Pender Lumkiss wrote:A Race to The Kings Crossing Bridge!!
With the city mysteriously vanished, and the CS barring down on them the 13th does what any sane person would do... They make for the Appalation Mountian range. The best route in is over the bridge called King’s crossing. Even for a flyer heading that general direction gets you into the cloudy mountain range fastest.
The friendly black market monkey hits the radios breaking through the interference, ” Damn that CS jamming is annoying. Uhh no Jitters this is not Jude’s sister, hehe... Try frequency 369.65, but you did not here it from me. Max, looks like you guys are making for Kings Crossing bridge... We got the first way point set up for you to receive and then it will take you to the second, and the third, and so forth. Like I said the final location is in your nav units in case you forgot. Oh yeah we got a couple uhh, surveyors out at the bridge. They were going to assist the heavy loaders with appraising the merchandise but, looks like those loaders are scragged. If you see them can you scoup them up? It might help your cause. Regarding what I said about Carol—-” The line goes dead as the new CS jamming operative ups his game.
The Samas wing angles in heading into the mountains and soon disappears into the cloud cover.
A female voice comes over the comms static as all get out,” Kssshhh. Jude is that you—-“ Then it gets squelched out. The robot armor units seem out paced by this chase and so settle for moving as close to the water’s edge, just north of where the city harbor should be, a good 2000 feet away preparing to launch missiles!!
First though the 13th must beat the Skelebots and Mk V troop carrier to the bridge and entrance into the mountain range. Either a profound sense of duty or something more personel drives these metal units, something vengeful. Its going to be close... but seriously the heroes are in fast movers and that Mk V is as slow as a snail, so how close is it going to be... Lets find out!
Player Directions and Narative: Note, there are differnt rules if you are a driver or a passenger. I am trying to run it as close to a normal chase as possible with a couple of twists.Libertas in the TK flyerThe enforcers start shooting missiles into the air space above you driving you to the deck! Are they trying to kill you or herd you? The relative slow moving skelebots raise rocket launchers and grenade launchers at your craft as you go zooming towards the Kings Crossing bridge! It might even be time for some fancy flying maneuvers. If it were not for the heavy weapons being pointed at your general direction the next few minutes might have been found most facinating!
The good thing is that your TK flyer even when not juiced by a leyline is much faster than those ground units.
Let me loose!!!! —- huh was that you tail? Because it better be your tail. Yup your tail is thrashing chained up like a slave. Let me loose!!!, now that sounds distinctly like a lady shark voice!!! (GM Say what!)
Player Directions: Note, there are different rules if you are driving or a passanger.
Please make a Piloting ( or appropriate skill) roll at +3(This accounts for the handling, flying bonus), this will affect how many cards you receive for the chase. The more cards received the higher the chance to gain a better card than those chasing you. Having a higher card generally means you will not be attacked and will be able to attack the ones chasing you.
- Piloting Maneuver(Optional): You may take a -2 to your above piloting roll to gain one of the below benefits:
- Defense: The TN to hit you or your vehicle is increased by 2 ( This also provides 2 pts of armor vs area attacks)
- Offense: You give all passangers a +2 bonus to hit.
Flint Libertas’ Gunner in TK flyerAs the Flyer gets low to avoid the arial missile bombardment from the enforcers the scenery wips past you, you barely have time to possibly do one of two things. Help Libertas pilot from the back seat because its no joke if an air craft hits something hard, explosive and mostly immovable, so it might be good to lend some kind of helping hand. However three skelebots in particular are lining up a good shot... Oh no! Wait they are not even skelebots, their red crome armor gives them away as CS combat Borgs!!! The question is will you back seat fly or try to time it so you can get an even better shot on that group of borgs? Needless to say the next few minutes with be frought with choices...
Player Directions: Consult your options below, make your choice/roll and narrate your response to the OCC scene and scene in general.
- Chose one of the two options, if you are capable of extra actions via an edge/ability of extra actions (or long term spell effect) you can use that extra action here instread of the next scene to do both.
- Helping the person driving or piloting: You can make a co-operative roll to give a small bonus to your driver ( The skill used does not have to be driving or piloting, creativity is rewarded, but only one skill can be used to help. Two helpers could not use notice for example). Every success and raise acheived adds +1 to your drivers roll. The maxiumum bonus from any and all co-op rolls a driver can receive is a total of +4.
- Ready a weapon (Could be a personal weapon, spell, or vehicle weapon if one is available): You concentrate on scouring the vicinity making sure the weapon you bear has the best possible chance of targeting an enemy. Make a notice check.
- Success: You are able to bring your weapon to bear at the right time as if everything else is standing still: Ignore Unstable Platform Penalties for the dramatic action phase.
- Raise: You bring your weapon to bear in that split second you and the thing chasing you are closest. If you have advantage ( or your driver does), treat the range increment one less than it is. Not in range is treated as long range. Short or Melee range does not gain an additional benifit.
- Double Raise: Even if you had a hard time getting into the right position, you lucked out as the thing chasing you left itself wide open for an attack. You can attack without having advantage.
Jitters Driving the ZoneWhat! Looks like a large amount wreckage might make the drive a bit more difficult. Plus up a head somehow 15 skelebots managed to get out to the bridge and are holding it. They seem to be seriously dedicated to making your life difficult. ” We must Hold the Bridge, stop and desist or we will detonate the security mine feild!!”They might just end up slowing you down just enough to get caught and WTF did they say mine feild?? But seriously even with all that stacked against Jitters who can beat the fastest man alive?? Surely not the 185 CS skeletals on your tail, and it is a good thing you got a couple legendary heroes watching your back. They might even be able to help you with the mine feild ( Cantrell)and large cumbersome peices of wrecklage from a battle fought a few weeks ago (Jude).
Kock, knock, hello... Jitters... This is your tail.
your tail has opened up the Grenade crate curious as to what it has uncovered. Hmm, looks like less grenades than you thought, but sweet christmas its a portable rocket launcher with not just 1 but 2 black market Black Betty war heads...
(Range 30/60/120, Damage 6d6+6, RoF 1, AP 25, Mega Damage, SBT, know one even knows where to buy them, snapfire).
If it were not for the high speed stakes the next couple of minutes might have been spent in awe of the new missiles. Your tail certainly is!
Player Directions:
Please make a Piloting (or appropriate skill ) roll at +3(This accounts for the handling, flying bonus), this will affect how many cards you receive for the chase. The more cards received the higher the chance to gain a better card than those chasing you. Having a higher card generally means you will not be attacked and will be able to attack the ones chasing you (GM will deal you a card for every success and raise acheived in the next scene).
- Piloting Maneuver(Optional and affects next scene): You may take a -2 to your above piloting roll to gain one of the below benefits:
- Defense: The TN to hit you or your vehicle is increased by 2 ( This also provides 2 pts of armor vs area attacks)
- Offense: You give all passangers a +2 bonus to hit.
Cantrell Gunner in Zone Ranger. Looking back at the massive number of skelebots chasing you might be distracting you from the real threat. Looks like a team of dogboys... Your ex team has been laying mines near the bridge does Jitters even see them?? On a nearby knoll you catch sight of a Dog Boy PA, marked with a laughing Hound... Butcher’s second and pretty much a prankster... It waves lining up a shot with a couple choice heavy weapons. Breaking though the comm silience, you here the wise guy growl, ” I got me a new top dog Cantrell... Jeeze we sayz if we ever saw youze weze smoke you hot. Guez chienz do come home, haha.” You got a split second choice to make, do you help Jitters navigate the mine feild, or you can take a breath and try and get the best possible bead on that Joker...
Player Directions: Consult your options below, make your choice/roll and narrate your response to the OCC scene and scene in general.
- Chose one of the two options, if you are capable of extra actions via an edge/ability of extra actions (or long term spell effect) you can use that extra action here instread of the next scene to do both.
- Helping the person driving or piloting: You can make a co-operative roll to give a small bonus to your driver ( The skill used does not have to be driving or piloting, creativity is rewarded, but only one skill can be used to help. Two helpers could not use notice for example). Every success and raise acheived adds +1 to your drivers roll. The maxiumum bonus from any and all co-op rolls a driver can receive is a total of +4.
- Ready a weapon (Could be a personal weapon, spell, or vehicle weapon if one is available): You concentrate on scouring the vicinity making sure the weapon you bear has the best possible chance of targeting an enemy. Make a notice check.
- Success: You are able to bring your weapon to bear at the right time as if everything else is standing still: Ignore Unstable Platform Penalties for the dramatic action phase.
- Raise: You bring your weapon to bear in that split second you and the thing chasing you are closest. If you have advantage ( or your driver does), treat the range increment one less than it is. Not in range is treated as long range. Short or Melee range does not gain an additional benifit.
- Double Raise: Even if you had a hard time getting into the right position, you lucked out as the thing chasing you left itself wide open for an attack. You can attack without having advantage.
Jude Passenger in Zone Ranger. You might have had a lot on your mind, it seems like the world is out to get you, and maybe it is. Lots of wreckage litters the ground, it might make it a bit hard for the Zone to traverse. Some of it is just so difficult to navigate. Plus out of the corner of your eye you see a CS special force crouched nearby between some boulders. He has a fancy dual scoped laser finder clutched in his hand. But before Jude can really process it...
Captain Llyboc’s snide superior voice hits Jude’s comms, ” Jude, now see here young man. I think if you convice your comrades to turn themselves in we can be leanient... I would also hate, just hate to see something happen to Nicky... Or for her to hear about that little mishap with umm, was it Jack you killed in Gloom? What is it? The wedding is in a month... I got them the nicest charcuterie set, the poor girl...” Off a bit to the side for Jude’s benifit the captain says whispers to his radio operator, ” Tell Jagger paint Squad A, and the Zone Ranger so we may launch a deadly strike as either target with our long range missiles...” He comes back to Jude, ” Oh yes where were we. You stand down like a good Maverick, and you live that I promise... My sister would like to see you again.”
The CS special force soldier jude saw a second ago places his scopes one into the mountains and one at jude in the Zone. He must have x-ray vision because he gives Jude the bird. In this split second what are going to do? Help Jitters navigate through the large wreckage or take a breathe and try to get a goodshot at the Jaggers fellow?
Player Directions:
Player Directions: Consult your options below, make your choice/roll and narrate your response to the OCC scene and scene in general.
- Chose one of the two options, if you are capable of extra actions via an edge/ability of extra actions (or long term spell effect) you can use that extra action here instread of the next scene to do both.
- Helping the person driving or piloting: You can make a co-operative roll to give a small bonus to your driver ( The skill used does not have to be driving or piloting, creativity is rewarded, but only one skill can be used to help. Two helpers could not use notice for example). Every success and raise acheived adds +1 to your drivers roll. The maxiumum bonus from any and all co-op rolls a driver can receive is a total of +4.
- Ready a weapon (Could be a personal weapon, spell, or vehicle weapon if one is available): You concentrate on scouring the vicinity making sure the weapon you bear has the best possible chance of targeting an enemy. Make a notice check.
- Success: You are able to bring your weapon to bear at the right time as if everything else is standing still: Ignore Unstable Platform Penalties for the dramatic action phase.
- Raise: You bring your weapon to bear in that split second you and the thing chasing you are closest. If you have advantage ( or your driver does), treat the range increment one less than it is. Not in range is treated as long range. Short or Melee range does not gain an additional benifit.
- Double Raise: Even if you had a hard time getting into the right position, you lucked out as the thing chasing you left itself wide open for an attack. You can attack without having advantage.
Max in NadineXenith Base, only 4 way points and you will be sure to loose these CS suckers! But in a chase it would. Be nice to be a bit faster right? The ground shakes next to Nadine as the UR-1 Enforcers open up pounding the ground arround Nadine. Its looks like the Mk V is zooming down towards the bridge trying to cut Nadine off from her escape. That heavy rail gun turret looks pretty deadly as well. Is it really swiveling towards Nadine’s fresh coat of paint?
Something must have gotten jostled because little Alex’s face pops up on one of the monitors, he seems bright and cheerful and clearly a video recording.Hi Top Dog, I know Cantrell is Top Dog but you are my top dog. I just wanted you to let you know I understand. Ms. Dee said she found me a spot on a Arcane investigative unit. She said I would be a good fit and learn a lot from the others on the team. They don’t have a Top dog like you, but I hear they got a wolf kind of guy. Its going to be awesome! Tell Jitters, I got Sally and I good place outside the castle and... And well she is sad... Ms. Dee says I should draw on my own experiences in Silver Bluff... She says I need to tell her how I was able to cope with the loss of my dad... It was you Max... The camera drops and Alex falls to the ground crying. Someone, a cloaked figure blury and hard to make out lifts him up consoling him and then the camera goes dead.
Player Directions:
Please make a Piloting ( or appropriate skill) roll at +1(This accounts for the slightly better speed), this will affect how many cards you receive for the chase. The more cards received the higher the chance to gain a better card than those chasing you. Having a higher card generally means you will not be attacked and will be able to attack the ones chasing you.
- Piloting Maneuver(Optional): You may take a -2 to your above piloting roll to gain one of the below benefits:
- Defense: The TN to hit you or your vehicle is increased by 2 ( This also provides 2 pts of armor vs area attacks)
- Offense: You give all passangers a +2 bonus to hit.
Extra Actions
- if you are capable of extra actions via an edge/ability of extra actions (or long term spell effect) you can use that extra action here instread of the next scene to do either or both if you have that many actions.
- Helping the person driving or piloting: You can make a co-operative roll to give a small bonus to your driver ( The skill used does not have to be driving or piloting, creativity is rewarded, but only one skill can be used to help. Two helpers could not use notice for example). Every success and raise acheived adds +1 to your drivers roll. The maxiumum bonus from any and all co-op rolls a driver can receive is a total of +4.
- Ready a weapon (Could be a personal weapon, spell, or vehicle weapon if one is available): You concentrate on scouring the vicinity making sure the weapon you bear has the best possible chance of targeting an enemy. Make a notice check.
- Success: You are able to bring your weapon to bear at the right time as if everything else is standing still: Ignore Unstable Platform Penalties for the dramatic action phase.
- Raise: You bring your weapon to bear in that split second you and the thing chasing you are closest. If you have advantage ( or your driver does), treat the range increment one less than it is. Not in range is treated as long range. Short or Melee range does not gain an additional benifit.
- Double Raise: Even if you had a hard time getting into the right position, you lucked out as the thing chasing you left itself wide open for an attack. You can attack without having advantage.