • Power Armor Team - Tactical Challenge Details: This Roll will consume the next ten minutes of your life.
    You need a way in that doesn't end in your death! Make a hole! The skelebots are providing cover fire, combined with the ground you gained previously - this has made an impossible task simply unbearable. Due to accumulated successes and the inherent difficulty of the task, any team members working on this will roll against 8 (after all bonuses for the previous round and the skelebots are taken into account) to determine success for this challenge. They are actively working against the enemy tactician. Pick one person to be the lead. The following skills apply: Driving, Fighting, K/Battle, K/Demolitions, Notice, Piloting, Riding, Shooting, Survival, and Tracking.
    • Success here will get you into the next set of challenges and get you a -1 the difficulty of one of the next set of challenges (player's choice) (or a bonus to its completion).
    • Success with a raise here will get you into the next set of challenges and give you a -1 to the difficulty of all of the next set of challenges (or a bonus to their completion). Additional raises will reduce time spent on this challenge by 1 minute per additional raise. Additionally, your success will give you additional bonuses to future rolls and bennies.
    • Failure will result in a wounds! Everyone on this team suffers 1d3 wounds (which can be soaked as normal).
    • Critical Failure will result in MORE wounds. Everyone on this team suffers 1d3+1 wounds (which can be soaked as normal).
  • Power Armor Team - Interaction Challenge Details: This Roll will consume the next ten minutes of your life. Man down! Wow you could really use Sonny Boy! There are some soldiers trapped in the burning hulk of a downed hover vehicle. 5 guys doesn't sound like much, but based on what you are hearing, they could make a difference! Getting them out is easy, getting them motivated after such a demoralizing event is another thing. Due to accumulated successes and the luck of finding a full fireteam in the middle of a warzone, the team members working on this will have a +4 bonus to their roll (after all bonuses for the previous round, the challenge, and the Dansk's help are taken into account) to determine success for this challenge.. The one character to go with Dansk will be the lead. The following skills apply: Intimidation, Investigation, K/Battle, Persuasion, Streetwise, and Taunt.
    • Success here will give a +1 Tactical bonus to one of the next set of challenges (players choose).
    • Success with a raise will give a +1 Tactical bonus to all of the next set of challenges. Additional raises will reduce time spent on this challenge by 1 minute per additional raise. Additionally, your success will give you bonuses to future rolls and bennies.
    • Failure will make an enemy of someone related to those soldiers for the lead player. This means all rolls next round will be at an additional -2.
    • Critical Failure will make an enemy of someone related to those soldiers for the lead player and one other player (GM's choice). This means all rolls next round will be at an additional -2.
Resources Spent: As a default your character spends 1 E-Clip or Magazine/10 shots from a 50 round weapon and 1 Grenade. Psychics may expend 4 ISP instead of a grenade. Before rolling declare if you would like to have your character risk more or expend more resources for a better chance of success. Note: you must have the resources to spend them. If you run out of grenades, you must expend 1 extra E-Clip or Magazine instead. You can also choose to expend other equipment on your person, such as your first aid kits, or half your canteen, or food bars (if you have them). Anything that you don't have later in the challenge or scenario counts. If wound or fatigue levels are chosen in lieu of resources they stick with you until the GM says otherwise (In this case, after the third stage of this operation).
  • -2: Conserve your energy - Believing it may be an easy battle you accept an additional -2 to your roll in exchange for spending 1/2 resources (rounded down).
  • +0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
  • +2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.
  • +4: No Matter The Cost - When Battle comes you go all in, winning no matter the personal cost. You may triple the resources spent, or accept 2 Fatigue or 2 Wounds to gain a bonus of +4 to this roll.
Narrate it all. Tell us the story of how your Interactive or technical efforts helped or hindered your efforts to the location of your target.[/list]
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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LoJack
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Ground Team - Operation 2 - Interaction Challenge

Post by LoJack »

Son uses his flashlight to make the initial inspection of the men they just came across. Equipment and ID's give the impression that they are from Dearborne 2nd Platoon, 3rd Rifle Squad. Their physical condition is weak and unable to move much therefore they do not put up much resistence. It seems that they are just barely staying alive. Judging by the discarded trash and the refuse, Son is guessing they had been trapped for maybe a week.

***Lead for Interaction Challenge***

"We won't be able to move them. They are pretty weak and may have other injuries to be tended to before they can move."

"Probably the fewer of us in this area the better. Once I have taken care of what I can, we can decide what to do next with them."

Son sets to work providing water first to each of the five soldiers. While begins intial evals with the help of the soldier's suits IRMSSs. When necessary Son plugs a universal data/poer cable into the IRMSS to reboot and charge them.
Healing 23, success, 3 raises
Healer Edge: +2 to Heaing Check
Medic: Get wounded non-WCs back in the fight, Immediate Healing Check -2 to change condition to Shaken, instead of Wounded.
Trauma Kit: +1 Healing; -2 Offset rolls
Resources Spent: +4: No Matter The Cost (One Trauma Kit-Sonny; 5 Med Kits-Soldiers)
Previous Success: +1 previous Operation bonus.
  • Healing [dice]0[/dice]
  • Wild [dice]1[/dice]
  • Extra Effort [dice]2[/dice]
  • Aced EE [dice]3[/dice]
Chai moves amongst the Dearborne soldiers as he gives each man some water. Having his insignias recognized one soldier speaks up with a very faint voice, "Sergeant Clarence ..." he is so weak that giving any other information is next to impossible.

Chai touches the man's suit and IRMSS, a voice sounds in his ear piece, "Sergeant Dale Clarance, 3 rd Rifle Squad, Dearborne 2nd Platoon."

Looking at the soldier, Chai waits for the man to make eye contact. "If you are Sergeant Clarence. Blink once. Otherwise close your eyes for my next question." Chai is given a very quick blink. Great start.

"Well done Sergeant. Are these men from your squad?" Again a rapid blink. If they were listed MIA or KIA from the last engagement, I had better get to work to make sure those listings don't become permanent.

Chai works quickly, doing head to toe inspections with the help of the Sergeant's IRMSS. The nanite heling had done enough to keep major wounds from becoming infected but the blood loss is evident. A shot to the back requires that Chai roll the Sergeant over and clean and stitch through the blast hole in the armor. Man, I do fine work.

Chai gets the Sergeant rolled onto his side opposite from the wound and uses a rock with a blanket laid on top to akt as a a pillow. Using the Sergeant's own sleeping bag, Chai wraps him up and gives him another drink of water. Before he lets the man rest, "Sergeant di you have a medic?" The man's eyes stay closed and Chai gives the Sergeant's hand a squeeze to let him that its okay. "I will see to your other men then." That last statement seems to ease the Sergeant's mind a bit and he relaxes.

One down and four to go.

The Sergeant was situated with his back to the collapse and soldiers were on either side of him. Chai moved to the right and allowed the next man's IRMSS to read of diagnostics. "Lacerated right thigh ..." Odd. IRMSS does not pause. "... Exterior." Phew. Missed the femural artery.

"Private Lane. I am Private Son. Relax. Don't speak. I am here to help."
Drink of water. Reposition the soldier. Evaluate the severity. Med Kit and Trauma Kit. Cleaned. Sterilized. Sutured. Bandaged. Drink of water.

Nothing life threatening. Be cautious of internal bleeding.
Pvt CA78 - A851, "Lo/Jack 10851"
Pace: 6; Parry: 6 (7); Toughness:19 (8); Strain: 0;
Weapons: (* indicates which is presently In Hand)
CP-50 "Dragonfire" Laser Rifle; Ammo: 3/3
C-20 Laser Pistol; Ammo 2/2
Neural Mace
Vibro Knife
Bennies: 3/3
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Cassandra Maverick
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Re: 5.2 SOG Support Deployment: Phase 3 (Operation 2)

Post by Cassandra Maverick »

Old Chicago
Evening
Round 0

Cassandra felt the pain from the soldiers down the side tunnel. She took a step in that direction, but Son waved the rest of them off.

“There’s too many. You can’t do it all,” Cassandra insisted, moving down the tunnel with Son. She likely wouldn’t be able to do much first aid, but she could give them water, and she could maybe keep them alive.

As she passed Sonny, Cass reached into his mind, unlocking his knowledge of healing, making him quicker to recall just how to fix these men. Then she knelt down at the other end, offering water and a light touch of her power, strengthening their body and will to survive, if only briefly. Hopefully it would help Son’s efforts as he added a bit of her basic field medicine training to at least stop some bleeding.
Psionics 5; +1 Success to lead
+1 from previous successes
Psionics [dice]0[/dice]
Wild [dice]1[/dice]
***
Character Tracking
Cassandra Maverick Character Sheet
Parry: 5; Toughness: 12 (6)
ISP: 20/30
Rifle Ammo: 15
  • Reloads: 3 x 30 shots
Pistol Ammo: 8
  • Reloads: 2 x 8 shots
Grenades
  • 2 Plasma
  • 2 Flash
  • 1 Armor Piercing
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Elan: +2 Benny rolls
Empathic: +2 Notice to determine attitude, emotions, veracity
Danger Sense: Notice -2 to detect ambush; on Hold first round of combat is successful
Basic Demolitions Training: Use Common Knowledge to plant preset explosives
CS Basic Weapons Training: Use CS weapons as melee weapons with no improvised weapon penalty
Bennies: 5/3
Adventure Card
  • Revelation: Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
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Steelcreek
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Re: 5.2 SOG Support Deployment: Phase 3 (Operation 2)

Post by Steelcreek »

Notice 4
[dice]0[/dice] (-3 scene modifier cancels out +2 from Alertness)
[dice]1[/dice]
Jaren takes a good, long look at the wall. So very much of his demo training had been about observation: where are the weak points in the structure? The supports? If you place a shaped charge, what’s in the explosion’s path to get caught?

He even sets his ear against it, listening for anything on the other side that would give them a clue as to what’s going on over there.

Wright takes the lead, as is natural for such a task, and Steelcreek gives him a nod. Jaren points out his observations and says, ”Let me know what you need for this and I’ll grab it for you.”
Steelcreek
Jaren Steelcreek
Parry: 6; Toughness: 17(8)
Notes: Animal Empathy, Quick, Field Intel, Psychic Bloodhound, Command (for dog boys)
Jaren Steelcreek
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: 5.2 SOG Support Deployment: Phase 3 (Operation 2)

Post by High Command »

GM Update for the Interaction team

As the Robot Medical Kit and IRMSS do their work, the Sergeant sits up a bit and gets Cassandra's attention. "Private, advise your team leader that there are brodkil here. Full on invisible brodkil, not the ones with cybernetics. They have seriously powerful weapons too, including a CR-1 they took off my one of my fallen. We were loaded for anti-infantry work too. There's also a couple of zealots in Northern Gun Samsons too. You'll need to eliminate them before you move on your objective, whatever it is." Team leader would probably be Wright...

As Chai and Cassandra work, the team gets back on its feet quickly. Thanks to his expert care, they seem to be in fighting shape, though they are obviously sore. They all ready themselves and go to follow the two soldiers to their crew. Six minutes have passed.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Logan Wright
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Re: 5.2 SOG Support Deployment: Phase 3 (Operation 2)

Post by Logan Wright »

Notice 4 or 6 for Visual based checks
[dice]0[/dice]
Wild Die [dice]1[/dice]
+2 to Visual based checks
-1 Penalty from Fatigue
Knowledge Electronics 23
[dice]2[/dice]
Wild Die [dice]3[/dice] Ace!
Wild Die Ace [dice]6[/dice] Double Ace!
Wild Die Ace [dice]8[/dice]
+2 Bonus from Serious Business
-1 Penalty from Fatigue
-1 Benny for Extra Effort +2 from Elan [dice]7[/dice]=23
Common Knowledge 3
[dice]4[/dice]
Wild Die [dice]5[/dice]
-1 Penalty from Fatigue
As they enter the tunnels, they discover a squad of soldiers who seem to have been down here for a long while. Private Son instantly moves to help them, with Private Maverick moving to assist him. Turning his attention back to the task at hand, Wright notices that Steelcreek is pulling out a fusion block, looking to him for instructions on where to place it. "Not yet, not here. We're too close to those soldiers and the tunnels right here would concentrate the blast wave more, liquefying everybody's internal organs down here. Wait a minute, these tunnels are old sewage tunnels. One of my lessons on Golden Age architecture was their prominent use of guidance signals in such tunnels, to prevent city workers from getting lost as easily. The systems generally got power from the local pumping stations for each section, so if we can find that, I can attempt to interface with the system and overlay where I believe the signal to be onto a map of the sewer tunnels.

With PFC Perry and Pvt. Steelcreek, they are able to find the local pumping station in no time. Upon entering the room, it's apparent that it's been centuries since a human foot stepped in here as large pipes slowly leak a water like fluid from a large hole. Fungus abounds in the room and it takes a moment of clearing the growth away to find the old city sewage computer, still sealed against water in the event that the pump failed and the room filled with water. Logan links his computer to it and downloads a map of the tunnels and analyzes for a moment before he says "According to this map, our objective is three tunnels over that way, and five blocks north." They follow the map until the come across a section that collapsed years ago. Studying the map further, Wright is able to determine that if they could blast a section of wall out of the way, they could create a shortcut to the where the signal is coming from. Damn, of all times to be without my drill! Wait a second!

"PFC Perry, what kind of penetration can your rifle get against these walls? I need a hole this big and that deep here, here, here, here, and here." Pvt. Wright says to his teammate, making marks on the wall in an 'x' shape of where he needs to plant explosive charges. Once the holes have been made, Logan looks to Steelcreek and says "Now is the time for the explosive charges!" He blows the charges and makes a hole in the wall, Logan approaches the hole cautiously when zealots start coming through from the other side, Wright starts firing his shotgun in rapid succession, using buckshot and Big Bore Rounds to take targets down, calling out "Fall back to the pumping station!". Between Steelcreek, Perry, and him, they make a tactical retreat, providing covering fire as the third moves back, Logan even throwing a couple of grenades as the opportunity presented themselves. The zealots quickly learned that more than two of them at the same time made too tempting of a target to not take advantage of. Once back in the (relative) safety, Logan will reload his shotgun with the rounds off of his harness.
Last edited by Logan Wright on Thu Aug 30, 2018 6:28 pm, edited 1 time in total.
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness: 14 (7); Strain: 1;
Weapon in hand: CM-1902 Assault Shotgun
Ammo: 50/50 (20/17 Slugs, 20/16 Buckshot, 10/17 Big Bore)
Grenade: 0/2 Plasma 0/2 Frag
Bennies: 4

Current Conditions:

Alts: Jitters 13th SET, The Quiet Ones
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Cassandra Maverick
Posts: 69
Joined: Thu Aug 02, 2018 10:32 pm

Re: 5.2 SOG Support Deployment: Phase 3 (Operation 2)

Post by Cassandra Maverick »

Old Chicago
Evening
Round 0

Cassandra listened to the sergeant as he made a report to her. “Yes, sir,” she told him, getting a bit of a sinking feeling. She tapped the comm inside of her helmet.

“Maverick to Wright,” she spoke. “Got intel here from the Dearborns. Keep your eyes peeled. We have invisible brodkil somewhere in these tunnels, and they’re heavily armed. There are a couple of Samsons stomping around, as well. He says we may need to take them out before we can move on our objective.”

With the report made, Cass helped the sergeant to his feet. “Careful. Take it easy.” At least they had them walking.

***
Character Tracking
Cassandra Maverick Character Sheet
Parry: 5; Toughness: 12 (6)
ISP: 20/30
Rifle Ammo: 15
  • Reloads: 3 x 30 shots
Pistol Ammo: 8
  • Reloads: 2 x 8 shots
Grenades
  • 2 Plasma
  • 2 Flash
  • 1 Armor Piercing
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Elan: +2 Benny rolls
Empathic: +2 Notice to determine attitude, emotions, veracity
Danger Sense: Notice -2 to detect ambush; on Hold first round of combat is successful
Basic Demolitions Training: Use Common Knowledge to plant preset explosives
CS Basic Weapons Training: Use CS weapons as melee weapons with no improvised weapon penalty
Bennies: 5/3
Adventure Card
  • Revelation: Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
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Raleigh Ray Colton
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Ruby Patron
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Joined: Tue Mar 14, 2017 4:46 pm

Re: 5.2 SOG Support Deployment: Phase 3 (Operation 2)

Post by Raleigh Ray Colton »

ROLLS ---- Notice 5 --- Shooting 14 --- K-Engineering 8
Resources spent: Serious Business (+2 on rolls)

Notice (PA Optics negates penalty) [dice]0[/dice]
Wild Die [dice]1[/dice]
Total with bonus: 5

Shooting [dice]2[/dice]
Wild Die [dice]3[/dice]
Extra Effort (-1 bennie) [dice]4[/dice]
Total with bonus: 14 (two raises)

K/Engineering (to safely free the hovercraft's occupants from the wreckage) [dice]9[/dice]
Wild Die [dice]10[/dice]
Extra Effort (-1 bennie) [dice]11[/dice]
Total with bonus: 8

Skelebot Rolls
Heckle
Shooting [dice]5[/dice]
Wild Die [dice]6[/dice]

Jeckle
Shooting [dice]7[/dice]
Wild Die [dice]8[/dice]
Everything around him was happening too fast. Raleigh Ray's thoughts raced as he was looking for some kind of solution to get out of this mess alive. Despite his indecision, Heckle and Jeckle fired way with their weapons, pelting foes -- some seen, some unseen --- with supersonic slugs of tungsten steel.

What do I do??? What do I do??? he thought to himself, suddenly lacking confidence or direction.

And then just as suddenly as it all began, a hovercraft came crashing down from the sky. The screaching sound of tearing steel and the heavy impact on the ground resonated through Raleigh Ray's power armor and his fleshy body. Though detrimental to the occupants of the hovercraft, to the Ozark boy the sudden development shook him out of his stupor and crystallized the situation. He knew what he needed to do!

"Sweet Jesus!! he yelled over the comms at the sight. "Joe, Boo, let's get those guys out of there!"

Raleigh Ray then beamed a command to the skelebots under his control. "Heckle, Jackie, advance to that crash site and provide cover fire from hostilities."

Like a bolt Raleigh Ray began to sprint over to the crashed hovercraft. While he knew there was little he could do for any injured people inside, he would be able to open up the wreckage safely so they could get out. Once there, he got to work using the lasers on his power armor's forearms to cut away any obstructions preventing the doors from opening, and failing that, cutting new passages for them to exit.

Having done what he could, Raleigh Ray knew he was near the extent of what he could do to save the crew's lives and advance his team's objectives. From here on, it was up to Joe and Bouchard to get them any further.
CPL Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
* "Kay", C-18 Laser Pistol (Ammo: 1/1)
Vibro Bayonet
Skelebot Stats

Bennies: 5/5
(reset April 2020)
EP Ledger
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Dina Perry
Posts: 42
Joined: Sun Jul 01, 2018 5:46 pm

Re: 5.2 SOG Support Deployment: Phase 3 (Operation 2)

Post by Dina Perry »

Notice 5 and Shooting 15; -1 benny
-3 from fatigue
Notice[dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]18[/dice]

Shooting to Assist
-3 from fatigue
+2 from aim
roll: 5 + 2 - 3 = 4 + 6 + 5 = 15
Shooting [dice]2[/dice]
Wild [dice]3[/dice]
EE: [dice]13[/dice]
EE Ace: [dice]17[/dice]

Not Used
Shooting [dice]4[/dice]
Wild [dice]5[/dice]
ace [dice]12[/dice]
Shooting [dice]6[/dice]
Wild [dice]7[/dice]
Shooting [dice]8[/dice]
Wild [dice]9[/dice]
EE: [dice]14[/dice]
Shooting [dice]10[/dice]
Wild [dice]11[/dice]
Benny to reroll
Shooting [dice]15[/dice]
Wild [dice]16[/dice]
Dina goes with Steelcreek and Wright as the find the pump station. She takes note of tactical positions in case they need to defend here later. She then follows the tunnels with the others to the location they need to be at. Wright tells her about this plan. "PFC Perry, what kind of penetration can your rifle get against these walls? I need a hole this big and that deep here, here, here, here, and here." He then marks the spots.

"I can see what I can do." She takes her rifle and aim carefully at each spot taking the shots. Good thing it has a silencer on it. Better to make quiet kills that way. This is not a fast process as she has to spend time aiming. Her first shot is good in the bottom left corner of the x marking. Her next shot was even better in the bottom right. The third shot in the center takes some extra effort but it really pays off. The fourth shot in the top left of the x marking also takes some extra effort. During her last shot at the top right, seemed to give her some trouble at first but she manages to pull it off.

"I hope these are to your liking Private."
Once the holes have been made, Logan looks to Steelcreek and says "Now is the time for the explosive charges!" He blows the charges and makes a hole in the wall, Logan approaches the hole cautiously when zealots start coming through from the other side, Wright starts firing his shotgun in rapid succession, using buckshot and Big Bore Rounds to take targets down, calling out "Fall back to the pumping station!". Between Steelcreek, Perry, and him, they make a tactical retreat, providing covering fire as the third moves back, Logan even throwing a couple of grenades as the opportunity presented themselves. The zealots quickly learned that more than two of them at the same time made too tempting of a target to not take advantage of. Once back in the (relative) safety, Logan will reload his shotgun with the rounds off of his harness.
Dina was the first back to the pumping station and takes up in the location she noted earlier. She provides cover for the others to retreat the rest of the way, getting some kills on a couple of the zealots herself.

"Now we just need the rest of the team. I wonder how they are doing?"
PFC Dina Perry - CS Ranger - TAG Specialist
Pace: 6; Parry: 4; Toughness: 5; Strain: 0;
Weapons

CP-30 Laser Pistol
DMG: 2d6+1, AP 2
RANGE: 12/24/48
ROF: 3, 3RB
CM-940PR Precision Rifle
DMG: 2d8+5, AP 5
RANGE: 30/60/120
ROF: 1, Snapfire
MODS:
  • offset 2 points of range and/or darkness penalties
Venting
  • +1 to Shooting when using the aim action

CM-RG-15X Manpack Electromagnetic Rail Gun
DMG: 3d10+5 AP 15
RANGE: 125/250/500
ROF: 1
MODS:
  • offset 2 points of range and/or darkness penalties
  • double the benefits of the Aim action.

Note: SHOTS is current clip, AMMO is extra magazines.
CP-30 Laser Pistol SHOTS: 30/30 AMMO: 4/4
CM-940PR Precision Rifle SHOTS: 7/7 AMMO: 3/3
CM-RG-15X Manpack Electromagnetic Rail Gun SHOTS: 5/12 AMMO: 2/2
2 Fragmentation Grenades
2 Smoke Grenades
Vibro Knife
Toughness in Armor: 15(7)
Bennies: 0/3
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Cassandra Maverick
Posts: 69
Joined: Thu Aug 02, 2018 10:32 pm

Re: 5.2 SOG Support Deployment: Phase 3 (Operation 2)

Post by Cassandra Maverick »

Old Chicago
Evening
Round 0

“We’re here, and we have some help,” Cassandra said as she and Son walked up with the survivors they had found. The Dearborn 2nd Riflemen were shot up pretty bad, but they were patched and mobile. That was more than a lot could say. “There is also more opposition down here than we thought. I gave Wright the deets.” She eyed the wall and the dead zealots. “Seems you got through.”

***
Character Tracking
Cassandra Maverick Character Sheet
Parry: 5; Toughness: 12 (6)
ISP: 20/30
Rifle Ammo: 15
  • Reloads: 3 x 30 shots
Pistol Ammo: 8
  • Reloads: 2 x 8 shots
Grenades
  • 2 Plasma
  • 2 Flash
  • 1 Armor Piercing
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Elan: +2 Benny rolls
Empathic: +2 Notice to determine attitude, emotions, veracity
Danger Sense: Notice -2 to detect ambush; on Hold first round of combat is successful
Basic Demolitions Training: Use Common Knowledge to plant preset explosives
CS Basic Weapons Training: Use CS weapons as melee weapons with no improvised weapon penalty
Bennies: 5/3
Adventure Card
  • Revelation: Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
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Solène Bouchard
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Posts: 108
Joined: Sat Mar 18, 2017 5:31 pm

Re: 5.2 SOG Support Deployment: Phase 3 (Operation 2)

Post by Solène Bouchard »

Piloting 12
Piloting [dice]0[/dice]
Wild [dice]1[/dice]
Resources: Serious Business +2
Penalty: Take a level of fatigue
Playing cat and mouse inside an old structure is always hard. Unfortunately for the mouse, this cat can fly!

Using her thruster jets and powerful exoskeleton to its full advantage Solene gives chase through the building with reckless abandon. The hydraulics in her SAMAS suit pump hard as she chases down a corridor. Suddenly he zips around a corner and disappears from sight. Using thermal optics Bouchard gets a fix on him in another room. Rather than try to round the corner into a potential trap she accelerates with her jet turbines and crashes right through it! The slippery mage just bare escapes he grip and begins running, zig zagging through debris and old walls. Like a monster, Solone pursues him - crashing through walls and using jets to push through debris. The amount of energy expended is excruciating but she holds out hope her suit sustains her longer than his human endurance.

Suddenly, Killian goes to a stairwell- closing a massive door in her face. Unable to smash through the mega-steel Solene does the next best thing and shoots upward crashing through the ceiling and arriving one level up before Killian does - forcing him back down in a damn hurry and potentially trapping him in the stairwell.

"Target pinned down, northwest stairwell. Close off the exits."
Signature
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)
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Joe Marshal
Diamond Patron
Diamond Patron
Posts: 70
Joined: Wed Mar 15, 2017 6:29 pm
Location: CS Fighting Joes

Re: 5.2 SOG Support Deployment: Phase 3 (Operation 2)

Post by Joe Marshal »

k/Battle 18
k/Battle: [dice]0[/dice] Benny: Extra Effort.
Ace: [dice]2[/dice]
Wild Die: [dice]1[/dice]
No Matter the Cost: +4, out of extra ammo by the end of this.
Joe barrels into the structure, his breathing ragged as he quickly tries to clear chambers. This is moving to fast to be thorough. Joe thinks as his radio squawks at him.
Solène Bouchard wrote:"Target pinned down, northwest stairwell. Close off the exits."
"Moving to intercept." Joe radios back as he gives up on using doors and shoulders his way through a wall. Joe looks to his sensors to gauge how thick the walls are ahead of him, firing the particle beam rifle at those that would prove difficult to get through. All the while Joe is rushing through the structure he's been fighting the insurgents that have been hiding in the rooms he's bursting through.

Several cultist meet their end to a tossed hand grenade, that Joe almost casually tosses as he passes through. Joe's Power Armor beeps to let him know he's where he should be, pointing the particle beam rifle down Joe fires a quick series of shots and clenches as his stomach lurches at the sudden free fall. Joe lands in a crouch amid a giant pile of rubble.

"Marshal in position, if he comes this way he's toast."
Joe Marshal
PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 12g Slug: 16/16
2 C-5 Punp Pistols
Ammo: 5/5, 5/5
Vibro-Axe
Bennies: 3/3
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Steelcreek
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Bronze Patron
Posts: 107
Joined: Fri Sep 29, 2017 9:08 am

Re: 5.2 SOG Support Deployment: Phase 3 (Operation 2)

Post by Steelcreek »

Notice and detect Arcana: 12
Notice [dice]0[/dice]
[dice]1[/dice]
EE [dice]2[/dice]


At word of invisible brodkil, Steelcreek drops to one knee, lines sights down his shotgun and begins scanning their surroundings, reaching out with all six of his senses. At times like these, he allows himself a quiet moment of pity for his human companions: no matter how clever or how well-equipped, they’ll never quite know what it’s like to feel the flow of the arcane energies of the world around them. Well, perhaps Cassandra might, if she cares to learn how, but the rest of them will just always be a little blind.

His senses seem sharper to him, somehow, ever since taking out that little mage nest earlier. His Psychic Sense feels more acute, and even his sight and hearing are improved. Am I finally coming into my power? he wonders.
Alert Psionic
His Alerness Edge has a psionic trapping, fwiw. No AB for him, though. Sorry, Steelcreek.


If he sees a brodkil, he shouts out its location for his allies. If said brodkil is close enough, he puts it down with the shotgun.
Steelcreek
Jaren Steelcreek
Parry: 6; Toughness: 17(8)
Notes: Animal Empathy, Quick, Field Intel, Psychic Bloodhound, Command (for dog boys)
Jaren Steelcreek
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Raleigh Ray Colton
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Posts: 133
Joined: Tue Mar 14, 2017 4:46 pm

Re: 5.2 SOG Support Deployment: Phase 3 (Operation 2)

Post by Raleigh Ray Colton »

{{{Prior Rolls Carried Over}}}

Using the talon-like fingers of his Terror Trooper power armor, Raleigh Ray managed to rip the roof off the downed vehicle. With his mechanical hands working as an improvised jaws of life, he tore through the steel and got a good look inside to see how its occupants fared from the crash.

"Don't you worry none! We'll get you guys to safety!"

At that point Raleigh Ray looked around to see how Joe and Bouchard were coming with helping him rescue the survivors of the crash... but he saw nothing. His only backup was the two Skelebots under his command. Unexpectedly and quite surprised, he was on his own!

"Joe? Boo? Where did you guys get to?!?"

To his relief he heard a reply...
Solène Bouchard wrote:"Target pinned down, northwest stairwell. Close off the exits."
Joe Marshal wrote:"Moving to intercept. ... Marshal in position, if he comes this way he's toast."
... and to his horror, their replies told Raliegh Ray something that terrified him to his core. That he was ALL ALONE out here!!!

"Holy shit... Those glory-hound assholes left me behind." he whispered in shock to no one in particular.

With only Heckle and Jeckle to rely on, the resourceful Ozark boy quickly scanned the scene for some place less out in the open. Spotting a good blasted out spot in the wall, he turned to the survivors of the crash.

"Alright, first thing we need to do is get out of this death trap! Who can still walk, and who needs me to carry them?"
CPL Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
* "Kay", C-18 Laser Pistol (Ammo: 1/1)
Vibro Bayonet
Skelebot Stats

Bennies: 5/5
(reset April 2020)
EP Ledger
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Logan Wright
Posts: 117
Joined: Fri Mar 31, 2017 11:45 pm

Re: 5.2 SOG Support Deployment: Phase 3 (Operation 2)

Post by Logan Wright »

(Rolls held)

As he hears Pvt. Maverick inform him of the invisible Brodkil lurking about, with the possibility of some enemy power armor. Damn, this is not an ideal situation to fight a Brodkil under, or power armor, but we'll just have to make due with the fact that they are likewise limited. He then looked around and said to Steelcreek and Perry "Did you guys copy that? We have invisible Brodkil and enemy power armor down here. Thankfully these sewers aren't very big. Even if the Brodkil can stand up strait down here, it's still going to limit their mobility, which is going to make it harder for them and the power armor to sneak up on us because they'll have to wade through the water most of the time. Even still, Steelcreek, keep your eyes, or ears, or nose, or whatever it is you use to sense the supernatural peeled and give us a heads up if something doesn't seem right to you. You give Perry the targets and I'll do what I can to provide cover for the two of you guys."
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness: 14 (7); Strain: 1;
Weapon in hand: CM-1902 Assault Shotgun
Ammo: 50/50 (20/17 Slugs, 20/16 Buckshot, 10/17 Big Bore)
Grenade: 0/2 Plasma 0/2 Frag
Bennies: 4

Current Conditions:

Alts: Jitters 13th SET, The Quiet Ones
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: 5.2 SOG Support Deployment: Phase 3 (Operation 2)

Post by High Command »

(GM Wrapup)
Wright, Steelcreek, and Perry are bringing down the way through when Chai and Maverick appear with a fireteam full of reinforcements under the command of Sergeant Clarence. With the additional intel and their momentum intact, the team surges forward! Only 13 minutes have passed. You're ahead of the game!

Raleigh Ray was not alone - Dansk was beside him pulling men out of the wreckage, though she did defer to his greater engineering knowledge - a fact that he had not realized until now. She was good, but not as good as he was. Five men, under the command of Sergeant Darius of Dearborn 2nd Platoon, were loaded for bear. Plasma rifles, copius grenades, one CR-1, CV-212's and Vibro-axes all around, these guys were precisely the kind of backup the squad needs. Still it took forever to get them out. The chronometer reads 1918 when they make it back to the ruins, as Dansk briefs Sergeant Darius on the mission. As they get back, he hears the mental reports from Heckle and Jeckle where they have been tearing it up supporting his glory-hound teammates. As Darius deploys his men, Heckle and Jeckle link back up with Colton.
Bouchard in the lead, with Marshal and the skelebots to back her, manages to make incredible headway, cornering their prey in one corner of the ruin - a shopping mall. A multi-story department store serves as their battleground. As they pause to breach, they hear music to their ears - a squad of infantry with heavy weapons here to back them up. With the two sergeants on overwatch, each power armor trooper gets two infantry - though Colton's are Heckle and Jeckle. Dansk's voice comes over the comms. "Breach on three. One, Two...."
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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