4.2 Out in Force!

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KahlessNestor
Posts: 569
Joined: Thu Feb 15, 2018 4:02 am

4.2 Out in Force!

Post by KahlessNestor »

Date: November 26, 109 PA
Mission: Day 2
Time: 0050
Weather: Normal for season (chilly); light wind; light snow
Location: Wilderness
Ley Line: No
Scene modifiers:
  • Light: Dark (-4)
Round 0 - Prep

[Keep writing your interludes. The week came up, so it was time for the next post.]

The light snow continued to fall, and the occasional moon illuminated the Trailblazer’s campsite. The drone overhead was quiet at first, then grew louder. The shape of a SAMAS flew across the moon as it passed over the camp. It circled around and flew over again before veering off toward the southeast.

About ten minutes later, the glow of lights could be seen cresting the low hills as a military transport rolled to a stop. There was some distant shouting, and figures began to disengage from the sides of the transport and jump out from the back. They immediately started forming up into units as a large, armored robot came up behind them. Two of the units swung out in flanking maneuvers to the sides to encircle the camp, one left and one right, with a larger one in the center moving straight for the camp. A fourth unit remained in reserve near the robot, and the SAMAS circled overhead.

Communicating over radio, the Coalition forces were eerily silent in the night, though they weren’t being stealthy as they launched their attack.
Instructions
There’s no surprise here. There’s no real hiding a night approach by a force this big, so you would have had plenty of notice. You can have one round of preparation. We will start Round 1 next week. Since they totally smoked you on initiative, I really, really didn’t want to bring their entire firepower down on you all at once, so we’ll do normal initiative for this fight.
Tactical information
Left flank - roughly 12”, Light cover -2
Right flank - roughly 12”, Light cover -2
Center - roughly 25”
Reserve - roughly 40”, Light cover -2
SAMAS - roughly 75”
Enforcer - roughly 50”
Loot
Combat Notes

Initiative:

Center KS
Right Flank QC
Vik 10S
Ryder (Danger Sense) 9C
Left Flank 7S
Reserve 7D
Q’omo (Quick) 6H
Thomas (Monologuer) 3C - Triggers!
Barinthasheer 2H
Ashley 2D


Enemies

Left
Dog Boy 1 (Parry 7; Toughness 12 (5))(Low Light)(WC)
Dog Boy 2 (Parry 7; Toughness 12 (5))(Low Light)
Dog Boy 3 (Parry 7; Toughness 12 (5))(Low Light)
Dog Boy 4 (Parry 7; Toughness 12 (5))(Low Light)
Skelebot 1 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
Skelebot 2 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
Skelebot 3 (Parry 6; Toughness 17 (7))(Ignores illum penalties)

Right
Psi-Stalker 1 (Parry 7; Toughness 17 (7))(WC)(Ignores illum penalties)
Psi-Stalker 2 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
Psi-Stalker 3 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
Skelebot 4 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
Skelebot 5 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
Skelebot 6 (Parry 6; Toughness 17 (7))(Ignores illum penalties)

Center
Military Specialist 2 (WC)(Parry 6; Toughness 16 (7))(Second in Command)(Ignores illum penalties)
Coalition Grunt 1 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
Coalition Grunt 2 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
Coalition Grunt 3 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
Coalition Grunt 4 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
Coalition Grunt 5 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
Coalition Grunt 6 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
Coalition Grunt 7 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
Coalition Grunt 8 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
Coalition Grunt 9 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
Coalition Grunt 10 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
Skelebot 7 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
Skelebot 8 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
Skelebot 9 (Parry 6; Toughness 17 (7))(Ignores illum penalties)

Reserve
Military Specialist 1 (Parry 6; Toughness 16 (7))(Commander, UAR second seat)
SAMAS Pilot (WC)(Parry 6; Toughness 20 (10))(Mobile)(Ignores illum penalties)
UAR-1 Enforcer (Toughness 42 (20) MDC)(Artillery)(Ignores illum penalties)
UAR Pilot (Parry 6; Toughness 12 (6))(Ignores illum penalties)
Coalition Grunt 11 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
Coalition Grunt 12 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
Coalition Grunt 13 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
Coalition Grunt 14 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
Coalition Grunt 15 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
***
GM Notes
GM Bennies: 6/6
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Thomas
Posts: 143
Joined: Fri Mar 30, 2018 1:24 pm

Re: 4.2 Out in Force!

Post by Thomas »

After being alerted to the force coming and seeing it visually Thomas was all action. His normal lazy demeanor fled away. "Lets move people, everyone up and start rolling this is either going to big cluster or we are going to run like we have never ran before!" With the words out, Thomas immediately conjured his most powerful illusion over the camp, of everyone sitting still and still sleeping. So their preparations to flee could not be seen.

Contingent
I do not know what is happening here. I saw some of the commentary in the Discord, but it was 100+ comments that sounded like this was going to be a chase scene instead of a battle.

If this is going to be a pitched battle, then I will roll some dice, but right now I am a little confused.

If this is a battle then I will combined a full on Deadly Illusion and all 13 PPE with a Exalted Conceal Arcana.

Thomas (Rob T) status and conditions
Bennies 3
  • 3 Reset of Quarter

PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

User avatar
KahlessNestor
Posts: 569
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.2 Out in Force!

Post by KahlessNestor »

Date: November 26, 109 PA
Mission: Day 2
Time: 0055
Weather: Normal for season (chilly); light wind; light snow
Location: Wilderness
Ley Line: No
Scene modifiers:
  • Light: Dark (-4)
Round 0 - Prep

[Reworking the post per our discussion. Bad guys go first, but you guys get a prep round. Remember, it’s an Action to get into the Cassowary.]

The light snow continued to fall, and the occasional moon illuminated the Trailblazer’s campsite. The drone overhead was quiet at first, then grew louder. The shape of a SAMAS flew across the moon as it passed over the camp. It circled around and flew over again before veering off toward the southeast.

About ten minutes later, the glow of lights could be seen cresting the low hills as a Coalition Mark V APV rolled into view, followed by the towering form of a UAR-1, spotlights moving to illuminate the campsite, the SAMAS circling overhead.
Players
There’s no surprise here. There’s no real hiding a night approach by a force this big, so you would have had plenty of notice. You can have one round of preparation.
Tactical information
Mark V - 500”
UAR-1 - 500”
SAMAS - 500” out, 100” up/OOC]
Loot
Combat Notes

Initiative:

Mark V KS
UAR-1 QC
Vik 10S
Ryder (Danger Sense) 9C
SAMAS 7S
Q’omo (Quick) 6H
Thomas (Monologuer) 3C - Triggers!
Barinthasheer 2H
Ashley 2D


Enemies

Mark V APC (Toughness 50 (30))
  • Military Specialist 2 (WC)(Parry 6; Toughness 16 (7))(Second in Command)(Ignores illum penalties)
  • Coalition Grunt 1 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 2 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 3 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 4 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 5 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 6 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 7 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 8 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 9 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 10 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 11 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 12 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 13 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 14 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 15 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Dog Boy 1 (Parry 7; Toughness 12 (5))(Low Light)(WC)
  • Dog Boy 2 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 3 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 4 (Parry 7; Toughness 12 (5))(Low Light)
  • Psi-Stalker 1 (Parry 7; Toughness 17 (7))(WC)(Ignores illum penalties)
  • Psi-Stalker 2 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
  • Psi-Stalker 3 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 1 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 2 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 3 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 4 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 5 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 6 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 7 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 8 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 9 (Parry 6; Toughness 17 (7))(Ignores illum penalties)

UAR-1 Enforcer (Toughness 42 (20) MDC)(Artillery)(Ignores illum penalties)
  • UAR Pilot (Parry 6; Toughness 12 (6))(Ignores illum penalties)
  • Military Specialist 1 (Parry 6; Toughness 16 (7))(Commander, UAR second seat)

SAMAS Pilot (WC)(Parry 6; Toughness 20 (10))(Mobile)(Ignores illum penalties)
***
GM Notes
GM Bennies: 6/6
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Vik
Posts: 138
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.2 Out in Force!

Post by Vik »

Vik rouses from his usual drunken stupor when the SAMAS buzzes the camp, the lizard part of his brain long accustomed to making life-saving decisions while practically unconscious.

"Up and at 'em, you daft dodgers, there's wanking nobs at the door!" he mumbles, stumbling to his feet while peering up at the power-armored scout. "Arse-breathed Nazi twats, if my scry-balls it to be believed, and a shed-load at that."

Wasting no time, Vik grabs his kit and throws it in the Cassowary -- but not without first giving himself a shot of the old Go-Go-Go-Go-Go! Juice from his Hype-Me-Up Hypo. Assuming no one objects, he settles in behind the controls of the Helios cannon, then pulls out his View-Master of Mastery and gives himself a crash course on cannonering.

Action Details/Dice Rolls
Free action (from Adept) to activate Speed+Exalted Quickness, then move into Cassowary, then Boost Trait (Shooting)+Greater Boost

Speed (at -2 MAP)
TW d12: [9] = 9
Wild 1d6!!: [11!!] = 11 = Success with Raise
Pace 16, ignore all MAP, ignore Running penalty

GBT-Shooting (no MAP)
TW 1d12!!+2: [6]+2 = 8 = Success with Raise
Wild 1d6!!!+2: [4] = 4
+2d Shooting, free reroll once per action
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 4/3 + 0/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Shooting with reroll 1/action; Pace 16, ignore Run penalty; Ignore all MAP; Imp. Take 'Em Down and Imp. Trademark Weapon

User avatar
Ryder
Posts: 111
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.2 Out in Force!

Post by Ryder »

Ryder's cybernetics had warned him about the approaching danger about the same time Vic started to roust everyone, so he was up and moving pretty quickly. As he gets the Cassowary online, he calls out to Thomas. "Picking up a UAR-1, a SAMAS and a Mark V APC, as well as... lots of ground troops. They're coming in hot, no time to play nice, it looks like. You want the Cannon on the Sammie or the UAR-1? SAMAS can catch up to us easier, but the UAR's got the range to lob missiles at us from downtown."
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Vik
Posts: 138
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.2 Out in Force!

Post by Vik »

I reckon the big, mannish Urinary-One's the fing what's most like to bring us to early graves. Barry-boy or our flaming emo-bird can swat the Sammy right smart, no doubt."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 4/3 + 0/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Shooting with reroll 1/action; Pace 16, ignore Run penalty; Ignore all MAP; Imp. Take 'Em Down and Imp. Trademark Weapon

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 118
Joined: Fri Sep 14, 2018 9:56 pm

Re: 4.2 Out in Force!

Post by Barinthasheer »

At first Bari is transfixed by the speed and grace of the flying machine/man. Having never seen the Coalitions power armor before he's unaware of the eminent danger until Vik speaks up. Soon everyone is in frantic motion packing up what they can and making for the Aeon Cassoway. The young dragon assumes his human form and hops in as well.
Vik wrote:
Thu May 14, 2020 9:45 am
I reckon the big, mannish Urinary-One's the fing what's most like to bring us to early graves. Barry-boy or our flaming emo-bird can swat the Sammy right smart, no doubt."
"That flying person looks very fast, I do not think I could catch him. I can fight the metal person though." Having never actually been harmed by anything he doesn't realize the strike force actually has the ability to harm him.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 5/3
Adventure Cards
  • Edit Signature

    Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

User avatar
Thomas
Posts: 143
Joined: Fri Mar 30, 2018 1:24 pm

Re: 4.2 Out in Force!

Post by Thomas »

Ryder wrote:
Thu May 14, 2020 8:37 am
Ryder's cybernetics had warned him about the approaching danger about the same time Vic started to roust everyone, so he was up and moving pretty quickly. As he gets the Cassowary online, he calls out to Thomas. "Picking up a UAR-1, a SAMAS and a Mark V APC, as well as... lots of ground troops. They're coming in hot, no time to play nice, it looks like. You want the Cannon on the Sammie or the UAR-1? SAMAS can catch up to us easier, but the UAR's got the range to lob missiles at us from downtown."
Vik wrote:
Thu May 14, 2020 9:45 am
I reckon the big, mannish Urinary-One's the fing what's most like to bring us to early graves. Barry-boy or our flaming emo-bird can swat the Sammy right smart, no doubt."
Thomas looks at the list of enemies generate already. "Vik is right, though I doubt he knows it. That UAR is the thing that scares me, the cannon is the only thing that will hurt it. While we have others who can potentially harm a SAMUS."
Barinthasheer wrote:
Thu May 14, 2020 5:50 pm
"That flying person looks very fast, I do not think I could catch him. I can fight the metal person though." Having never actually been harmed by anything he doesn't realize the strike force actually has the ability to harm him.
"Not many can Bari, just stick to the guns until they close or we have cover."

Moved Rant to correct location. Sorry for confusion I caused
Thomas (Rob T) status and conditions
Bennies 3
  • 3 Reset of Quarter

PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

User avatar
Ashley Logan
Posts: 127
Joined: Tue Mar 06, 2018 3:55 pm

Re: 4.2 Out in Force!

Post by Ashley Logan »

At the first sound of a SAMAS, Ash was already moving; grabbing her gear and abandoning her bedroll and personal effects as she scrambled into her armor and made for the Cassowary. Noisome, boundless terror was bubbling up from a seemingly endless source. The Coalition had found her at last.

Nevermind they were probably just as much after the others as her. They might not even have identified her. It didn't matter. She knew who they were.

While everyone got as much gear as they could stowed, and prepared, Ashley turned to face the ridge as the first lights appeared. Her heart sank to see the Enforcer. Even she would have trouble cracking that shell. Running was the only option...but the rail cannon on the giant robot had a hell of a range.

She concentrated on the field between herself and the Coalition forces. Immediately sparks and embers flared in the grasses and shrubs. Across a wide area, flames swiftly spread. Not the vaporizing plasma fire she was capable of though. No no, a much more sedate burn. Calculated to create a thick column of smoke between her friends and her enemies. The heat from the fires should throw off infrared optics too; she hoped.

Then Ash ran to the Cassowary and jumped inside. They had to go. Now.

Rolls
Psionics to use Elemental Manipulation. Psionics 1d10!: [5] = 5 Wild 1d6!: [5] = 5
Using this with Elemental Fury to create a zone 12" across that will give cover to the Cassowary from the Enforcer and APC due to heat and smoke.

User avatar
KahlessNestor
Posts: 569
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.2 Out in Force!

Post by KahlessNestor »

Rolls
Mark V Driver Driving 1d8: [4] = 4
Mark V Laser Gunner Long range -4, Elemental Fury -1 Shooting 1d8!!-5: [13!!]-5 = 8 Raise
Raise Damage 3d10!!+1d6!! AP 20: [4, 9, 1]+[3] = 17
UAR Pilot Run 1d8: [3] = 3
Military Specialist 1 (WC), Run -2, Long Range -4, Elemental Fury -1 Shooting 1 1d8!!-7: [7]-7 = 0
Wild 1d6!!-7: [11!!]-7 = 4 - Hit
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
KahlessNestor
Posts: 569
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.2 Out in Force!

Post by KahlessNestor »

Okay, the dice roller isn't letting me roll multiple shooting rolls, so I'll continue rolls in another post.
More rolls
Military Specialist 1 Rest of the ROF 4 shooting rolls
Shooting 2 1d8-7: [8]-7 = 1
Ace 1d8+1: [2]+1 = 3
Shooting 3 1d8-7: [8]-7 = 1
Ace 1d8+1: [6]+1 = 7 - Hit
Shooting 4 1d8-7: [7]-7 = 0
Damage Hit 1 8d6!!: [5, 3, 2, 1, 5, 2, 3, 14!!] = 35 AP 24 - 2 Wounds
Damage Hit 2 8d6!!: [2, 5, 1, 2, 2, 5, 2, 3] = 22 AP 24 - Out of Control
SAMAS Run 1d8: [6] = 6
Date: November 26, 109 PA
Mission: Day 2
Time: 0055
Weather: Normal for season (chilly); light wind; light snow
Location: Wilderness
Ley Line: No
Scene modifiers:
  • Light: Dark (-4)
Round 1

The Mark V APV charged forward across the relatively flat ground of the southwest Minnesota prairie toward the Trailblazer’s camp as they loaded up into the Aeon Cassowary. The gunner on the laser turret opened up on the Cassowary, firing through the smoke. The laser hit them square, but not enough to get through the Cassowary’s armor.

The UAR-1 stomped after them, as well. It fired several missiles. The first impacted the Cassowary hard, and the second hit them as well, causing them to skid a little.
Ryder
First hit is 2 Wounds that need to be soaked, a Vehicle Critical Hits roll if you don’t soak both, and an Out of Control roll. Second hit is another Out of Control roll..
The SAMAS roared after the Cassowary as well, though it couldn’t reach a firing range yet.

[Ryder has some rolls to make for the Cassowary, and then it is the players’ turn.]
Tactical information
Mark V - 476”
UAR-1 - 483”
SAMAS - 484” out, 100” up/OOC]
Loot
Combat Notes

Initiative:

Mark V KS
UAR-1 QC
SAMAS 7S

Vik 10S
Ryder (Danger Sense) 9C
Thomas (Monologuer) 3C - Triggers!
Barinthasheer 2H
Ashley 2D

Enemies

Mark V APC (Toughness 50 (30))(Elemental Fury -1 Trait rolls 5r)
  • Military Specialist 2 (WC)(Parry 6; Toughness 16 (7))(Second in Command)(Ignores illum penalties)
  • Coalition Technical Specialist (Vehicle Operator/Driver/40mm Autocannons 75/150/300) 1 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Vehicle Operator/Co-Driver/Mini Missiles 100/200/400) 2 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Technician/Comms & Sensors) 3 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Gunner/Medium Rail gun 100/200/400)4 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Technical Specialist (Gunner/Medium Lasers 150/300/600)4 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 6 (Parry 5; Toughness 15 (7))(Ignores illum penalties)(Left anti-personnel lasers 75/150/300)
  • Coalition Grunt 7 (Parry 5; Toughness 15 (7))(Ignores illum penalties)(Right anti-personnel lasers 75/150/300)
  • Coalition Grunt 8 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 9 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 10 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 11 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 12 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 13 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 14 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 15 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Dog Boy 1 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 2 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 3 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 4 (Parry 7; Toughness 12 (5))(Low Light)
  • Psi-Stalker 1 (Parry 7; Toughness 17 (7))(WC)(Ignores illum penalties)
  • Psi-Stalker 2 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
  • Psi-Stalker 3 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 1 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 2 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 3 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 4 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 5 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 6 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 7 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 8 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 9 (Parry 6; Toughness 17 (7))(Ignores illum penalties)

UAR-1 Enforcer (Toughness 42 (20) MDC)(Artillery)(Ignores illum penalties)(Elemental Fury -1 Trait rolls 5r)
  • UAR Pilot (Parry 6; Toughness 12 (6))(Ignores illum penalties)
  • Military Specialist 1 (WC)(Parry 6; Toughness 16 (7))(Commander, UAR second seat, sensors and weapons; can fire two at a time/Medium Rail 100/200/400; AntPer lasers 75/150/300; Medium Missile 200/400/800 5/6; Light Missile 150/300/600 5/5; Mini Missile 100/200/400 20/20)

SAMAS Pilot (WC)(Parry 6; Toughness 20 (10))(Mobile)(Ignores illum penalties)(Light rail gun 100/200/400; Mini Missile 2/2 100/200/400)
***
GM Notes
GM Bennies: 5/5
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Thomas
Posts: 143
Joined: Fri Mar 30, 2018 1:24 pm

Re: 4.2 Out in Force!

Post by Thomas »

Smarts
Smarts 1d8!!-2 or 1d6!!-2: [2]-2+[2]-2 = 0
The more he thought of the situation the madder Thomas got, until eventually it started pouring from him like water from a fountain. "The goddamned Coalition again. Why can't they all just die, the useless hate filled Nazi. Every time we see them they are trying to murder us, and to make it worse when people act like it is only the command that is bad. That's BULLSHIT. I doubt a general is hanging out with a company here in the field. No they will be led by a lowly Captain. But does he go on his way minding his own business. No these Nazi's bags of shit have to mess with us. Charles retires and instead of it giving us a chance to operate safely we end up being ambushed at every turn..." The rambling annoyance goes on for a full 10 or 12 seconds before Thomas realizes no one is listening to him and brings himself together.
Thomas (Rob T) status and conditions
Bennies 3
  • 3 Reset of Quarter

PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

User avatar
Vik
Posts: 138
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.2 Out in Force!

Post by Vik »

Rolls
Taking 3 actions to shoot the Enforcer with the Helios cannon. The first action gets an additional shot due to Rapid Fire. No MAP due to Exalted Quickness. Long range is -4, reduced to -2 by the STS. Improved Stabilizers negate Unstable Platform. Shooting is 1d12 with a free reroll for each shot due to Greater Boost Trait.

D'oh. I missed the net +3 Shooting from the Helios cannon the first time around, so adding that in Green.
Shooting 1a 1d12!!-2: [3]-2 = 1
Shooting 1b 1d12!!-2: [10]-2 = 8
Wild 1 1d6!!-2: [3]-2 = 1

Free reroll
RR Shooting 1a 1d12!!-2: [11]-2 = 9 +3 = Hit with a Raise
RR Shooting 1b 1d12!!-2: [4]-2 = 2
RR Wild 1 1d6!!-2: [7!!]-2 = 5 +3 = Hit with a Raise

Shooting 2 1d12!!-2: [3]-2 = 1
Wild 2 1d6!!-2: [5]-2 = 3

Free reroll
RR Shooting 2 1d12!!-2: [2]-2 = 0
RR Wild 2 1d6!!-2: [7!!]-2 = 5 +3 = Hit with a Raise

Shooting 3 1d12!!-2: [4]-2 = 2
Wild 3 1d6!!-2: [3]-2 = 1

Free reroll
RR Shooting 3 1d12!!-2: [5]-2 = 3
RR Wild 3 1d6!!-2: [4]-2 = 2

Using Benny from Interlude to reroll with Elan
BRR Shooting 3 1d12!!: [7] = 7 +3 = Hit with a Raise
BRR Wild 3 1d6!!: [1] = 1

DAMAGE
Four Hits with Raises = 3d10+1d6 MD each, AP 20 vs Toughness 42 (20)

Damage 1 3d10!!+1d6!!: [4, 9, 1]+[3] = 17 = No Effect. Benny to Reroll Damage 3d10!!+1d6!!: [4, 4, 8]+[1] = 17 2nd Benny to Reroll Damage 3d10!!+1d6!!: [7, 9, 2]+[3] = 21
Damage 2 3d10!!+1d6!!: [9, 3, 14!!]+[2] = 28 = 1 Wound
Damage 3 3d10!!+1d6!!: [4, 16!!, 3]+[1] = 24 = Shaken (or 1 Wound if already Shaken)
Damage 4 3d10!!+1d6!!: [2, 9, 7]+[5] = 23 = Shaken (or 1 Wound if already Shaken)
"Ramming speed, if you please Master Ryder, only pointed in like the opposite direction of them goose-stepping wankers what's tryin' ta put it in our back end."

Settling in behind the controls of the main turret, he lets the magically-induced rush of competence wash over him like medical-grade speed.

"Time for a bit of the ol' razzle-dazzle, you skull-buggering arse-berries," he says, before squeezing the trigger and sending an eye-watering deluge of weaponized sunshine into the guts of the UAR-1. Each blast is dead-on, but the daylight-infused laser beams don't cause nearly as much damage as Vik was hoping for.

"Oy, Barry, give them consoles a peep and see if there's a dial what goes up to 11 somewheres. Them knobs in the stompy tin-man's a mite harder than what ol' Vik was anticipatin'."

Four hits with raises:
  • 21 damage, AP 20 = no effect
  • 28 damage, AP 20 = 1 Wound
  • 24 damage, AP 20 = Shaken (or 1 Wound if already Shaken)
  • 23 damage, AP 20 = Shaken (or 1 Wound if already Shaken)
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 4/3 + 0/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Shooting with reroll 1/action; Pace 16, ignore Run penalty; Ignore all MAP; Imp. Take 'Em Down and Imp. Trademark Weapon

User avatar
Ryder
Posts: 111
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.2 Out in Force!

Post by Ryder »

All wounds soaked, no Out of Control

Soak rolls (Driving, 1d12, +2 Vehicle Interface Array, +1 Handling)

2 Wound Hit:
Driving Soak 1d12!+3: [11]+3 = 14
Wild DS 1d6!+3: [3]+3 = 6

Out of Control Roll:
Out of Control Driving Roll 1d12!+3: [12!, 4]+3 = 19
Wild OoCD 1d6!+3: [3]+3 = 6

Out of Control Hit:
Out of Control Driving Roll 1d12!+3: [8]+3 = 11
Wild OoCD 1d6!+3: [5]+3 = 8

As the UAR's missiles strike around the Cassowary, Ryder doesn't so much dodge the blasts as use them to propel the ride to the place he wants to be. As Vik takes over the Cannon, Ryder just focuses on keeping the Cassowary out of range of the rest of the CS guns.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 118
Joined: Fri Sep 14, 2018 9:56 pm

Re: 4.2 Out in Force!

Post by Barinthasheer »

There really wasn't much he could do to help in this situation. Even if the Aeon Casoways smaller gun had the range he was still learning to shoot and none of his psionic powers were of much use since they only helped him. Then an idea strikes. moving through the jostling interior he heads to the ladder leading to the roof climbing to just below the hatch. "Mr. Ryder, tell me when the flying man is getting close and I will jump out, get big, and smoosh him." he hollers to the trimadore operator.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 5/3
Adventure Cards
  • Edit Signature

    Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

User avatar
KahlessNestor
Posts: 569
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.2 Out in Force!

Post by KahlessNestor »

GM benny UAR Soak 2
Piloting 1d8: [2] = 2
Vehicle Critical Hit 10 Crew - only 1 damage gets through
2d6: [5, 5] = 10
Out of Control rolls 6, 6, 9 Distracted
2d6: [4, 2] = 6
2d6: [1, 5] = 6
2d6: [6, 3] = 9
[Thomas and Ashley left to post.]
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
KahlessNestor
Posts: 569
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.2 Out in Force!

Post by KahlessNestor »

Enemy rolls
UAR running 1d8: [5] = 5
UAR Medium Missiles: range -4, Elemental Fury -1, Distracted -2; 2 hits with raises
Shooting 1d8!!-7: [18!!]-7 = 11
Shooting 1d8!!-7: [15!!]-7 = 8
Shooting 1d8!!-7: [7]-7 = 0
Shooting 1d8!!-7: [7]-7 = 0
Wild 1d6!!-7: [10!!]-7 = 3
Raise Damage 9d6!! AP 20: [3, 5, 4, 3, 5, 1, 11!!, 2, 1] = 35 - 3 Wounds
Raise Damage 9d6 AP 20: [1, 3, 4, 2, 2, 4, 2, 5, 5] = 28 - 2 Wounds
SAMAS running 1d8: [3] = 3
Mark V piloting 1d8!!: [5] = 5 - Should be Driving, but doesn't change the roll.
Date: November 26, 109 PA
Mission: Day 2
Time: 0055
Weather: Normal for season (chilly); light wind; light snow
Location: Wilderness
Ley Line: No
Scene modifiers:
  • Light: Dark (-4)
Round 2

The UAR stumbled as it was blasted by the solar cannon, and one of the hits seemed to have been directly on the bridge.

[Enemies won initiative again]

The UAR continued to lumber after the Cassowary. Another volley of missiles flew toward the Cassowary. Two of the missiles slammed into the Cassowary again.
Ryder
First hit is 3 Wounds to Soak, 1 Out of Control roll, and if a Wound is not soaked, a Vehicle Critical Hit roll.

Second hit is 2 Wounds to Soak, 1 Out of Control roll, and if a Wound is not soaked, a Vehicle Critical Hit roll.
The SAMAS dashed after the Cassowary as well, but was still out of range to fire.

The Mark V rumbled over the prairie after the Cassowary, closing the distance further, but it was still not within range.

PLAYERS ARE UP!
Tactical information
Mark V - 452”
UAR-1 - 464”
SAMAS - 471” out, 100” up/OOC]
Loot
Combat Notes

Initiative:

UAR-1 KH
SAMAS 7H
Mark V 6S

Vik 4D
Ryder (Danger Sense) JD
Thomas (Monologuer) 3D
Barinthasheer 6D
Ashley 5C

Enemies

Mark V APC (Toughness 50 (30))(Elemental Fury -1 Trait rolls 4r)
  • Military Specialist 2 (WC)(Parry 6; Toughness 16 (7))(Second in Command)(Ignores illum penalties)
  • Coalition Technical Specialist (Vehicle Operator/Driver/40mm Autocannons 75/150/300) 1 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Vehicle Operator/Co-Driver/Mini Missiles 100/200/400) 2 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Technician/Comms & Sensors) 3 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Gunner/Medium Rail gun 100/200/400)4 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Technical Specialist (Gunner/Medium Lasers 150/300/600)4 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 6 (Parry 5; Toughness 15 (7))(Ignores illum penalties)(Left anti-personnel lasers 75/150/300)
  • Coalition Grunt 7 (Parry 5; Toughness 15 (7))(Ignores illum penalties)(Right anti-personnel lasers 75/150/300)
  • Coalition Grunt 8 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 9 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 10 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 11 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 12 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 13 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 14 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 15 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Dog Boy 1 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 2 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 3 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 4 (Parry 7; Toughness 12 (5))(Low Light)
  • Psi-Stalker 1 (Parry 7; Toughness 17 (7))(WC)(Ignores illum penalties)
  • Psi-Stalker 2 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
  • Psi-Stalker 3 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 1 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 2 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 3 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 4 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 5 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 6 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 7 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 8 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 9 (Parry 6; Toughness 17 (7))(Ignores illum penalties)

UAR-1 Enforcer (Toughness 42 (20) MDC)(Artillery)(Ignores illum penalties)(Elemental Fury -1 Trait rolls 4r)
  • UAR Pilot (Parry 6; Toughness 12 (6))(Ignores illum penalties)
  • Military Specialist 1 (WC)(Parry 6; Toughness 16 (7))(Commander, UAR second seat, sensors and weapons; can fire two at a time/Medium Rail 100/200/400; AntPer lasers 75/150/300; Medium Missile 200/400/800 4/6; Light Missile 150/300/600 5/5; Mini Missile 100/200/400 20/20)

SAMAS Pilot (WC)(Parry 6; Toughness 20 (10))(Mobile)(Ignores illum penalties)(Light rail gun 100/200/400; Mini Missile 2/2 100/200/400)(Elemental Fury -1 Trait rolls 4r)
***
GM Notes
Military Specialist 1 2/2
Military Specialist 2 2/2
SAMAS 2/2
GM Bennies: 4/5
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Ryder
Posts: 111
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.2 Out in Force!

Post by Ryder »

OOC Comments
Bennies: 5/6

Soak 3 Wound hit
Soak Roll 1 1d12!+3: [7]+3 = 10
Wild Soak 1 1d6!+3: [1]+3 = 4
1 Wound remaining
Re-Roll Soak w/ Elan
Soak Roll 1B 1d12!+5: [10]+5 = 15
Wild Soak 1B 1d6!+5: [4]+5 = 9
Full Soak

Vehicle Out of Control 1d12!+3: [12!, 6]+3 = 21
Wild VOoC 1d6!+3: [4]+3 = 7
Succeed

Soak 1 Wound hit
Soak Roll 2 1d12!+3: [5]+3 = 8
Wild Soak 2 1d6!+3: [6!, 6!, 5]+3 = 20
Full Soak

Vehicle OOC 2 1d12+3: [3]+3 = 6
Wild VOoC 1d6!+3: [4]+3 = 7
Succeed

Bennies: 2/6
Once again, Ryder makes the dodging of the attacks seem almost effortless, Trimadore and Mountaineer acting completely in sync.

"I know I'm good at this, folks, but even I can't keep it up forever. Do we got a long-term plan, here?"
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Vik
Posts: 138
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.2 Out in Force!

Post by Vik »

Rolls
Creating a Smite device, using it on the cannon (w/Greater Smite), then creating a Warrior's Gift device. No MAP due to Exalted Quickness.

TW to create Smite device 1d12!!+2: [1]+2 = 3
Wild 1d6!!+2: [5]+2 = 7 = Success to create, has 10 PPE

TW to use it on the cannon 1d12!!+2: [5]+2 = 7
Wild 1d6!!+2: [8!!]+2 = 10 = Success with a Raise, uses 3 PPE and adds +6 to damage

TW to create Warrior's Gift device 1d12!!+2: [7]+2 = 9 = Created with a Raise, 15 PPE
Wild 1d6!!+2: [2]+2 = 4
"Jack-booted, bird-beshited, pie-buggering gits," Vik curses, having failed to damage the UAR-1 in the way he had planned.

"Ryder, mate, ol' Vik's giving you the controls for a tick whilst he tries to knacker up a touch of ace in the hole, so t'speak," he says, letting loose the trigger of the Helios cannon while he digs into his toolbelt.

Quick as he can, Vik cobbles together an over-sized Energizer E-Clip, which he briefly clips onto the wiring serving the cannon. There's a flash of light accompanied by a brief digitized snippet of synths from "The Final Countdown" after which the cannon visibly pulses with energy.

"Here go, Barry-boy," he says, handing the techno-magicked gizmo off to the dragon. "Anybody needs a bit of extra smashy-bashy, give 'em a shot with that and they'll plow right through these tossers like ol' Tom plowed that ... well, um, story for another time, right."

Settling back into his seat, Vik pulls together a few more odds and ends which he fashions into a crystal-studded reticule not unlike his View-Master.

"Reckon I'll call this one the ol' Dubya-Dubya-Dubya, eh, Wondrous Widget of War?" he says, preparing to give himself a dose of expert soldiering know-how.

Shots with the Helios cannon are now at +6 damage.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 4/3 + 0/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Shooting with reroll 1/action; Pace 16, ignore Run penalty; Ignore all MAP; Imp. Take 'Em Down and Imp. Trademark Weapon

User avatar
Ashley Logan
Posts: 127
Joined: Tue Mar 06, 2018 3:55 pm

Re: 4.2 Out in Force!

Post by Ashley Logan »

"Smoke and fire aren't doing enough to hide us," Ashley reported. "And they're too far away for me to attack! I don't know if I could hurt an Enforcer regardless, but at least I could try..."

She shakes her head. "Sorry I'm not really pulling my weight here. Would it help if I handled some of the controls?"


(OOC - I could offer a Support roll perhaps?)

User avatar
Ryder
Posts: 111
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.2 Out in Force!

Post by Ryder »

OOC Comments
Actions:

Driving to keep speed at 24": Free Action
High Speed Driving 1d12!+3: [2]+3 = 5
Wild HSD 1d6!+3: [4]+3 = 7

Shooting the UAR-1.
Shooting skill d10 with Cannon
Calibrated Weapon +1; Weapon Upgrade +2; Range -4; Targeting System reduces Range to -2; Final modifier +1
RoF2/1, Hit Damage 3d10+6, AP 20 vs Toughness 42 (20) = Net Toughness 22

RoF Shooting 1 1d10!+1: [2]+1 = 3
RoF Shooting 2 1d10!+1: [1]+1 = 2
Wild Shooting 1d6!+1: [1]+1 = 2

Critfail
Technical Difficulties roll 1d6: [4] = 4
Serious Problem: Subtract 2 when using the device, or reduce any bonus by 2
Ryder calls back to Vic. "Roger that!" He gets the Helios Cannon controls on line, takes aim at the UAR-1, and then.... Calamity. Maybe it was the multiple missile blasts in close proximity. Maybe it was the unexpected kickback from the extra oomph Vic gave it. Or maybe it was just the fact that the Cannon itself is clearly experimental tech. Regardless, the end result is the same--the Cannon sends two beams out, missing the UAR-1 completely, and something inside pops, eliminating the auto-targeting system.

"Prosek's ballsack! Just once I'd like to take the Cassowary out and NOT have to spend days repairing one system or another.... She can still shoot, but it'll be a trickier shot without the internal gyroscopes."
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Thomas
Posts: 143
Joined: Fri Mar 30, 2018 1:24 pm

Re: 4.2 Out in Force!

Post by Thomas »

Thomas knew when it was time to run and this was it. Knowing many lives relied on Ryder he incanted the words that would wrap around Ryder making him one with the machine he piloted.
4 PPE
Exalted Boost Ryder's Driving and MAP 1d10!!-1: [9]-1 = 8
Wild Exalted Boost Ryder's Driving and MAP 1d6!!-1: [5]-1 = 4


Then looking over his shoulder he says, "I think I can summon some elementals to distract them. But against that robot, that is all they will be."
Cost a Benny for the PPE needed, but dining elementals with mind rider...
Summon 10 Air Elementals and MAP 1d10!!-1: [3]-1 = 2
Wild Summon 10 Air Elementals and MAP 1d6!!-1: [1]-1 = 0
Free Reroll as Summoner
Summon 10 Air Elementals and MAP 1d10!!-1: [3]-1 = 2
Wild Summon 10 Air Elementals and MAP 1d6!!-1: [1]-1 = 0
Benny to Reroll
Summon 10 Air Elementals and MAP 1d10!!-1: [7]-1 = 6
Wild Summon 10 Air Elementals and MAP 1d6!!-1: [1]-1 = 0

Elementals run 12"


As the Air Elemental form they spread out charging the CS Forces at full speed as they ride the winds turning invisible.

Elementals run 12"
Thomas (Rob T) status and conditions
Bennies 3
  • 3 Reset of Quarter

PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

User avatar
KahlessNestor
Posts: 569
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.2 Out in Force!

Post by KahlessNestor »

Date: November 26, 109 PA
Mission: Day 2
Time: 0055
Weather: Normal for season (chilly); light wind; light snow
Location: Wilderness
Ley Line: No
Scene modifiers:
  • Light: Dark (-4)
Round 3

The bright beams from the Helios cannon missed the Coalition troops, but Thomas summoned some air elementals to hopefully help, and the pursuit continued.

PLAYERS WON INITIATIVE AND GO FIRST THIS ROUND. RYDER GOT A JOKER, AND SO GETS +2 TO HIS TRAIT ROLLS, AND EVERYONE GETS A BENNY.
Tactical information
Mark V - 464”; 452” from Air Elementals
UAR-1 - 476”; 464” from Air Elementals
SAMAS - 483” out, 100” up; 471” from Air Elementals
Loot
Combat Notes

Initiative:

UAR-1 8D
SAMAS KC
Mark V 10D

Vik AD
Ryder (Danger Sense) JOKER
Thomas (Monologuer) 9D
Barinthasheer 4C
Ashley JS
Dr. Asterisk
Air Elementals 9S

Enemies

Mark V APC (Toughness 50 (30))(Elemental Fury -1 Trait rolls 4r)
  • Military Specialist 2 (WC)(Parry 6; Toughness 16 (7))(Second in Command)(Ignores illum penalties)
  • Coalition Technical Specialist (Vehicle Operator/Driver/40mm Autocannons 75/150/300) 1 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Vehicle Operator/Co-Driver/Mini Missiles 100/200/400) 2 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Technician/Comms & Sensors) 3 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Gunner/Medium Rail gun 100/200/400)4 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Technical Specialist (Gunner/Medium Lasers 150/300/600)4 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 6 (Parry 5; Toughness 15 (7))(Ignores illum penalties)(Left anti-personnel lasers 75/150/300)
  • Coalition Grunt 7 (Parry 5; Toughness 15 (7))(Ignores illum penalties)(Right anti-personnel lasers 75/150/300)
  • Coalition Grunt 8 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 9 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 10 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 11 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 12 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 13 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 14 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 15 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Dog Boy 1 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 2 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 3 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 4 (Parry 7; Toughness 12 (5))(Low Light)
  • Psi-Stalker 1 (Parry 7; Toughness 17 (7))(WC)(Ignores illum penalties)
  • Psi-Stalker 2 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
  • Psi-Stalker 3 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 1 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 2 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 3 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 4 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 5 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 6 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 7 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 8 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 9 (Parry 6; Toughness 17 (7))(Ignores illum penalties)

UAR-1 Enforcer (Toughness 42 (20) MDC)(Artillery)(Ignores illum penalties)(Elemental Fury -1 Trait rolls 4r)
  • UAR Pilot (Parry 6; Toughness 12 (6))(Ignores illum penalties)
  • Military Specialist 1 (WC)(Parry 6; Toughness 16 (7))(Commander, UAR second seat, sensors and weapons; can fire two at a time/Medium Rail 100/200/400; AntPer lasers 75/150/300; Medium Missile 200/400/800 4/6; Light Missile 150/300/600 5/5; Mini Missile 100/200/400 20/20)

SAMAS Pilot (WC)(Parry 6; Toughness 20 (10))(Mobile)(Ignores illum penalties)(Light rail gun 100/200/400; Mini Missile 2/2 100/200/400)(Elemental Fury -1 Trait rolls 4r)
***
GM Notes
Military Specialist 1 2/2
Military Specialist 2 2/2
SAMAS 2/2
GM Bennies: 5/6
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 118
Joined: Fri Sep 14, 2018 9:56 pm

Re: 4.2 Out in Force!

Post by Barinthasheer »

Pacing in agitation and scowling at the rail guns range meter, the frustration of the hatchling is evident. "Stupid jerks! I need a gun that shoots far!" He feels helpless in their current situation, with every missile strike his fear for his friends grows. Maybe he should hop out and wait in ambush he thinks but realizes it's not a good plan. It might be minuets before the troopers reached him and the Cassoway may not have that long. Unsure of what to do, Bari waits and watches the range in the railgun controls.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 5/3
Adventure Cards
  • Edit Signature

    Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

User avatar
Vik
Posts: 138
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.2 Out in Force!

Post by Vik »

"You've got them keen draconic peepers, Barry, call out some targets for me," Vik says, settling into the cannon turret again. He zaps himself with his cobbled-together Wondrous Widget of War and takes a deep breath before squeezing the trigger.

"Here ya go, ya manky batch of arse-gargling turtle-tossers," he says, before releasing the luminescence destruction of the solar cannon.

The explosions that follow are rather pretty -- the first shot knocks the UAR-1 slightly off course, the second pierces armor and the third looks to be fatal, barring some stoke of abysmal luck.

Three hits with raises. First hit: 25 MD, AP 24 causes an Out of Control roll; Second hit: 28 MD, AP 24 is a Wound and a Crit roll; Third hit: 41 MD, AP 24 is 4 Wounds and a Crit roll.

Rolls
No MAP. First action is to activate Greater Warrior's Gift gizmo] (7 PPE used)
TW 1d12!!+2: [11]+2 = 13 = Raise
Wild 1d6!!+2: [3]+2 = 5

Gains Imp. Take 'Em Down and Imp. Trademark Weapon (Helios Cannon)

Then 2 actions worth of shooting with the cannon (first one gets a second shot from Rapid Fire). With the -2 from TD and +2 from Imp. Trademark Weapon, he's at 1d12+3, with free rerolls to hit (GBT), +6 damage (greater smite), +4 AP (Take Em Down) and free rerolls on damage (Imp. TED).

Shot 1a 1d12!!+3: [7]+3 = 10 = Raise
Shot 1b 1d12!!+3: [3]+3 = 6
Wild 1d6!!+3: [5]+3 = 8 = Raise

Shot 2 1d12!!+3: [6]+3 = 9 = Raise
Wild 1d6!!+3: [5]+3 = 8

Three hits with raises. Damage is 3d10+1d6+6, AP 24, with a free reroll on each.

D1 3d10!!+1d6!!+6: [6, 1, 5]+[2]+6 = 20
D2 3d10!!+1d6!!+6: [8, 8, 5]+[1]+6 = 28 = Keep
D3 3d10!!+1d6!!+6: [7, 3, 1]+[4]+6 = 21

Rerolls:
D1 3d10!!+1d6!!+6: [3, 6, 7]+[3]+6 = 25 = Keep
D2 3d10!!+1d6!!+6: [4, 1, 4]+[4]+6 = 19
D3 3d10!!+1d6!!+6: [7, 3, 16!!]+[9!!]+6 = 41 = Keep

Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 4/3 + 0/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Shooting with reroll 1/action; Pace 16, ignore Run penalty; Ignore all MAP; Imp. Take 'Em Down and Imp. Trademark Weapon

User avatar
KahlessNestor
Posts: 569
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.2 Out in Force!

Post by KahlessNestor »

Enemy rolls
UAR
Out of Control 2d6: [1, 3] = 4 - minor collision; Wound and Critical Hit roll
Soak Piloting 1d8!!: [23!!] = 23
Soak second hit Piloting 1d8!!: [5] = 5
Soak third hit Piloting 1d8!!: [4] = 4
GM Benny Piloting 1d8!!: [2] = 2
Soaked 1 Wound, leaving 3.
Critical Hit roll 2d6: [1, 2] = 3 - Guidance. -1 Handling
Piloting roll for extra movement Piloting 1d8!!-4: [4]-4 = 0
Pilot shooting medium missiles, -1 Elemental Fury, -3 Wounds, -2 range Shooting 1d8!!-6: [7]-6 = 1
Military Specialist shooting light missiles: -1 Elemental Fury, -3 Wounds, -4 Range Shooting 1d8!!-6: [7]-6 = 1 Wild 1d6!!-8: [9!!]-8 = 1
SAMAS
Run 1d8: [3] = 3
Mark V
Extra movement, -1 Elemental Fury Driving 1d8!!-1: [5]-1 = 4
Shooting -1 Elemental Fury, -4 range Shooting 1d8!!-5: [7]-5 = 2
Date: November 26, 109 PA
Mission: Day 2
Time: 0055
Weather: Normal for season (chilly); light wind; light snow
Location: Wilderness
Ley Line: No
Scene modifiers:
  • Light: Dark (-4)
Round 3

The fist hit from Vik’s s hot on the UAR caused it to veer off course and carom off of a tree, but the pilot recovered with extreme skill, the giant robot even doing a little pirouette to keep its balance.

Unfortunately, it was slammed by a second beam from the solar laser, but the pilot was good, and he kept the UAR going after the Tomorrow Legion team.

But Vik’s third shot was massive, slamming into the chest of the UAR, leaving tremendous damage.

The last shot had definitely slowed the UAR, though it still continued after them. It opened up with both medium and light missiles now, obviously angry, but the missiles went wide.

The SAMAS roared closer, but was still not in range to fire his weapons.

The Mark V bounced over the terrain and one of the gunners opened up with lasers at the fleeing Cassowary, though the lasers missed.

ROUND 4 PLAYERS WON INITIATIVE AND GO FIRST! AIR ELEMENTALS GOT A JOKER, SO EVERYONE GETS A BENNY AND THE ELEMENTALS GET +2 TO THEIR TRAIT ROLLS
Tactical information
Mark V - 440”; 428” from Air Elementals
UAR-1 - 464”; 452” from Air Elementals
SAMAS - 470” out, 100” up; 458” from Air Elementals
Loot
Combat Notes

Initiative:

UAR-1 3C
SAMAS AC
Mark V 8C

Vik 5H
Ryder (Danger Sense) 9D
Thomas (Monologuer) 6D
Barinthasheer 6C
Ashley 9H
Dr. Asterisk
Air Elementals JOKER

Enemies

Mark V APC (Toughness 50 (30))(Elemental Fury -1 Trait rolls 3r)
  • Military Specialist 2 (WC)(Parry 6; Toughness 16 (7))(Second in Command)(Ignores illum penalties)
  • Coalition Technical Specialist (Vehicle Operator/Driver/40mm Autocannons 75/150/300) 1 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Vehicle Operator/Co-Driver/Mini Missiles 100/200/400) 2 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Technician/Comms & Sensors) 3 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Gunner/Medium Railgun 100/200/400)4 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Technical Specialist (Gunner/Medium Lasers 150/300/600)4 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 6 (Parry 5; Toughness 15 (7))(Ignores illum penalties)(Left anti-personnel lasers 75/150/300)
  • Coalition Grunt 7 (Parry 5; Toughness 15 (7))(Ignores illum penalties)(Right anti-personnel lasers 75/150/300)
  • Coalition Grunt 8 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 9 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 10 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 11 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 12 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 13 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 14 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 15 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Dog Boy 1 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 2 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 3 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 4 (Parry 7; Toughness 12 (5))(Low Light)
  • Psi-Stalker 1 (Parry 7; Toughness 17 (7))(WC)(Ignores illum penalties)
  • Psi-Stalker 2 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
  • Psi-Stalker 3 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 1 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 2 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 3 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 4 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 5 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 6 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 7 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 8 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 9 (Parry 6; Toughness 17 (7))(Ignores illum penalties)

UAR-1 Enforcer (Toughness 42 (20) MDC)(Artillery)(Ignores illum penalties)(Elemental Fury -1 Trait rolls 3r)(-3 Wounds)(-1 Handling)
  • UAR Pilot (Parry 6; Toughness 12 (6))(Ignores illum penalties)
  • Military Specialist 1 (WC)(Parry 6; Toughness 16 (7))(Commander, UAR second seat, sensors and weapons; can fire two at a time/Medium Rail 100/200/400; AntPer lasers 75/150/300; Medium Missile 200/400/800 3/6; Light Missile 150/300/600 4/5; Mini Missile 100/200/400 20/20)

SAMAS Pilot (WC)(Parry 6; Toughness 20 (10))(Mobile)(Ignores illum penalties)(Light rail gun 100/200/400; Mini Missile 2/2 100/200/400)(Elemental Fury -1 Trait rolls 3r)
***
GM Notes
Military Specialist 1 2/2
Military Specialist 2 2/2
SAMAS 2/2
GM Bennies: 4/6
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Barinthasheer
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Re: 4.2 Out in Force!

Post by Barinthasheer »

Bari takes Vik's suggestion to heart and peers out a window to help assess the situation. With the UAR-1 tottering Bari focuses on the transport, looking at the terrain it's approaching and trying to anticipate a position that would leave it the most exposed.
Modifiers: Helmet +2
1d8+2: [1]+2 = 3
1d6!!+2: [4]+2 = 6


Hold a second, they are about to top a hill... OK Shoot Now!"
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 5/3
Adventure Cards
  • Edit Signature

    Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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Thomas
Posts: 143
Joined: Fri Mar 30, 2018 1:24 pm

Re: 4.2 Out in Force!

Post by Thomas »

Thomas looks over to Vik on the weapon system and focuses on him. Then reaching out to Ryder he adds him to the spell.

Spellcasting Ex Boost 1d10!!+1: [18!!]+1 = 19
Wild Ex Boost 1d6!!+1: [4]+1 = 5


The air elementals already wrapped in invisibility continue flying as fast as they can for the enemies pull in the power of the elements accelerating themselves making it near impossible for the coalition forces to focus on them or fire on them.
Elementals Cast Quickness on themselves as a group
Focus for Speed, Exalted Quickness, and Greater Speed 1d8!!: [7] = 7
Group roll for Speed, Exalted Quickness, and Greater Speed 1d6!!: [5] = 5

Exalted Deflection with Shroud 1d8!!+2: [13!!]+2 = 15
Wild Exalted Deflection with Shroud 1d6!!+2: [11!!]+2 = 13

Flight Closes 12+1d10 inches: [9] = 9
Thomas (Rob T) status and conditions
Bennies 3
  • 3 Reset of Quarter

PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

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Vik
Posts: 138
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.2 Out in Force!

Post by Vik »

Rolls

Three actions worth of Shooting (first one gets a second shot from Rapid Fire and an additional +1 from Barry's spotting). Three shots at the Mk V, one at the SAMAS. With the -2 from TD and +2 from Imp. Trademark Weapon, he's at 1d12+3, with free rerolls to hit (GBT), +6 damage (greater smite), +4 AP (Take Em Down) and free rerolls on damage (Imp. TED).

Shooting 1a 1d12!!+4: [5]+4 = 9 = Hit and a Raise
Shooting 1b 1d12!!+4: [11]+4 = 15 = Hit and a Raise
Wild 1 1d6!!+4: [8!!]+4 = 12

Shooting 2 1d12!!+3: [5]+3 = 8 = Hit and a Raise
Wild 2 1d6!!+3: [3]+3 = 6

Shooting 3 1d12!!+3: [8]+3 = 11 = Hit and a Raise
Wild 3 1d6!!+3: [2]+3 = 5

So, 3 hits with Raises on the Mk V, 1 hit with a Raise on the SAMAS.

Damage for each is 3d10+1d6+6, AP 24, with a free reroll.

Vs. Mk. V:
Damage 1: 3d10!!+1d6!!+6: [2, 5, 9]+[4]+6 = 26 = Keep. Causes an Out of Control roll.
Reroll Damage 1: 3d10!!+1d6!!+6: [2, 1, 2]+[1]+6 = 12

Damage 2: 3d10!!+1d6!!+6: [7, 8, 1]+[5]+6 = 27 = Keep. Causes an Out of Control roll.
Reroll Damage 2: 3d10!!+1d6!!+6: [2, 7, 5]+[2]+6 = 22

Damage 3: 3d10!!+1d6!!+6: [5, 7, 1]+[5]+6 = 24
Reroll Damage 3: 3d10!!+1d6!!+6: [4, 6, 15!!]+[5]+6 = 36 = Keep. Causes an Out of Control roll, 2 Wounds and a Critical Hit.

Vs. SAMAS:
Damage 4: 3d10!!+1d6!!+6: [7, 2, 2]+[11!!]+6 = 28
Reroll Damage 4: 3d10!!+1d6!!+6: [7, 1, 9]+[9!!]+6 = 32 = Keep. Causes 5 Wounds.
Vik watches in satisfaction as the UAR-1 wobbles and grinds to a halt as internal damage overwhelms its systems. As Barry calls out targets, he sets his sights on the Mk. V, unleashing a trio of blasts. All three connect, dead-on, although it's not clear how deeply any of them penetrated the transports thick armor. The strength of the solar cannon is significant enough to knock the Mk. V around some, at the least, which should complicate the driver's attempts to close the distance.

"Suck on that, you fascist wanks," he says, slapping Barry on the shoulder as the shots hit home. "Now see, Barry-boy, wanks like what runs around in Skeletor cosplay is like all sluggy of complexion underneath that armor, and a dose of Vitamin D slapped right across the face is like to bugger 'em back to mum's basement, chop-chop."

Seeing the lone SAMAS buzzing by, Vik squeezes off a final shot, causing the flying power armor to explode quite spectacularly.

"Oy, bit of a mess that. Left a bit long in the ol' hot box. Leave a smudge, he would, if he didn't vaporize before hittin' ground. Best not mention that one if the 'vironmental authorities come calling, eh Barry?"

  • Three hits on the Mk. V: The first two (26 damage, AP 24 and 27 damage, AP 24) each cause Out of Control rolls. The third (for 36 damage, AP 24) causes 2 Wounds, a Crit roll and an Out of Control roll.
  • One hit on the SAMAS for 32 damage, AP 24, causes 5 Wounds.

Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 4/3 + 0/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Shooting with reroll 1/action; Pace 16, ignore Run penalty; Ignore all MAP; Imp. Take 'Em Down and Imp. Trademark Weapon

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KahlessNestor
Posts: 569
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Re: 4.2 Out in Force!

Post by KahlessNestor »

Rolls
Mark V Out of Control rolls
2d6: [4, 4] = 8 - Distracted -2
2d6: [4, 4] = 8 - Distracted -2
Soak roll, distracted, elemental fury Driving 1d8!!-3: [13!!]-3 = 10 - Soaked both wounds
Out of Control roll 2d6: [5, 3] = 8 - Distracted -2
SAMAS Soak, Elemental Fury, Vigor 1d6!!-1: [3]-1 = 2 Wild 1d6!!-1: [2]-1 = 1 - Destroyed
Mark V extra distance roll Driving 1d8!!-3: [13!!]-3 = 10
Medium Lasers -1 Elemental Fury, -2 Distracted, -2 Range Shooting 1d8!!-5: [5]-5 = 0
Mini missiles -1 Elemental Fury, -2 Distracted, -4 Range Shooting 1d8!!-7: [7]-7 = 0
Medium Railgun ROF 3 -1 Elemental Fury, -2 Distracted, Range -4 Shooting 1d8!!-7: [7]-7 = 0 Shooting 1d8!!-7: [7]-7 = 0 Shooting 1d8!!-7: [18!!]-7 = 11 -7 for Greater Deflection and Shroud = 4
Damage AP 14 3d12+3: [4, 2, 8]+3 = 17
Notice Air Elementals, -1 Elemental Fury, -2 Distracted, +2 Sensors, -4 Invisibility Notice 1d8!!-5: [6]-5 = 1
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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KahlessNestor
Posts: 569
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.2 Out in Force!

Post by KahlessNestor »

Date: November 26, 109 PA
Mission: Day 2
Time: 0055
Weather: Normal for season (chilly); light wind; light snow
Location: Wilderness
Ley Line: No
Scene modifiers:
  • Light: Dark (-4)
Round 4

The Mark V took the hit from the solar cannon and veered off, the passengers distracted as they were thrown around, but managed to avoid serious damage.

The SAMAS wasn’t so lucky, and met his end in a fiery blast.

The Mark V continued to close the distance with the Cassowary, opening up with their lasers on the vehicle, but missed.

ROUND 4: PLAYERS GO FIRST!
Tactical information
Mark V - 416”; 383” from Air Elementals
UAR-1 - 464”; 431” from Air Elementals
Loot
Combat Notes

Initiative:

UAR-1
Mark V 5C

Vik 5D
Ryder (Danger Sense) 7C
Thomas (Monologuer) 6S
Barinthasheer 9D
Ashley 8D
Dr. Asterisk
Air Elementals (Exalted Deflection w/ Shroud) 3S

Enemies

Mark V APC (Toughness 50 (30); 5 Wounds)(Elemental Fury -1 Trait rolls 2r)(Distracted -2 1r)
  • Military Specialist 2 (WC)(Parry 6; Toughness 16 (7))(Second in Command)(Ignores illum penalties)
  • Coalition Technical Specialist (Vehicle Operator/Driver/40mm Autocannons 75/150/300) 1 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Vehicle Operator/Co-Driver/Mini Missiles 100/200/400) 2 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Technician/Comms & Sensors) 3 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Gunner/Medium Railgun 100/200/400)4 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Technical Specialist (Gunner/Medium Lasers 150/300/600)4 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 6 (Parry 5; Toughness 15 (7))(Ignores illum penalties)(Left anti-personnel lasers 75/150/300)
  • Coalition Grunt 7 (Parry 5; Toughness 15 (7))(Ignores illum penalties)(Right anti-personnel lasers 75/150/300)
  • Coalition Grunt 8 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 9 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 10 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 11 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 12 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 13 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 14 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 15 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Dog Boy 1 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 2 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 3 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 4 (Parry 7; Toughness 12 (5))(Low Light)
  • Psi-Stalker 1 (Parry 7; Toughness 17 (7))(WC)(Ignores illum penalties)
  • Psi-Stalker 2 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
  • Psi-Stalker 3 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 1 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 2 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 3 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 4 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 5 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 6 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 7 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 8 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 9 (Parry 6; Toughness 17 (7))(Ignores illum penalties)

UAR-1 Enforcer (Toughness 42 (20) MDC)(Artillery)(Ignores illum penalties)(Elemental Fury -1 Trait rolls 3r)(-4 Wounds)(-1 Handling)
  • UAR Pilot (Parry 6; Toughness 12 (6))(Ignores illum penalties)
  • Military Specialist 1 (WC)(Parry 6; Toughness 16 (7))(Commander, UAR second seat, sensors and weapons; can fire two at a time/Medium Rail 100/200/400; AntPer lasers 75/150/300; Medium Missile 200/400/800 3/6; Light Missile 150/300/600 4/5; Mini Missile 100/200/400 20/20)

SAMAS Pilot (WC)(Parry 6; Toughness 20 (10))(Mobile)(Ignores illum penalties)(Light rail gun 100/200/400; Mini Missile 2/2 100/200/400)(Elemental Fury -1 Trait rolls 2r)
***
GM Notes
Military Specialist 1 2/2
Military Specialist 2 2/2
GM Bennies: 4/6
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Barinthasheer
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Re: 4.2 Out in Force!

Post by Barinthasheer »

Bari cheers the destruction of the SAMAS and the shots on the Mark V. "Yeah!! You may suck bishop, stupid mankytwats!" Then he sees an opportunity arise, "Mr Vik, when their truck bounces after a rock the lasergun on top gets exposed... see look now! Like that, do you think you can hit it?"

Notice 1d8!!: [14!!] = 14
Wild 1d6!!: [2] = 2


As in by providence the coalition troop carrier is seconds from another such bounce.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 5/3
Adventure Cards
  • Edit Signature

    Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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Thomas
Posts: 143
Joined: Fri Mar 30, 2018 1:24 pm

Re: 4.2 Out in Force!

Post by Thomas »

The Elementals continue their flight towards the coalition forces. moving apart so as not to be grouped and raising a ruckus in the trees to alert the CS to the approach of invisible attackers perhaps in the woods!
Running 12+1d10 inches: [1] = 1


Thomas looks having used s much power as he can risk for the moment and instead concentrates on directing the movements and actions of the summoned elementals through their own senses. Then pulling power into himself he creates subtle illusions and blips on in the woods making it seem as if more demons where raging in the woods!
Test with Spellcasting 1d10+1: [2]+1 = 3
Test with Spellcasting 1d6!!+1: [7!!]+1 = 8

Killer Instinct free reroll Test with Spellcasting 1d10!!+1: [8]+1 = 9
Killer Instinct free reroll Test with Wild 1d6!!+1: [5]+1 = 6
Thomas (Rob T) status and conditions
Bennies 3
  • 3 Reset of Quarter

PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

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Ryder
Posts: 111
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.2 Out in Force!

Post by Ryder »

+2 to Vik Shooting roll
Free Action: Driving 24"
Go Very Fast 1d12!!+3: [5]+3 = 8
Wild Driving 1d6!!+3: [16!!]+3 = 19

Action:
Support Vik Shooting roll w/ Electronics
Targeting Assist 1d8!!: [2] = 2
Wild Electronics 1d6!!: [11!!] = 11
Ryder continues to keep distance between the Cassowary and the Coalition troops. As he does, he calls out to Vik. "Bari's got the right idea. I'll map out the rig's route--figure out the best time to take the shot. Just watch for the light flashing on the cannon's control." Deftly, he maneuvers the Cassowary around a small boulder, then uses his connection to the vehicle's scanners to figure out the exact moment the Mark V will bounce and expose the laser turret.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

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KahlessNestor
Posts: 569
Joined: Thu Feb 15, 2018 4:02 am

Re: 4.2 Out in Force!

Post by KahlessNestor »

Rolls
CS Commander resists Thomas' Test
Smarts 1d8!!: [1] = 1
Wild 1d6!!: [2] = 2
Commander unshake
Spirit 1d8!!: [6] = 6
Wild 1d6!!: [4] = 4
Driver for 24"
Drive 1d8!!: [3] = 3 - only 12"
Medium lasers
-1 Elemental Fury, -4 range
Shooting 1d8!!-5: [5]-5 = 0
Medium lasers
-4 range, -5 Wounds
Shooting 1d8!!-9: [14!!]-9 = 5
Damage 3d10!!: [7, 1, 12!!] = 20
Date: November 26, 109 PA
Mission: Day 2
Time: 0055
Weather: Normal for season (chilly); light wind; light snow
Location: Wilderness
Ley Line: No
Scene modifiers:
  • Light: Dark (-4)
Round 5

The Coalition commander of the Mark V looked through his binoculars, confused at seeing the illusions in the woods. “Demons?” he asked, unsure what to do. He shook off his indecision. “Continue after the vehicle,” he ordered

[Assuming Thomas wants Distracted, and the CS commander is Shaken, but he unshakes.]

The gunner on the lasers opened fire on the fleeing Cassowary, though the blasts went wide as the Cassowary veered clear.

ROUND 5 COALITION GOES FIRST!

The gunner fired his lasers again, managing to hit the Cassowary this time, but the armor blocked most of the damage.

[Ryder needs to make an Out of Control roll for being hit.]

PLAYERS ARE UP!

Tactical information
Mark V - 428”; 358” from Air Elementals
Loot
Combat Notes

Initiative:

UAR-1
Mark V 9H

Vik QC
Ryder (Danger Sense) 2C
Thomas (Monologuer) 6H
Barinthasheer 10H
Ashley KH
Dr. Asterisk
Air Elementals (Exalted Deflection w/ Shroud) 4C

Enemies

Mark V APC (Toughness 50 (30); 5 Wounds)
  • Military Specialist 2 (WC)(Parry 6; Toughness 16 (7))(Second in Command)(Ignores illum penalties)
  • Coalition Technical Specialist (Vehicle Operator/Driver/40mm Autocannons 75/150/300) 1 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Vehicle Operator/Co-Driver/Mini Missiles 100/200/400) 2 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Technician/Comms & Sensors) 3 (Parry 5; Toughness 13 (6))(Ignores illum penalties)
  • Coalition Technical Specialist (Gunner/Medium Railgun 100/200/400)4 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Technical Specialist (Gunner/Medium Lasers 150/300/600)4 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 6 (Parry 5; Toughness 15 (7))(Ignores illum penalties)(Left anti-personnel lasers 75/150/300)
  • Coalition Grunt 7 (Parry 5; Toughness 15 (7))(Ignores illum penalties)(Right anti-personnel lasers 75/150/300)
  • Coalition Grunt 8 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 9 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 10 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 11 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 12 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 13 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 14 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Coalition Grunt 15 (Parry 5; Toughness 15 (7))(Ignores illum penalties)
  • Dog Boy 1 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 2 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 3 (Parry 7; Toughness 12 (5))(Low Light)
  • Dog Boy 4 (Parry 7; Toughness 12 (5))(Low Light)
  • Psi-Stalker 1 (Parry 7; Toughness 17 (7))(WC)(Ignores illum penalties)
  • Psi-Stalker 2 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
  • Psi-Stalker 3 (Parry 7; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 1 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 2 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 3 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 4 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 5 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 6 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 7 (Parry 6; Toughness 17 (7))(CR-1 Rocket Launcher)(Ignores illum penalties)
  • Skelebot 8 (Parry 6; Toughness 17 (7))(Ignores illum penalties)
  • Skelebot 9 (Parry 6; Toughness 17 (7))(Ignores illum penalties)

UAR-1 Enforcer (Toughness 42 (20) MDC)(Artillery)(Ignores illum penalties)(Elemental Fury -1 Trait rolls 3r)(-4 Wounds)(-1 Handling)
  • UAR Pilot (Parry 6; Toughness 12 (6))(Ignores illum penalties)
  • Military Specialist 1 (WC)(Parry 6; Toughness 16 (7))(Commander, UAR second seat, sensors and weapons; can fire two at a time/Medium Rail 100/200/400; AntPer lasers 75/150/300; Medium Missile 200/400/800 3/6; Light Missile 150/300/600 4/5; Mini Missile 100/200/400 20/20)

SAMAS Pilot (WC)(Parry 6; Toughness 20 (10))(Mobile)(Ignores illum penalties)(Light rail gun 100/200/400; Mini Missile 2/2 100/200/400)(Elemental Fury -1 Trait rolls 2r)
***
GM Notes
Military Specialist 2/2
GM Bennies: 6/6
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Ndreare
Savage Siri
Posts: 3821
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 4.2 Out in Force!

Post by Ndreare »

Leaving this as Ndreare so it does not artificially increase my post count.
But @Ryder should remembers his exalted boost trait with a raise on driving when rolling for the hit.
And @Vik and @Ryder boost have Ex Boost on Shooting w/raise.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Vik
Posts: 138
Joined: Sat Mar 03, 2018 7:07 pm

Re: 4.2 Out in Force!

Post by Vik »

Rolls
Three actions worth of Shooting. The first action will be a Called Shot (-4) at the Mk V's medium laser, taking advantage of the Support rolls from Bary and Ryder (+4). The second action will be two shots (Rapid Fire) at the Mk. V itself, and the third action another shot at the Mk V. With the -2 from TD and +2 from Imp. Trademark Weapon, he's at 1d12+3, with free rerolls to hit (GBT), +6 damage (greater smite), +4 AP (Take Em Down) and free rerolls on damage (Imp. TED). No MAP due to Exalted Quickness.


Called Shot Shooting 1d12!!+3: [6]+3 = 9 = Hit with a Raise
Wild 1d6!!+3: [4]+3 = 7

Shooting 2a 1d12!!+3: [6]+3 = 9 = Hit with a Raise
Shooting 2b 1d12!!+3: [7]+3 = 10 = Hit with a Raise
Wild 1d6!!+3: [2]+3 = 5

Shooting 3 1d12!!+3: [5]+3 = 8
Wild 1d6!!+3: [10!!]+3 = 13 = Hit with a Raise


Called Shot damage to Turret: 3d10!!+1d6!!+6: [3, 3, 8]+[4]+6 = 24 = 24 damage, AP 24 to the turret.
Free reroll: 3d10!!+1d6!!+6: [4, 7, 3]+[4]+6 = 24

Shot to Hull: 3d10!!+1d6!!+6: [9, 4, 4]+[3]+6 = 26 = 26 damage, AP 24 to the hull = Out of Control roll.
Free reroll: 3d10!!+1d6!!+6: [3, 5, 2]+[10!!]+6 = 26

Shot to Hull: 3d10!!+1d6!!+6: [8, 8, 7]+[3]+6 = 32 = 32 damage, AP 24 to the hull = 1 Wound, Crit roll and Out of Control roll.
Free reroll: 3d10!!+1d6!!+6: [6, 8, 9]+[2]+6 = 31

Shot to Hull: 3d10!!+1d6!!+6: [6, 1, 7]+[8!!]+6 = 28 = 28 damage, AP 24 to the hull = Out of Control roll.
Free reroll: 3d10!!+1d6!!+6: [8, 1, 7]+[3]+6 = 25
With both Barry and Ryder calling out targets, Vik zeroes in on the Mk. V's laser turret, blasting it as soon as the transport bounces over a hill. [Called Shot hit with a raise for 24 damage, AP 24 to the turret.]

For good measure, he squeezes off a burst of shots at the transport itself, knocking it about and maybe getting one good armor-penetrating shot. [Three hits with raises to the hull: 26 damage, AP 24 triggers an Out of Control roll; 32 damage, AP 24 is 1 Wound, a Crit roll and an Out of Control roll; 28 damage, AP 24 is an Out of Control roll.]

"There's a couple for your mum's dusty nethers, ya emo chavs. Oughta be right neutered now, less they've got Usain Bolt dressed up like Skeletor in the boot."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 4/3 + 0/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Shooting with reroll 1/action; Pace 16, ignore Run penalty; Ignore all MAP; Imp. Take 'Em Down and Imp. Trademark Weapon

User avatar
Ryder
Posts: 111
Joined: Wed Aug 29, 2018 4:46 am

Re: 4.2 Out in Force!

Post by Ryder »

OOC Comments

Out of Control Roll: 1d12!!+5: [6]+5 = 11
Wild Driving 1d6!!+5: [2]+5 = 7
Boosted by Thomas' arcane arts, Ryder barely even blinks as the shots strike the Cassowary's armored shell. "I think we got this, Vik!"
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

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Barinthasheer
Bronze Patron
Bronze Patron
Posts: 118
Joined: Fri Sep 14, 2018 9:56 pm

Re: 4.2 Out in Force!

Post by Barinthasheer »

With the laser disabled making the Trailblazers safe from return fire Bari begins dancing around the cabin and singing. "Manky gits can suck butts! Manky gits can suck butts! Haha we did it!" He is thrilled that no one was hurt and even the Aeon Cassoway escaped unscathed. Despite his elation, his indecision early in the battle remains in the back of his mind. He needs to do better in the future, the lives of his friends could depend on it.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 5/3
Adventure Cards
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    Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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