CS vs Shamlin

GMs: Pender Lumkiss & Koshnek
They see trouble, they shoot it.
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CS vs Shamlin

Post by Pender Lumkiss » Sat May 18, 2019 8:41 am

Round 1.5: initiative
I am rolling 1d56 to represent 4 jokers, this means I will not waste time with rerolls on duplicates or reshuffling.
Team with the high card goes first. Action happens as it is posted. Quick allows reroll on 1 through 20, Raise on Quickness allows reroll on 1 through 28. Every Card divisible by 4, except the Joker 56, is considered a club. 53-56 are jokers, they add +2 to trait rolls and damage(for the player that drew it or WC if a gm), and a benny to each player or wild card on that side.
OOC Comments
Outside Near the town bar
Holly (1 card) 1d56 = 36: 36

Outside above house
Al (1 card, and -4 hit and notice from invisibility, note it does not work against advanced sensors) 1d56 = 17: 17

Inside house

Tsume (1 card) 1d56 = 54: 54
Antipas (2 card, exalted armor and absorb) 2d56 = 44: 26, 18
Luke ( +1 success , 1 card) 1d56 = 25: 25
Cass( +2 success, 1 card) 1d56 = 26: 26
Smith ( 1 card) 1d56 = 29: 29

Outside 50” away from house (66” from holly)

1+ 2d4 = 6: 3, 3 Samas in V formation (1 card with quick) 1d56 = 24: 24

Outside 200”
Death Head Transport (1 card) 1d56 = 42: 42

75” away

A CS Mark III ( Big boss sized mark V) with medium ion and medium laser (3 card, 2WC, lvl headed) 3d54 = 84: 16, 43, 25

10” from house in ally (had to have made notice check)

Laser targeting 1d54 = 36: 36

Dramatic task: 3/5
Dramatic thing 1d6 = 1: 1 -4 to complete TN 1d10 = 6: 6 gm benny EF 1d6 = 1: 1
Trouble roll 1d20 = 13: 13 1d10 = 6: 6 luke’s suit malfunctions: 1d6 = 2: 2 -1 Glitch
Field Team Six Bennies
3/6

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Re: CS vs Shamlin

Post by Pender Lumkiss » Sun May 26, 2019 10:26 am

Round 1.5 badguys rolls.

Mark III:
Crit Hit: 1d12 = 7: 7 chasis: no extra effect
Driving Roll: 1d8-1 = 4: 5: no out of control
Vehicle moves 10” closer (40”)
-Notice or kn electronics to find Al on the radar scope 1d6+2 = 4: 2: Target Aquired
-Weapons: Medium Ion Cannon, and Medium vehicle laser (Shooting Al), Ion cannon no damage, Medium Laser: 1 wound.
  • Shooting MIC: 1d8 = 3: 3 (Area Effect at short Range) GM benny for EF 1d6 = 4: 4
    • Damage: 4d8 = 15: 6, 5, 2, 2 MDC AP 4
    Shooting ML headshot, Range data system (-2 total penalty) (WC Houser): 1d12-2 = 1: 3 wild 1d6-2 = 2: 4 WC benny #1 Reroll 1d12-2 = 4: 6 Wild 1d6-2 = 4: 6 ace 1d6 = 3: 3
    • Damage: 3d10+4 = 18: 10, 2, 2 Ace 1d10 = 10: 10 Ace 1d10 = 3: 3AP 10
DHT: Firing on Holly! 1 wound from heavy laser
Heavy Rail Gun: 1d8-6 = -5: 1 1d8-6 = 0: 6 1d8-6 = 0: 6
2 Heavy Lasers: 1d8-4 = 3: 7 GM benny for EF! 1d6 = 4: 4 1d8-4 = -2: 2
Damage: 4d10 = 14: 9, 2, 1, 2 Lyboc Common bond Benny reroll 4d10 = 20: 3, 9, 4, 4, Llyboc common bond reroll: 4d10 = 15: 3, 5, 5, 2AP 15

Inside House:

Sammy TK: 1d12 = 8: 8

Samas: 4 shooting the house(rockets), 3 shooting Holly railgun, and 2 at Antipas (WC) railgun, all moving 20” closer.
—House: 4d10 = 12: 1, 1, 3, 7
—Holly in the head (Miss): 1d10-2 = 3: 5 1d10-2 = -1: 1 1d10-2 = -1: 1
—antipas (Shaken, Shaken) 2d10 = 17: 8, 9 wild 1d6 = 5: 5
  • Damage: 2d8+2 = 13: 8, 3 Ace 1d8 = 1: 1Ap4 plus 1d6 = 2: 2
    Wild card damage(weapon modified): 2d8+4 = 10: 1, 5 plus 1d6 = 2: 2AP6, WC Benny reroll 2d8+4 = 12: 2, 6 plus 1d6 = 3: 3 AP 6
Field Team Six Bennies
3/6

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Re: CS vs Shamlin

Post by Pender Lumkiss » Sun May 26, 2019 11:59 am

Round 2: initiative
I am rolling 1d56 to represent 4 jokers, this means I will not waste time with rerolls on duplicates or reshuffling.
Team with the high card goes first. Action happens as it is posted. Quick allows reroll on 1 through 20, Raise on Quickness allows reroll on 1 through 28. Every Card divisible by 4, except the Joker 56, is considered a club. 53-56 are jokers, they add +2 to trait rolls and damage(for the player that drew it or WC if a gm), and a benny to each player or wild card on that side.
OOC Comments
Outside Halfway to barn
Holly (1 card) Original post: 1d56 = 36: 36

Outside above house
Al (1 card, and -4 hit and notice from invisibility, note it does not work against advanced sensors) 1d56 = 29: 29

Outside down the street from house
Antipas (2 card, exalted armor and absorb) 2d56 = 53: 52, 1

Inside house
Tsume (1 card) 1d56 = 34: 34
Luke ( 1 card) 1d56 = 2: 2
Cass( 1 card) 1d56 = 3: 3
Smith ( 1 card) 1d56 = 9: 9

Outside 30” away from house (66” from holly)

1+Original post: 2d4 = 6: 3, 3 Samas in V formation (1 card with quick) 1d56 = 54: 54

Outside 200”
Death Head Transport (1 card) 1d56 = 12: 12

75” away

A CS Mark III ( Big boss sized mark V) with medium ion and medium laser (3 card, 2WC, lvl headed) 3d56 = 96: 42, 31, 23

10” from house in ally (had to have made notice check)

Peete and commandos(1 card) 1d56 = 34: 34

Dramatic task: 5/5
—chance for Smith, case, Luke to draw from a leyline
Field Team Six Bennies
3/6

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Re: CS vs Shamlin

Post by Pender Lumkiss » Sun May 26, 2019 12:05 pm

9 Samas move 10” more fancy flying 1d8 = 8: 8 ace 1d8 = 6: 6wild 1d6 = 6: 6 joker +2-2 for maneuver, -4 to hit, -2 map
(Samas are about 20” from house, 30” Antipas, 50” from holly)
Shooting house 4 rockets -2 MAP(reload): 4d10 = 36: 8, 10, 9, 9 5-6 is bad 4d6 = 13: 4, 5, 2, 2 4d6 = 11: 3, 4, 3, 1 ap11
Shooting holly in the head ( 47 AP4, 4 wounds)
#1 1d10-4 = 4: 8 1d10-4 = 2: 6 1d10-4 = -2: 2
#2 1d10-4 = -3: 1 1d10-4 = 6: 10 ace 1d10 = 7: 7 1d10-4 = -3: 1
#3 1d10-4 = -3: 1 1d10-4 = 1: 5 1d10-4 = -2: 2
  • damage 2d8+8 = 20: 7, 5 ap4
    Damage 2d8+8 = 18: 8, 2 ace 1d8 = 8: 8 ace 1d8 = 5: 5 plus 1d6 = 6: 6ace 1d6 = 6: 6ace 1d6 = 3: 3AP4
Shooting Antipas (shaken)
#1 1d10 = 2: 2 1d10-4 = 5: 9 1d10-4 = 0: 4 TD 1d6 = 6: 6
#2 1d10 = 3: 3 1d10-4 = 1: 5 1d10-4 = -3: 1 wild 1d6 = 2: 2 TD 1d6 = 4: 4
  • Damage 2d8+6 = 14: 3, 5Ap6
Mark III 40” away fires on AL(28” away)
MIC: shooting 1d8 = 3: 3

Laser cannon head shot(shaken) 1d12-2 = 8: 10 wild 1d6-2 = 2: 4
Damage: 3d10+4 = 22: 2, 7, 9 plus 1d6 = 4: 4 ap 10 wild card benny 2 reroll 3d10+4 = 18: 5, 4, 5 plus 1d6 = 3: 3 ap 10
Field Team Six Bennies
3/6

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Re: CS vs Shamlin

Post by Pender Lumkiss » Mon Jun 03, 2019 5:46 pm

Round 3:

Round 3: initiative
I am rolling 1d56 to represent 4 jokers, this means I will not waste time with rerolls on duplicates or reshuffling.
Team with the high card goes first. Action happens as it is posted. Quick allows reroll on 1 through 20, Raise on Quickness allows reroll on 1 through 28. Every Card divisible by 4, except the Joker 56, is considered a club. 53-56 are jokers, they add +2 to trait rolls and damage(for the player that drew it or WC if a gm), and a benny to each player or wild card on that side.

OOC Comments
Outside heading to 2 SAMAS
Holly (1 card) 1d56 = 45: 45

Outside flying towards CS Mark III
Al (1 card, and -4 hit and notice from invisibility, note it does not work against advanced sensors) 1d54 = 37: 37

Outside down the street from house
Antipas (2 card, exalted armor and absorb) 2d56 = 32: 6, 26

House Rubble
Tsume (1 card) 1d56 = 36: 36
Luke ( 1 card) 1d56 = 18: 18
Cass( 1 card) 1d56 = 45: 45
Smith is on his own mission

Outside 20” away from house (36” from holly), 10” from Al (Al actually flew past them)

8 Samas in Kappa formation (1 card with quick) 1d56 = 29: 29 (4 that have been shooting rockets, called A1-4 are shaken and do not get the benifit of the -4 to hit formation. Antipas has two targeting him and Holly has two targeting her.

Outside 200”
Death Head Transport (1 card) thematically not really involved in the combat on ground.

40” away from house rubble, 16” from Al, 30” from Antipas and Holy

A CS Mark III ( Big boss sized mark V) with medium ion and medium laser (3 card, 2WC, lvl headed) 3d56 = 75: 28, 34, 13

16” from house in ally (had to have made notice check)

Peete and commandos(1 card) 1d56 = 49: 49

On hover Bike: 50” from town ( Mark III), 80” from SAMAS. going 30” (-2 piloting rolls)

Ian: 1d56 = 52: 52
Mike(quick) 1d56 = 2: 2
Dramatic task: 5/5 Finished!
Field Team Six Bennies
3/6

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Re: CS vs Shamlin

Post by Pender Lumkiss » Mon Jun 03, 2019 5:48 pm

Top of the Round:
CS Commandos Shooting Kozco: +2 bonus 8d8 = 35: 2, 5, 1, 6, 7, 8, 5, 1 ace 1d8 = 4: 4
  • Damage: 3d6 = 17: 6, 5, 6 ace 2d6 = 7: 3, 4
    Damage: 3d6 = 5: 1, 3, 1
    Damage: 3d6 = 8: 2, 4, 2
    Damage: 4d6 = 10: 1, 2, 3, 4
    Damage: 3d6 = 10: 4, 4, 2
Mark III, 4” AL, 50” Holly, SAMAS 34”, 20” from J and W
-WC Mind Melter and a CS grunts. Hatch pops open, CS grunt with laser rifle and a bald headed man. Has detect Arcana up
-Mind Melter MAP: Exalted Slumber on Jones and Wattsen: extra ISP for Range and Bonus to cancel MAP 1d10 = 3: 3 Wild 1d6 = 6: 6 Ace 1d6 = 3: 3: Raise!
-Mind Melter Puppet Al with mentalist, extra ISP for MAP : 1d10+2 = 7: 5 Wild 1d6+2 = 5: 3 Extra Effort: 1d6 = 1: 1: 8, go stand next to the giant Wolf.

Shooting vs Fenrir:
Ion Cannon 1d8 = 8: 8
  • Damage: 4d8 = 25: 4, 6, 8, 7 Raise 1d6 = 3: 3 Ace: 1d8 = 7: 7AP 4
Laser headshot 1d12-2 = 0: 2 wild 1d6-2 = 3: 5 GM Benny Reroll: 1d12-2 = 2: 4 Wild 1d6-2 = -1: 1

Mark III starts moving away, backwards. 10”

4 SAMAS with rocket launchers.
Shaken: 1d8 = 3: 3 wild 1d6 = 4: 4
2 draw chainswords and attack Tsume: 1d8-1 = 5: 6 1d8-1 = 0: 1
1 closes 10” to Luke (circling arround Holly)fires railgun, 1d10-2 = 8: 10 1d10-2 = 4: 6 1d10-2 = 6: 8
  • Damage with raise 2d8+2 = 14: 4, 8 ace 1d8 = 3: 3raise 1d6 = 4: 4 AP4
    Damage 2d8+2 = 17: 7, 8 ace 1d8 = 1: 1AP4
    Damage 2d8+2 = 15: 6, 7AP4
1 closes 10” to cas (circling arround Holly) fires railgun 1d10-2 = 2: 4 1d10-2 = 7: 9 1d10-2 = 4: 6
  • Damage 2d8+2 = 11: 8, 1 ace 1d8 = 2: 2AP4
    Damage 2d8+2 = 5: 1, 2AP4
2 SAMAS approach Antipas closing to 15”
Pulling out rocket launchers
Shooting 1d10-2 = 3: 5
Shooting 1d10-2 = 7: 9 wild 1d6-2 = 0: 2
Damage: 4d6 = 13: 4, 1, 3, 5 ap11

Agility: 1d8 = 1: 1 wild 1d6 = 1: 1 for get the below, they just crash at Holly’s feet.
-4 for head shot, Holly, two SAMAS close pulling out chain swords and going for your eyes! Piloting 1d10-2 = 4: 6 wild 1d6-2 = 4: 6 plus 2 damage. Fighting wild attack 1d8+3 = 6: 3 1d8+3 = 9: 6 gm benny for extra effort 1d6 = 5: 5
  • damage with raise 1d12+4 +2d10+4+2 ap2 1d12+4 = 5: 1 plus 2d10+6 = 20: 7, 7 plus 1d6 = 4: 4
Field Team Six Bennies
3/6

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Re: CS vs Shamlin

Post by Pender Lumkiss » Sat Jun 08, 2019 5:04 pm

Round 4:

Round 4: initiative
I am rolling 1d56 to represent 4 jokers, this means I will not waste time with rerolls on duplicates or reshuffling.
Team with the high card goes first. Action happens as it is posted. Quick allows reroll on 1 through 20, Raise on Quickness allows reroll on 1 through 28. Every Card divisible by 4, except the Joker 56, is considered a club. 53-56 are jokers, they add +2 to trait rolls and damage(for the player that drew it or WC if a gm), and a benny to each player or wild card on that side.

OOC Comments
Outside heading to 2 SAMAS
Holly (1 card) Original post: 1d56 = 45: 45

Outside flying towards CS Mark III, 14” away.
Al (1 card, and -4 hit and notice from invisibility, note it does not work against advanced sensors) 1d56 = 27: 27

Outside down the street from house

House
Tsume (1 card) 1d56 = 11: 11
Alleyway
Luke ( 1 card) 1d56 = 19: 19
Cass( 1 card) 1d56 = 25: 25
Antipas (2 card, exalted armor and absorb, darkvision) 2d56 = 95: 48, 47
Smith is on his own mission



8 Samas in No formation (1 card with quick) 1d56 = 50: 50 Tsume has two in Mellee, Holly has two at her feet, luke has 1 15” away, Cas has 1 15” away, Antipas has two targeting him 20” away. About 40” from AL, 50” from J@W.

Outside 200”
Death Head Transport (1 card) thematically not really involved in the combat on ground.

40” away from house rubble, 14” from Al, 50” from Antipas, Luke, Tsume, Cas, and 30” from Holy

A CS Mark III ( Big boss sized mark V) with medium ion and medium laser (3 card, 2WC, lvl headed) 3d56 = 111: 46, 55, 10

16” from GB in alleyway (had to have made notice check)

Peete and commandos(1 card) 1d56 = 37: 37

On hover Bike: 20” above Mark II), 50” from SAMAS. going 30” (-2 piloting rolls)

Witssen(exalted armor): 1d56 = 24: 24
Jones(quick, lvl headed) 2d56 = 55: 18, 37
Dramatic task: 5/5 Finished!
Field Team Six Bennies
3/6

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Re: CS vs Shamlin

Post by Pender Lumkiss » Sun Jun 16, 2019 4:28 pm

Joker: The Mark III
Move away from the town 6”, now 20” from Al, 40” holly, 50” from A, C, L... 64” T
Exalted Boot shooting: psionics 1d10+4 = 8: 4 wild 1d6+4 = 9: 5
Shooting: holly ion cannon d8 to 1d12+2 1d12+2 = 14: 12
  • Damage 4d8 = 13: 3, 3, 2, 5 raise 1d6 = 2: 2
Shooting Holly in the head with laser: 1d12+2 = 7: 5 wild 1d6+2 = 6: 4 WC benny reroll 1d12+2 = 9: 7 wild 1d6+2 = 3: 1
  • Damage 3d10+4 = 18: 3, 3, 8 raise 1d6 = 2: 2
Both hit, no damage

5 SAMAS ( two fighting holly are dead)

2 vs Tsume both grapple and move 20” up. TN 9 or be up in the air 20”
Fighting +1 gangup, +2 wild... 2d8 = 2: 1, 1 gm benny reroll 1 (joker) 1d8+3 = 9: 6

1 vs Luke pops up 10” from the ground inbetween Holly and Al(invinible) 15” Holly and 20” from Al. Fires at Holly head railgun. 1d10-2 = 6: 8 1d10-2 = 3: 5 1d10-2 = 0: 2 damage: 2d8+6 = 8: 1, 1
No damage vs holly

2 vs antipas chainswords
And fighting full speed!
Piloting 1d10 = 1: 1 wild 1d6 = 4: 4 +2 damage for maneuver
Samas 1 wild attack: 1d8 = 4: 4
Samas 2 Daniels 1d12 = 12: 12 ace 1d12 = 4: 4wild 1d6 = 2: 2
Damage: 1d12+6 = 8: 2 plus 2d10 = 11: 3, 8 raise 1d6 = 6: 6 ace 1d6 = 1: 1 26AP2MD

4 commandos holding the line +2 cover, 2 vs Luke grenades, 2 vs Cas lasers!

Shooting Underbarrel grenade AP vs Luke: 2d10 = 12: 6, 6
Damage 3d8 = 11: 5, 5, 1AP8
Damage 3d8 = 16: 3, 6, 7AP8
Result: shaken

Shooting vs cass laser from the CS fire breather: 2d10 = 5: 1, 4, 3d6 = 10: 2, 3, 5 ap2

Jones and Wittsen wake up fatigued.
Field Team Six Bennies
3/6

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Re: CS vs Shamlin

Post by Pender Lumkiss » Wed Jun 19, 2019 2:33 pm

DHT shooting 4d8 = 9: 1, 3, 2, 3 LLyboc will drop his two bennies to EF twice 2d6 = 12: 6, 6

Samas Push 1d12+2 = 8: 6
Direction 1 up, 2 down, 3 back, 4 to the side (roll 1 or 2)
1d4 = 3: 3
Field Team Six Bennies
3/6

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Re: CS vs Shamlin

Post by Pender Lumkiss » Mon Jul 01, 2019 7:21 am

Round 5: initiative
I am rolling 1d56 to represent 4 jokers, this means I will not waste time with rerolls on duplicates or reshuffling.
Team with the high card goes first. Action happens as it is posted. Quick allows reroll on 1 through 20, Raise on Quickness allows reroll on 1 through 28. Every Card divisible by 4, except the Joker 56, is considered a club. 53-56 are jokers, they add +2 to trait rolls and damage(for the player that drew it or WC if a gm), and a benny to each player or wild card on that side.

OOC Comments
Outside heading to Mark III (brushed asside one SAMAS
Holly (1 card) 1d56 = 26: 26

Outside flying towards CS combat borg, 2” away.
Al (1 card, and -4 hit and notice from invisibility, note it does not work against advanced sensors) 1d56 = 38: 38

Outside in air above house

Tsume (1 card) 1d56 = 19: 19

Alleyway
Luke ( 1 card) 1d54 = 12: 12
Cass( 1 card) 1d54 = 38: 38
Antipas (2 card, exalted armor and absorb, darkvision) 2d54 = 85: 38, 47
Smith is on his own mission



4 Samas in No formation (1 card with quick) 1d56 = 11: 11 Tsume has one in Mellee, Holly has one near her feet, Antipas has two targeting him in melle. About 40” from AL, 50” from J@W.

Outside 200”
Death Head Transport (1 card) thematically not really involved in the combat on ground.

40” away from house rubble, 14” from Al, 50” from Antipas, Luke, Tsume, Cas, and 30” from Holy

A CS Mark III ( Big boss sized mark V) with medium ion and medium laser (1 card, 2WC, lvl headed) 1d56 = 34: 34

CS combat borg, lvl headed 2d56 = 75: 32, 43

16” from GB in alleyway (had to have made notice check)

Peete and commandos(1 card) 1d56 = 11: 11

On hover Bike: 20” above Mark II), 50” from SAMAS. going 30” (-2 piloting rolls)

Witssen(exalted armor): 1d56 = 8: 8
Jones(quick, lvl headed) 2d56 = 69: 22, 47
Dramatic task: 5/5 Finished!
Field Team Six Bennies
3/6

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