Darwin Battle

When weird just gets weirder...
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Pender Lumkiss
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Darwin Battle

Post by Pender Lumkiss » Thu Jul 18, 2019 7:30 am

Round 1:

SAMAS Notice: 1d6+2 = 3: 1 wild 1d6+2 = 3: 1 crit Failed! Do not see the PCS!

CS soldiers Notice: 1d6: 5 wild 1d6: 1

Skelebot Grenades on Rose:
Shooting 1d6: 6 ace 1d6: 1
Damage: 3d6: 2, 1, 4 LBT
Shooting 1d6: 1

Skelebot Laser fire on Rose:
Shooting 1d6: 5
Damage 3d6+1 = 14: 3, 5, 5 AP5
Shooting 1d6: 4
Damage 3d6+1 = 12: 6, 2, 3 ace 1d6: 5AP5
Shooting 1d6: 4
Damage 3d6+1 = 11: 1, 3, 6 ace 1d6: 3AP5

Shooting 1d6: 3
Shooting 1d6: 5
Damage 3d6+1 = 8: 1, 4, 2 AP5
Shooting 1d6: 1
Skelebots HtH on Rose: +1 gangup, +2 wild attack: 1d6+3 = 9: 6 Ace 1d6: 2 1d6+3 = 5: 2
Damage: 1d12+3 = 11: 8 1d10: 3 raise 11 vs 7 1d6: 1 15 AP6 (Shaken Rose)

Three cultists notice X-set 1d6-2 = 1: 3 wild 1d6-2 = -1: 1

Cultists armor powers 1d6+2 = 3: 1 wild 1d6: 4


Round 2: skelebot notice 1d6+4 = 6: 2 wild 1d6+4 = 7: 3

Skelebot HTH vs Rose: both miss
Fighting gangup and wild attack 1d6+3 = 6: 3
Fighting gang up and wild attack 1d6+3 = 4: 1

Two laser fire( wound and shake)
3round burst each
Shooting 1d6+1 = 4: 3 ace 1d6: 5
Damage 3d6+2 = 14: 6, 1, 5 AP5
Shooting 1d6+1 = 4: 3 ace 1d6: 5
Damage 3d6+2 = 12: 2, 2, 6 AP5

Two skelebots launch grenades at the other three... Really other two but LBT
Squidge: 1 wound shaken no gritty
May shaken for just being there
Jonah: 1 wound gritty damage

shooting 1d6: 6ace 1d6: 1
Damage 3d6: 6, 6, 5ace 2d6: 3, 2
Shooting 1d6: 5
Damage 3d6: 5, 5, 2 APO, MD
Field Team Six Bennies
3/6

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Pender Lumkiss
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Re: Darwin Battle

Post by Pender Lumkiss » Thu Jul 18, 2019 9:22 pm

Next round:

Roll d56 for your initiative card.
Quick rerolls 20 or less
Quickness with a Raise rerolls 28 or less
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).

Squidge 1 card 1d56: 5
Jonah 1 card 1d56: 45
May quick 1 card 1d56: 30
Geoffrey 1 card 1d56: 24
Rose 1 card 1d56: 5

Brodkill invisible -4 1 card 1d56: 10

CS 2 cards with quick ( normals and WC), 2d56: 49, 31

Cultists: 3 cards( normal and Wc with lvl headed) 3d56: 56, 33, 18

Cultists, CS, players, brodkill...
Field Team Six Bennies
3/6

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Pender Lumkiss
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Re: Darwin Battle

Post by Pender Lumkiss » Sun Jul 21, 2019 8:58 pm

Resist squidge: 1d12+4 = 16: 12 ace 1d12: 5wild 1d6+4 = 7: 3
Cultist Notice may: 1d6: 5
4 brodkill: 1d6: 2 wild 1d6: 4
Field Team Six Bennies
3/6

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Re: Darwin Battle

Post by Pender Lumkiss » Mon Jul 29, 2019 4:31 pm

Brodkill on round 2... four invisible ones drop invisibility and attack the CS skelebots. Four other ones appear comeing over the ridge to squidge and Jonha and fire,
2 vs jonha: 2d6: 6, 3 ace 1d6: 2
Damage: 3d6+2 = 13: 6, 4, 1ace 1d6: 4
2 vs squidge: 2d6: 6, 1 ace 1d6: 1
Damage:: 3d6+2 = 14: 3, 3, 6 ace 1d6: 1

They drop their invisibility: all players need to make a fear check.

Round 3

Initiative:
Roll d56 for your initiative card.
Quick rerolls 20 or less
Quickness with a Raise rerolls 28 or less
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).

CS: SAMAS (2 card, WC with quick) -2 to hit from speed 2d56: 36, 15
Cultists and leader ( 3 card, normal and wc with lvl headed) Darwin is not immediately visible, cultists are -2 to hit from cover. 3d56: 9, 13, 14
Brodkill 1 card 1d56: 43


Squidge 1 card 1d56: 43
Jonah 1 card 1d56: 7
May quick 1 card 1d56: 14 reroll 1d56: 5 reroll 1d56: 33
Geoffrey 1 card 1d56: 2
Rose 1 card 1d56: 45
Remy with quick 1d56: 1 reroll 1d56: 43
Field Team Six Bennies
3/6

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Re: Darwin Battle

Post by Pender Lumkiss » Sat Aug 10, 2019 6:58 am

Brodkill: 2 dead
#3 unshake: 1d6: 2
Vs terry: fighting 1d8: 7
Damage vs Terry: 1d12: 11 1d10: 6 ap6 MD
1 wound to Terry!
Make a riding roll, or take 2d4 fall damage.
Both A and T can make a free attack at some brodkill that go around them firing on the CS. Brodkill fight with claws.


Brodkill athletics 1d6: 1vs May using wild attack and +1 gang up. If may wants to interupt roll athletics and beat a 1.

1st brodkill: Fighting test series of feints 1d8+3 = 4: 1 gm benny to reroll 1d8+3 = 11: 8 ace 1d8: 5
May needs to make an agility roll vs 16 or become Vulnerable
VULNERABLE: Actions and attacks against the target are made at +2 until the end of his next turn.
2nd brodkill: two fighting attack: 1d8+1 = 8: 7 1d8+1 = 3: 2 gm benny to reroll 1d8+1 = 4: 3
1 hit, 1d12+2 = 3: 1 1d10: 5 ap6 MD, no damage!

CS engage the Enemy of my enemy, yadda yadda.
Shooting SAMAS: 3d10: 2, 4, 6
Shooting SAMAs: 3d10: 5, 8, 3
Shooting SAMAs: 3d10: 1, 4, 1
Damage vs terry: 2d8+5 = 16: 5, 6 AP5 MD
1 wound to terry, another riding roll to stay on, or fall takes 2d4 damage.
Damage vs A: 2d8+5 = 10: 1, 4 AP5 MD
Shaken.
Shooting skelebots: 10d6: 2, 3, 4, 3, 3, 6, 5, 4, 1, 1
1 grenade: 3d6: 3, 3, 1 AP0 MD

Cultists:
3 feared? 3d6: 3, 2, 4, 2 are panicked, 1 comes for squidge
Cultist: exalted bolt on squidge: extra damage and AP. 1d8: 3
2 vs simvan and Terry
Greater burst x2: 2d8: 5, 8
Flame burst 4d6: 5, 5, 2, 1
Ice burst 5d6: 6, 4, 6, 5, 6 ace 3d6: 6, 1, 5
1 vs rose, greater stun 1d8: 6
Vigor -2 or stunned, read below.

Stunned characters • Are Distracted (and remain so as long as they're Stunned) • Fall prone (or to their knees, GM's call) • Can't move or take any actions • Don't count toward the Gang Up bonus • Are subject to the Drop Recovery: At the start of a Stunned character's turn, he makes a Vigor roll. Success means he's no longer Stunned but remains Distracted and is now Vulnerable (these fade at the end of his next turn). A raise on the Vigor roll removes all ill effects.

2 vs jonah
lower trait 1d8: 6
-lower spirit by a die type, victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.
Greater slumber 1d8: 8 ace 1d8: 7
Spirit -4 or fall asleep.

Darwin vs May and two brodkill
Greater Havok: 1d12-2 = -1: 1 wild 1d6-2 = 3: 5 wC benny : 1d12-2 = 4: 6 1d6-2 = 1: 3 ace 1d6: 1
Str -2 or flung back 3d6: 6, 6, 4 take 2d6: 6, 2 ace 1d6: 6 ace 1d6: 2
16AP6 flung back into the nearest canyon outcrop 10” away if it affects you take a lvl of fatigue. Str -2 to negate.
Field Team Six Bennies
3/6

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Pender Lumkiss
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Re: Darwin Battle

Post by Pender Lumkiss » Tue Aug 13, 2019 4:38 pm

Initiative:
Roll d56 for your initiative card.
Quick rerolls 20 or less
Quickness with a Raise rerolls 28 or less
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).

CS: SAMAS (2 card, WC with quick) -2 to hit from speed 2d56: 41, 9
Cultists and leader ( 2 card, normal and wc with lvl headed) Darwin is in the leyline near two dragon eggs... 2d56: 31, 50


Squidge 1 card 1d56: 33
Jonah 1 card 1d56: 35
May quick 1 card 1d56: 34
Geoffrey 1 card 1d56: 10
Rose 1 card 1d56: 10
Remy with quick 1d56: 48
Derrick cactus: 1d56: 17

Darwin barrier around him and the eggs 1d12-2 = 1: 3 wild 1d6-2 = 2: 4 benny to reroll 1d12-2 = 3: 5 wild 1d6-2 = 2: 4
Cultists, intangible 1d8: 1 wild 1d6: 5
Field Team Six Bennies
3/6

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