Setting out across the Rakis desert towards Fissure.
- Day One
As the five hundred set out, leaving the castle empty and behind them, they head towards the mining town of Fissure to capture Geist and take away her Rift Dominator.
Travel is primarily on mounts. The Nomads ride both small one or two person mounts similar to Fury Beetles and large mounts looking like massive worms with flat backs. Many of the old Shock Dog, now Black Company mercs ride as passengers on the flat worms. Even the Glitter Boy power armor operated by Annalise spends most of the trip on a flat worm since the sand is difficult for the PA. There are a few tech based vehicles such as the BC APC Hans fixed.
The trip across the desert will be slow and possibly dangerous. This is not Earth. It’s an alien desert planet under a red dwarf sun. The bizarre or dangerous encounters you may come across could be small issues or big problems.
Traveling as such a large group does ward off many issues. But hit and run activity by Gangers or beasts could occur. The “train” or convoy of mounts and vehicles are spread out. The below is for the section in which your character is traveling. Day one travel is in the hot desert and you’ll need to make camp overnight. As hero’s and leaders the Black Company members also oversee the grand scheme of the trip.
INSTRUCTIONS
Pick 1 of the following actions.
Driving
Be it the APC or you’re on a mount. The Rakis desert is rough terrain. Roll driving (or Riding) at a -2. ONLY ONE PLAYER AS MAIN ROLL.
* Crit Fail - You’re doing it wrong. You hit sharp rocks in the sand or push the mount too hard. Either way. The APC is damaged or mount worn out and you will write a dramatic task to fix it or heal it while being attacked.
* Failure - you just are not proficient at sand driving and slow down the whole convoy. You make finding a camp for the night hard. The below survival roll is at a -2.
* Success - you make it to the camp with only minor problems. Everyone has a level of Fatigue during the night. Can be healed as normal. Or it’s gone in morning.
* Raise - you are awesome. You navigated the terrain with ease and made camp with no problem.
Finding a camp for the night
Only one person should roll this but can be assisted (see below). Since it is getting dark and you are in unfamiliar territory to find a suitable camp is a survival roll at -2. This can be offset with any appropriate equipment or powers OR if you narrate how you utilize the Nomads to pick a suitable camp. This roll might be affected by the driving roll above. ONLY ONE PLAYER AS MAIN ROLL.
* Crit Fail - You stumble into a expanse of sand pits and the “sarlac” like sand pit monsters that live in them. iYou take 2 wounds as they attack you. You will have a running combat to fight your way through the pits until you can get away from the area. You also burn through double ammo or PP getting out of the area.
* Failure - you can not find a good camp and everyone is forced to sleep in the ATV or on the mounts. There just is no safe area. Sand Wraiths are everywhere and they hit and run the convoy, you do not get any sleep and everyone takes 1 fatigue.
* Success - you find an ok camp but no water. You get some sleep but must use your own supplies.
* Raise - you are awesome. You find an hidden oasis. It is safe and you get some good sleep. There is also clean water here.
On the go combat
There are many small Scrimmages as your convoy travels during the day.
There is one big fight that brings the whole trip to a halt. A massive Worm of Taunt (ginormous sand worm) attacks the convoy looking for dinner: that being anything alive. Roll either a Fighting or Shooting or Magic/Psionics roll. As a group (the 8 of you) the amount of successful rolls will determine the following. Note. If you are the main Roller on Driving or Finding Camp you will not be rolling the combat roll. MULTIPLE PLAYERS CAN ROLL HERE.
* 0 to 3 Successes - One hundred of the Nomads perished in the attack. Everyone takes 1 Wound.
* 4 to 5 Successes - one hundred of the Nomads perish.
* 6 to 7 Successes - you beat the beast so hard it leaves in haste.
* 8 or more Successes - you are awesome. You kick its butt so well a passing by group of Nomads sees the battle and after a short exchange with Craven the 100 Nomads join you on your quest, swelling your numbers to 600. It leaves in haste.
* 16 or more Successes - The Nomads explain that they don’t think any of them can remember one of these Flatback Sandworms ever being killed. 500 tons of hardened slithering death. There are several options available that one could do with a dead Flatback.
Edit: I’ll allow you to burn bennies to earn Successes if you really want to kill it. So you can sacrifice a bennie for a success.
Supporting the above actions
You can support one of the above actions (driving or find camp not the combat). Support rolls are at a -2. DURING THE DAY EVERY PLAYER CAN ATTEMPT TO DO AN ASSIST TO EITHER DRIVING OR FINDING CAMP.
Oh btw.
Is there a max that each person can Assist for on the Driving, or Camp Finding? Yes as per RaW +2 per person, +4 total.