Turn 02 Charr versus Megam Ind (Closed - Megam Ind)

Castle Refuge - Training Grounds
Seasoned combatants frequently need to test their skills and the training grounds is the perfect place for than. The training grounds spread out over a three mile square just west of Castle Refuge. Arrayed out the majority of the of the 9 square miles is vehicle and infantry training area. But to the South end of the training grounds has a set of four football sized arenas for allows SET’s to practice advanced tactics is a variety of battle ground types.
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Turn 02 Charr versus Megam Ind (Closed - Megam Ind)

Post by RFT » Mon May 14, 2018 10:28 am

Welcome to the wasteland ley line map. You have been placed on this map knowing only one of you will be allowed to live.

Terrain:
  • The terrain is marked. All areas inside Yellow and red lines are considered Difficult terrain.
    The buildings are toughness 10 per 1" area.
    The mounds have toughness 20 per 1" area.
    • (As they are multiple inches high this needs to include top and bottom.)
The end of the battle: The task will be Close the Rift.
At the end of the battle a terrible burst of energy is released from the ley line.
Suddenly the very force of nature itself attacks you. Make a Vigor roll at +0, no power, gear, vehicles, or armor will help this roll.
Suddenly a rift bursts open that must be closed at all cost. Make two Acrane skill rolls at +0, no power, gear, vehicles, or armor will help this roll. (unskilled is d4-2)

If you make all three rolls you begin the next round with a special benny that can be caried over from game to game.

Turn 02 Battle Map.JPG

Change of format: Please include the following information in each post
Bennies: X
Fatigue: X
Wounds: X
ISP or PPE: X
Ammunition: X
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Re: Turn 02 Charr versus Megam Ind

Post by RFT » Mon May 14, 2018 10:36 am

Starting location:
Sa'am (A34) versus Birdman Maxington (Z1)
Malbi (Z1) versus Torian Pureheart (A34)
Charr (Z1) versus Megam Ind (A34)
Pax Formaticum (A34) versus Coldfusion (Z1)

Initiative Rules
http://savagerifts.com/sr/viewtopic.php?f=133&t=2392
Shaping Worlds Together
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  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber

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  • +8 Players

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  • +5 Players

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Re: Turn 02 Charr versus Megam Ind

Post by Freemage » Mon May 14, 2018 11:27 am

Round 1 Initiative (Fresh Deck)

Charr:
Initiative 1d54 = 17: 17 5H

Megam Ind
Initiative 1d54 = 19: 19 7H
Level-Headed 1d54 = 35: 35 10C
Imp. Level-Headed 1d54 = 29: 29 4C

Megam Ind 10C
Charr 4C

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Re: Turn 02 Charr versus Megam Ind

Post by Freemage » Mon May 14, 2018 2:10 pm

OOC Comments
Accelerate Mountaineer to 10"
Moving along diagonal in Mountaineer from A34 to C32. Then turn due west to C27. Movement over Difficult Terrain in an ATV is 1.5" for every square. 3 squares normal movement, +4 squares at increased cost = 9" of movement; the remaining 1" is lost.

Using a straightedge, was able to confirm clear line of sight from C27 to Z1. Range 27", Close Range.

Firing Minigun:
Moving Platform Penalty is canceled by the ATV's Sensor Suite (-0)
Full Autofire Recoil Penalty (-2)
MAP (-2)
TW Shooting Enhancement (+1)
Net -3 to hit
RoF 4, TN 4

Shooting 1 1d12-3 = 3: 6
Shooting 2 1d12-3 = 0: 3
Shooting 3 1d12-3 = 0: 3
Shooting 4 1d12-3 = 1: 4
Wild Shooting 1d6-3 = 0: 3

... Well, it wasn't a CritFail.... If there was anyone in the general direction of 'behind' the dragon, though, the one 1 means they got hit as an Innocent Bystander.

ERROR: Not -2 for MAP, since no maneuvering was done. Thus, one shot hit.
Damage: 2d8+4 = 14: 8, 2, ACE Running Total 1d8+14 = 16: 2 AP 4

Fear Check 1d8 = 6: 6
Wild Spirit 1d6 = 6: 6
ACE Running Total 1d6+6 = 9: 3

Bennies: 3/3
Fatigue: 0
Wounds: 0
ISP or PPE: 40 ISP
Ammunition (Current/Full; Reloads):
  • Minigun 28/32; None, uses 10 ISP to recharge
  • Hammer Shells 8/8; 2
  • Ion Pistol; 12/12; 2
Megam, determined to not let this fight drag out like the last one did (at least the Dragon can't go invisible; she'd planned less well for that contingency than expected), guns the engine and takes a turn so as to be able to strafe the great wyrm before it can take flight. Sadly, the shots go far afield of their intended target.

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Re: Turn 02 Charr versus Megam Ind

Post by Hans Greuber » Wed May 16, 2018 11:18 am

OOC Comments
Running 1d6 = 3: 3
Charr takes to the skies but keeping low (1" up), flying towards his opponent as fast as he can, but careful not to be caught totally in the open (X-Y 15-16)

Bennies: 3/3
Fatigue: 0
Wounds: 0
ISP: 10/10
PPE: 10/10
Hans Greuber
Main Character: Merlaggon
PPE: 40 / 40
  • Band of Healing: 10 / 10
    Band of Power: 10 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 5 / 5
Active Powers:
  • None
OOC Comments
Arcane Machinist Gadgets Left: 5 /7
Created Gadgets:
  • Boost/Lower Trait (25 PPE)
  • Smite - Holy (20 PPE) - Given to Humble

Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting
Bennies: 3 / 3 +1 Red Bennie
  • Base Amount
  • +1 Red Bennie for idea for Witchwell Inn Chat Channel


Toughness: 20 (11) / 13 (5); Parry: 4; Pace: 7 / (5)

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Re: Turn 02 Charr versus Megam Ind

Post by Freemage » Wed May 16, 2018 3:17 pm

Round 2 Initiative (4C, 10C, 5H, 7H,)

Charr:
Initiative 1d54 = 11: 11 QS

Megam Ind
Initiative 1d54 = 3: 3 4S
Level-Headed 1d54 = 30: 30 5C
Imp. Level-Headed 1d54 = 21: 21 9H

Charr: QS
Megam: 9H

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Re: Turn 02 Charr versus Megam Ind

Post by Hans Greuber » Thu May 17, 2018 8:30 pm

Keeping cautious, Charr flies up to S-T 20-21, and tries to hide between the buildings... being as inconspicuous as a hatchling Dragon can be without magic...
Stealth 5
Stealth: 1d4-2 = 2: 4
Wild: 1d6-2 = 2: 4
  • Ace: 1d4+2 = 5: 3
Result: 5 on Opposed Roll
Ignore. Wrong Ace die
1d6+4 = 9: 5
Hans Greuber
Main Character: Merlaggon
PPE: 40 / 40
  • Band of Healing: 10 / 10
    Band of Power: 10 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 5 / 5
Active Powers:
  • None
OOC Comments
Arcane Machinist Gadgets Left: 5 /7
Created Gadgets:
  • Boost/Lower Trait (25 PPE)
  • Smite - Holy (20 PPE) - Given to Humble

Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting
Bennies: 3 / 3 +1 Red Bennie
  • Base Amount
  • +1 Red Bennie for idea for Witchwell Inn Chat Channel


Toughness: 20 (11) / 13 (5); Parry: 4; Pace: 7 / (5)

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Re: Turn 02 Charr versus Megam Ind

Post by Freemage » Fri May 18, 2018 5:34 pm

OOC Comments
Notice 1d4+2 = 5: 3
Wild Notice 1d6+2 = 5: 3
Success to spot hidden dragon

Psionics 1d12 = 9: 9
Wild Psionics 1d6 = 4: 4
Raise.

Free action: Speed down 10", stopping completely (with driver) in square C27.
Action: Clairvoyance (keyed to Radar-sense) set to S16, at a height of 40' (8").

Bennies: 3
Fatigue: 0
Wounds: 0
ISP: 37/40
Ammunition: 28/32
Hide and seek again? Stopping the Mountaineer, Megam extends her sensory awareness to the area the dragon was heading when she lost track of him.

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Re: Turn 02 Charr versus Megam Ind

Post by Freemage » Fri May 18, 2018 5:41 pm

Round 2 Initiative (4C, 5C, 10C, 5H, 7H, 9H, 4S, QS)

Charr:
Initiative 1d54 = 36: 36 JC

Megam Ind
Initiative 1d54 = 1: 1 2C
Level-Headed 1d54 = 49: 49 JD
Imp. Level-Headed 1d54 = 5: 5 6S


Megam: JD
Charr: JC

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Re: Turn 02 Charr versus Megam Ind

Post by Freemage » Fri May 18, 2018 6:05 pm

OOC Comments
Notice 1d4+2 = 3: 1
Wild Notice 1d6+2 = 8: 6 ACE Running Total 1d6+8 = 12: 4
Raise--gotcha!

Using Mind Control
+1 ISP for x4 Range due to Ley Line
+4 ISP for +4 to Psionics due to Ley Line
Mentalist adds +2 to opposed roll involving Psionics
11 ISP total, net +6 to roll

Psionics 1d12+6 = 17: 11
Wild Psionics 1d6+6 = 12: 6 ACE Running Total 1d6+12 = 15: 3
Extra Effort w/Elan Running Total 1d6+19 = 24: 5

Bennies: 2
Fatigue: 0
Wounds: 0
ISP: 26/40
Ammunition: 28/32
.
It took her a moment to 'dial in' the radar-sense--she had to make sure the bulky form between the buildings wasn't a rock formation. But then the dragon took a breath--rocks don't swell up.

Being able to focus on the creature, she then draws on the Ley Line's power, and focuses her will through it to grab the wyrm's psyche. As she does so, she gets on the vehicle's PA system. "Please spend the next few minutes extolling on the virtues of dragons--just as oratory, please, and don't do anything else while you're at it."

If he cannot break out of the initial mind-lock, that should hold any dragon long enough to run out the clock.

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Re: Turn 02 Charr versus Megam Ind

Post by Hans Greuber » Sat May 19, 2018 7:59 am

Spirit 7 - FAIL
Spirit (+2 due Mentalist)
  • Spirit: 1d8+2 = 6: 4
    Wild: 1d6+2 = 7: 5
    • Re-Roll: 1d8+2 = 5: 3
      Wild: 1d6+2 = 6: 4
      • Re-Reroll: 1d8+2 = 3: 1
        Wild: 1d6+2 = 5: 3
        • Re-Re-Roll: 1d8+2 = 5: 3
          Wild: 1d6+2 = 3: 1
    Result: 7 - FAIL
Congratulations!!!!!
"Us Dragons are the best form of life in the Multiverse. To start, we are as tough as the Robot Armors you lesser lifeforms make for warfare, we are among the only ones able to be both a Master of Magic and a Master Psionic, and we can fly through the air under our own power. In addition, we..."
Last edited by Hans Greuber on Tue May 22, 2018 3:59 pm, edited 1 time in total.
Hans Greuber
Main Character: Merlaggon
PPE: 40 / 40
  • Band of Healing: 10 / 10
    Band of Power: 10 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 5 / 5
Active Powers:
  • None
OOC Comments
Arcane Machinist Gadgets Left: 5 /7
Created Gadgets:
  • Boost/Lower Trait (25 PPE)
  • Smite - Holy (20 PPE) - Given to Humble

Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting
Bennies: 3 / 3 +1 Red Bennie
  • Base Amount
  • +1 Red Bennie for idea for Witchwell Inn Chat Channel


Toughness: 20 (11) / 13 (5); Parry: 4; Pace: 7 / (5)

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Re: Turn 02 Charr versus Megam Ind

Post by RFT » Tue May 22, 2018 7:18 am

I believe this battle is over.

Please take an opportunity to close that Rift before it steels your benny.

OOC Comments
If I am wrong and this battle is still going then feel free to delete this.
Shaping Worlds Together
The 99's Game Master Bennies 5
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber

Shaintar Game Master Bennies 8
  • +8 Players

Nightbane Game Master Bennies 5
  • +5 Players

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Re: Turn 02 Charr versus Megam Ind (Closed - Megam Ind)

Post by Freemage » Tue May 22, 2018 8:05 pm

OOC Comments
Vigor 1d8 = 1: 1
Wild Vigor 1d6 = 1: 1
Megam Ind is floored by the exploding Rift, and unable to close it before it consumes several spectators. She shrugs and goes off to get her armor repaired.

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