4.2 Code Red Epsilon - Attack on Bridgehead

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High Command
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4.2 Code Red Epsilon - Attack on Bridgehead

Post by High Command » Mon Apr 30, 2018 10:25 am

  • Constant ley line activity means the threat level is considered extremely high at all times. This is designated as level Red. Red level precautions and procedures can be found in your CS Army Field Manual. Threat levels are updated hourly and can increase to Red Alpha, Red Epsilon, and Red Omega.
    • Red Alpha - High levels of ley line instability or a known active threat within the ruins. All off duty personnel prepare for potential deployment.

      Red Epsilon - One or more active Rifts have opened or a major active threat is operating in the ruins. All active and off duty personnel prepare for rapid action. The Bridgehead and Containment Area will be locked down. Additional forces from 4th Army Command will be deployed to cordon off the ruins and provide active containment.

      Red Omega - Non random Rift activity or a full scale assault in the ruins.
      All personnel report immediately to deployment and defensive stations. The Bridgehead and Containment Area will be locked down and CS Naval Command will be transferred to Fort Resilience to coordinate actions. 4th Army Command will cordon off the ruins and the Rapid Deployment Force at CS Chi-Town will be activated to reinforce Fort Resilience.
    --CSID Initial Intelligence Briefing - Fort Resilience


Everyone is having a decent time. No one is hungry. Non-alcoholic drinks are plentiful, the food is amazing, if basic (hotdogs, fries, burgers, onion rings, frozen pizza, fresh cupcakes via Grimes, etc). It's been an excellent day, and even Klinger is recovering nicely with an ice pack over the bruise to his chest.

The officers all come out of the officer's mess from some meeting they were having and begin to seek out their squads, checking in with them. That's when all hell breaks loose. "Base Alert. The code is Red Epsilon. Repeat, the code is Red Epsilon. All units report for emergency deployment. Company and Platoon COs, the confirmation card is blue fifteen. Report ASAP by secure line." This message repeats. One of the NCO's of the company sounds off. "Alright you apes, report to the armories double time. if it's not on fire, leave it. If it is on fire, put it out. Muster in the armory in five minutes. Current dress is fine. MOVE!"

You get to the Bear Platoon's armory and find the power armor in shambles. You knew the power armor were undergoing maintenance today. Nothing for it but to suit up in body armor and grab weapons. Dansk is already in her armor, armed and ready. "Scan your dog tags and your weapon, grab ammo, grenades, and MOVE. Assemble by the exit to the base when done. Help each other. MOVE!" She then goes back to helping the LT into his armor. You've all drilled this a thousand times. The fastest way into armor is for two people to help a third, and then to move around and have the third and one of the other two help the second, and so on until everyone is armored up.
Available Gear, updated
Squad 1: (Lt Daniels, NPCs equal in number to PCs)
Squad 2: (all PCs, plus Sergeant Dansk)
Steelcreek: Vibro-Knife, CM-940C, CP-30, Vibro-Vambraces, 2x AP Grenade
Grimes: C-5, Vibro-Knife, Neural Mace, CP-40 (with red button that says Do Not Push), 1 Plasma and 1 AP grenade
Bouchard: CM-940BR, CP-30, Vibro-Knife, 2x AP grenade
Wright: CP-50 (w/ Vibro-Bayonet and 12 HE rifle grenades loaded), C-20, 12 HE rifle grenades on a bandoleer, Vibro-Knife, 2 Plasma Greandes
Colton: CV-212 with vibro-bayonet, C-20, Vibro-Knife, 2x HE Grenades
Maddocs:
Marshal:
Klinger:
Draper:

Weapons Available:
CP-40 (10/11)
CP-50 (1/2)
CV-212 (2/3)
C-29 (3/3)
CM-940BR (3/4)
C-16A (2/2)
CM-30 (2/2)
CM-940C (1/2)
C-20 (10/12)
CP-30 (0/2)
C-5 (3/4)
Vibro-Knife (12/19)
Vibro-Sword (4/4)
Neural Mace (2/3)

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Steelcreek
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Steelcreek » Mon Apr 30, 2018 11:07 am

Notice and Detect Arcana 7
Notice 1d8 = 7: 7
Wild 1d6 = 5: 5
Steelcreek moves quickly to secure his weapons of choice first, hefting a CM-940C (one with a scope attached) and testing its weight in his hands. Nice, he thinks. He slings the carbine and grabs four clips of extra ammo (no way to borrow more in the field when they're real bullets), a vibro-knife, and a CP-30 pistol (he has to slide in between two bigger toughs to grab it, but he's agile enough to get in and out quickly).

He moves to the armor and briefly considers a suit of CA-4 before thinking better of it. The protection is great, but the weight... better to be mobile. He snaps up a suit of CA-3 and keeps it close.

"Wright! Need a hand?" he calls, helping out their demo man with his own suit before getting help with the CA-3.

Noticing that Grimes somehow seems to be grabbing all the best gear for himself, Jaren calls out, "Hey, Grimesy! You see any vibro vambraces lying around anywhere?"

Once armored up, he grabs a couple of armor piercing grenades, a few extra e-clips, attaches the vibro-knife bayonet-style to his carbine, and prepares to hunt. He slides on his multi-optics glasses and takes the face plate off, keeping his head protected while still allowing himself to reach out with his psychic sense.
Sword or Vambraces
If Grimes finds him a set of vambraces, he'll wear those. If not, he'll grab a vibro-sword, assuming one is left.
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: 0 (+2 w/other Psi-Stalkers)
Parry: 7, 8 w/vambraces
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain, Spotter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Character Sheet
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Grimes
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Grimes » Mon Apr 30, 2018 11:57 am

Grimes arrives with a half a cup cake in hand and his shirt halfway unbuttoned. Damn did I bring my blue card??
A few days ago, Blue Card Training
Grimes is in a chair, tied, and strapped. A thug of a man is standing over him... The brawny man yells, " Wlecome to your blue card confirmation training!" Thud!! The man's fist connects into Grime's chest. The man continues to shout at Grimes spittle flying every where, " This card will be used in the event of rapid dyployment, you will not ever be without it!!" Smack! This time in Grime's jaw! " This training is to give you a pavalovial response to pain ensuring you will never leave home with out your blue confirmation card!" Thud! Thud!, Smack! Blood splatters all over Grimes' pants and shirt. " Do you have your blue confirmation card Daryl Grimes?" Thud! Again to his chest a meaty ham fist strikes.

Grimes' bloodied and battered, his eye half way swollen shut weakly answers, " Yessss..." Smack! Smack! A two punch combo to the face.

The burly man smiles and yells at Grimes dancing a boxers dance in front of him, " I am sorry cupcake, I could not hear you!" Thud! Thud!

Grimes looks the man in his eye and slips his restraints with ease. Just like you taught me Catalina. Grimes catches the next blow on his fore arm and stand too. " I said, yes sir! I will always have my blue confirmation card on my at all times sir!"

The man less his arms go loose, and pats Grimes on the head messing up his hair, " Ok kid looks like you are learning."

Grimes feels a pin prick on his neck, and turns to see Catalina the mousy psi-ops assassin behind him, she gives a lopsided grin as Grimes looses consciousness, " You will learn to look behind you Daryl Grimes."
Of course I have my blue card, its sown into my goddamn forearm

Grimes hears his name and flashes Steelcreek a smile, " You got it steelcreek, just save me a neural mace and C-5"
Scrounger edge, total of a 4
Scrounger Edge: Streetwise: 1d6 = 1: 1 wild 1d6 = 2: 2 +2 from CHA
Grimes disapears for a minute into the general chaos of folks getting ready. He comes back with a pair of vambraces, nice, cleaned, and cromed. Grimes grins, " Lets just say a Joker spec force operative will not be laughing."

Grimes helps Wright and Steelcreek get ready. "Steelcreek these optics are badass, let me see if I can tie them to your HUD, or help you at least." Grimes takes out a strip of duct tape, a paperclip, and a small bottle of lighter fluid. " Just hold still man, I am a professional."
electronics 7 to get Steels optics working with his helmet
Kn Electornics: 1d8 = 7: 7 wild 1d6 = 3: 3
Then Grimes dives into the free fore-all of the weapon bonanza!! As folks push him his hands dart snake like grabbing choice items. A few grumbles from behind him of, " Goddamn Mutie, what is he doing up in front?" But the yellow and white sweet creme frosting those two grunts have plastered over their mouths make them think twice about tangling with this baker... He grabs the C-5 ( 2 clips if possible), neural mace, vibro knife, and 1 plasma grenade and 1 Armor piercing grenade. With a little help from his friends Grimes gets his armor shucked on, and helmet while crooked still provides the basic enviormental control functions. Grimes waves at Bertha in the corner. She seems to groan without grimes inside her. Its a shame she is falling apart... Maybe when we get back, if I get back, we can give it one more go... But I have a feeling High Command is going to force me to move on.

At the last minute someone shoves a rifle into his hands. The rifle is interesting, a standard issue CP-40 at first glance, but it has a red button that reads, Do not Push...
Grimes at a Glance
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 0

Combat edges:
Elan:+2 when spending a benny to reroll a trait
Rock and roll: when you do not move ignore autofire penalties
Bennies
5/3
+1 good plan
+1 for RP
+1 benny Bonanza

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Steelcreek
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Steelcreek » Mon Apr 30, 2018 12:54 pm

”Thanks, Grimes!” Steelcreek takes the proffered vambraces and straps them on. Can’t be too careful.

He initially winces when Grimes begins fiddling with his glasses. He starts to tell the man to “be careful!” when Grimes hands them back, good as new and perfectly synchronized.

”Huh. I didn’t know they could do that. Learn something new every day. But... why the lighter fluid, man?”
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: 0 (+2 w/other Psi-Stalkers)
Parry: 7, 8 w/vambraces
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain, Spotter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Character Sheet
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Grimes
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Grimes » Mon Apr 30, 2018 4:44 pm

Steelcreek wrote:”Thanks, Grimes!” Steelcreek takes the proffered vambraces and straps them on. Can’t be too careful.

He initially winces when Grimes begins fiddling with his glasses. He starts to tell the man to “be careful!” when Grimes hands them back, good as new and perfectly synchronized.

”Huh. I didn’t know they could do that. Learn something new every day. But... why the lighter fluid, man?”
Grimes slaps his gear into place and lifts the rifle with a grimace. Why is this so heavy??? He flips the empty can of lighter fluid into a nearby OSHA maintained garbage bin. Grimes grips Steelcreek by the shoulders. " I don't know whats going to happen out there. I don't know who is going to make it back and who is going to be a rotting corpse. I don't know where, why or how... But I do know this. You say the words Hot Butter Rum into your comm unit, a gout of flame will erupt from your helmet 5ft long spraying directly in front of you. It might not be plasma but I would not want to be caught in it." Grimes nods at Steelcreek and then looks at his rifle again, the red button that reads Do Not Push seems powerfully tempting.
Grimes at a Glance
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 0

Combat edges:
Elan:+2 when spending a benny to reroll a trait
Rock and roll: when you do not move ignore autofire penalties
Bennies
5/3
+1 good plan
+1 for RP
+1 benny Bonanza

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Solène Bouchard
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Solène Bouchard » Mon Apr 30, 2018 6:28 pm

Gear
CM-940BR Rifle
CP-30 Pistol
Armor Piercing Grenades
"So much for R and R, Solene grumbles as she scrambles to gear up for the Code Red Epsilon. However, she is secretly relieved of having to deal with all the social interactions. Old Chicago was so dangerous you needed more than one type of code red, and while this one wasn't the worst it was pretty bad. Not as bad as the sight she sees in the squad hangar though, her power armored stripped down worse than a call girl in Baton Rouge. Sighing she looks over the offered inventory and grands a ballistic battle rifle, just in case something out there was impervious to lasers. She would have preferred a C-29 or something, but honestly without her armor it would probably just slow her down. Snatching up the last CP-30 she grins a little, these little babies are hard to come by and would be a good e-weapon alternative to her BR.

Given her speciality is anti-armor she stocks up on armor piercing grenades, someone else can worry about a mixed load out. She knew her job was to crack the tough nuts. She grins sightly, Nutcracker would be a bad ass call sign both on the field and in the barracks. That would keep the more lecherous types at bay and wasn't as bad as Ball Buster or just plain old Bitch.

Smiling as she slaps in her clip and checks her gear over one more time she reports for duty.

"Ready for action Sarge."
Signature
PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)

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Logan Wright
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Logan Wright » Mon Apr 30, 2018 8:50 pm

Notice 7, 9 if Visual
1d8 = 7: 7
Wild Die 1d6 = 4: 4
+2 if Visual
Common Knowledge 9
1d10 = 9: 9
Wild Die 1d6 = 2: 2
Gear
1 CP-50 Dragonfire Laser Rifle
1 C-20 Laser Pistol
1 Vibro-Knife attached to the CP-50 as a Bayonet
1 Extra Vibro-Knife
2 Plasma Grenades (If available. If not, then he will grab two Frag Grenades
Run Die 1d6 = 1: 1
Vigor
1d6 = 1: 1
Wild Die 1d6 = 3: 3
Logan hears the base alarm go off and he instantly has a flash back to that fateful day in training. He turns and takes off running, but quickly gets winded, hacking and coughing, but he refuses to stop or slow to a walk, so instead he settles for a pace that was about as fast as a power walk or slow jog. When he gets to the armory he hears Steelcreek and Grimes call out to him to help them and in turn them help him. Wright uses that time while suiting up in his personalized CA-4 armor (Tech Specialist) getting his breathing back under control. Logan sees Steelcreek looking at the armors like he had a choice (technically they did) and thought to himself Now is not the time to be trying out some armor I have not worn before. He scans his dog tags and goes to collect his weapons, grabbing a CP-50 before they all got taken, as well as some two full loads of HE grenade rounds, loading the first 12 immediately. He then decides to play a prank on Grimes, grabbing a CP-40 and placing a DO NOT PRESS button on the side of the shoulder stock before shoving it into Grimes' hands, slipping through the crowd over at the sidearm table and was thinking of grabbing a CP-30, but decided against it and grabbed a C-20 as the last CP-30 was taken. Looking up, he's surprised it's Brouchard expecting her and Colton to be suiting up in their power armors. As he is about to ask her why she wasn't getting suited up in her Mauler, he notices all of the power armor taken apart for maintenance, making him wince. It would have been nice to have had her, at the very least, out there in a Mauler. Damn! Wright then took one Vibro-Knife and mounted it on his Dragonfire then considers a Vibro-Sword on top of that before he realizes that he lacks sufficient strength to make the most out of it, so instead he takes another Vibro-Knife and put it on his belt. Finally, Logan went to the ordinance table and picked up 2 Plasma Grenades and put them in his grenade pouch. Finally, he takes the time to make sure that his CP-50 and C-20 both have E-clips in them as he fills his e-clip slots with two pistol sized e-clips and three rifle sized e-clips, loading his weapons as needed.

"Hey, do we have any intel on the threat, yet?" he calls out to whoever may know any information.
Last edited by Logan Wright on Tue May 01, 2018 7:33 am, edited 1 time in total.
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness: 14 (7); Strain: 1;
Weapon in hand: CM-1902 Assault Shotgun
Ammo: 50/50 (20/17 Slugs, 20/16 Buckshot, 10/17 Big Bore)
Grenade: 0/2 Plasma 0/2 Frag
Bennies: 4

Current Conditions:

Alts: Jitters 13th SET, The Quiet Ones

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Raleigh Ray Colton
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Raleigh Ray Colton » Mon Apr 30, 2018 11:10 pm

Notice 7
Notice 1d8 = 7: 7
Wild 1d6 = 2: 2
Raleigh Ray was in the process of walking backing back to his quarters, his hand pressed against the wall and and sliding along for support. He was exhausted, battered, and sore. "Death by broken pelvis... the only way to go." he mused to himself.

Just meters from the door and a few steps further to his bunk, the klaxons sounded and the Red Epsilon alert sounded. It took him a moment for it to register what that meant, and a heartbeat longer for the adrenaline to hit his blood stream. With a jolt he found himself scrambling for the armory with renewed vigor.

The first thing he went for was his trusty old suit of Mauler power armor. Sure, it was pretty beat up from the last time he used it, but she was to tough old broad! Surely he could count on her for one more fight! ... But ... when he got to his Mauler and saw it stripped down and torn apart, Raleigh Ray uttered a simple, "... hu...", recognizing that even he couldn't get it back together in the limited time they had available.

Hearing the voices of Bear 2 just beyond in the armory, he knew where he needed to go. When he arrived, Raleigh Ray saw that he wasn't the last to arrive for a change, which made him a little happy. It meant he wasn't late for the party.

As quickly as possible Raleigh Ray scanned in his tags and started requisitioning his gear, talking to his fellow soldiers who were in the way. "Uuuuh... Give me my CA-3... I'll take that CV-212... that vibro-bayonet... two HE grenades... and hand me that C-20." Rather than move, they did as Raleigh Ray asked, gathering his armor and assortment of weapons. "And give me a shit load of e-clips too." Raleigh Ray proceeded to suit up, load up his load-bearing gear, and report for duty. "PFC Colton, ready to rumble!"
Colton's Fevered Imagination
But when he reached for the C-20 laser pistol, Raleigh Ray interrupted him. "Wait-wait, hold up... What is that?" The simple Ozark boy pointed to the pistol next to the C-20 the supply clerk was reaching for just then. As the man moved his hand over to the older, obsolete weapon, Raleigh Ray's heart skipped a beat. "I don't know that that is, but I want it! And give me a shit load of e-clips too." Raleigh Ray proceeded to suit up, load up his load-bearing gear, and report for duty.

As the clerk pulled the ancient pistol from its storage nook, a few strands of cobweb stretched from behind it and eventually snapped clear. The clerk handed it to Raleigh Ray, who proceeded to wipe away some of the remaining dust and cobwebs to read the stamped letters on the side; it reading C-18. Not having the luxury of time to admire the old-school craftsmanship of the relic,
"PFC Colton, ready to rumble!"
GM Note: I said I'd let you find it later goob :P
PFC Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
* CTT-P40 Particle Beam Rifle; Ammo: 1/1
CV-212 Laser Rifle; Ammo: 3/3
Vibro Bayonet
Skelebot Stats

Bennies: 1/4
(reset (with bonuses): July-ish, 2018)
EP Ledger

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Joe Marshal
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Joe Marshal » Thu May 03, 2018 7:37 pm

Notice 10
Notice: 1d6 = 6: 6
Ace: 1d6 = 4: 4
Notice Wild Die: 1d6 = 6: 6
Ace: 1d6 = 4: 4
When the alarms go off, Joe goes from having fun with his squad mates to serious right quick. Joe hustles from where he was at to the armory, and with sweat coming down from his brow. Joe looks at the remaining gear and starts grabbing items he's proficient with. Joe picks up a C-16A and sets it on his bench, before turning back and grabbing a pair of C-5 Pump Pistols and setting them next to the shotgun. Joe eyes the melee weapons on the rack and grabs a Vibro-Axe and a Vibro-Knife and sets them next to his other gear.

Joe quickly begins buckling on his armor, checking seals as he goes. Once the suit is on, Joe attaches the magnetized holsters for the C-5 pistols onto his thighs and affixes the Vibro-Knife to the bayonet lug on the shotgun. Reaching into his locker, Joe grabs his helmet and seals it in place. Snatching up the Vibro-Axe and Shotgun, Joe moves to the mustering ground. "PFC Marshal, reporting ma'am."
Joe Marshal
PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 12g Slug: 16/16
2 C-5 Punp Pistols
Ammo: 5/5, 5/5
Vibro-Axe
Bennies: 3/3

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Grimes
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Grimes » Thu May 03, 2018 8:51 pm

Grimes is looking at the CP-40 with growing interest, the red bottom with do not press is ever calling to him. A nearby Sgt. gives Grimes a once over straightening his crooked helm and sealing his armor. the red button on the rifle does not escape his notice. The Sgt nods at Grimes saying, ”Your first Red Epsilon son?” Grimes nods and Sgt continues, ”Yeah I remember mine like it was yesterday. The bodies, the horrible sounds... Its not something I can forget.”. The Sgt points to a half hidden box of do not press buttons. ” I had a jokster in that squad too, he saved my life once or twice.” The Sgt exchanges rifles with Grimes, ” Here, take mine its the real McCoy...”

Grimes is floored on so many levels all he can say is, ” Uhh, Thanks I am Daryl Grimes...”

The Sgt chuckles holding up a hand, ”No need to thank me son, I know who you are and my name is Lloyd. Your family’s bakery has lifted my spirits throughout the years.” Grimes looks the Sgt name on his shirt it reads Sgt. Patron. While Grimes looks the rifle over the Sgt chuckles half joking, ” Just watch out for that black button... Its sort of your break glass...” Grimes flips the rifle around and spies the button the Sgt. was talking above. When Grimes looks up the man is gone and Grimes just sees Steelcreek looking as badass as one can get.
Grimes at a Glance
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 0

Combat edges:
Elan:+2 when spending a benny to reroll a trait
Rock and roll: when you do not move ignore autofire penalties
Bennies
5/3
+1 good plan
+1 for RP
+1 benny Bonanza

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Alan Klinger
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Alan Klinger » Fri May 04, 2018 7:58 pm

Notice 7
Notice: 1d4 = 4: 4 Ace: 1d4 = 3: 3Wild: 1d6 = 3: 3
When the alarms start blaring, Klinger rushes to the Armory. He helps out Casanova and his room mate Solene getting into their armor. "I'll take a vibro knife, c-20, cp-40, three clips for the weapons, and two flash bangs." Klinger settles in with the armor and the weapons. "I need a med kit or two." The med kits are slung on his hips out of the way. "Bear Ten ready"
Prvt. Alan Klinger
Pace: 6; Parry: 4; Toughness:14(7); Strain: 6;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 60/60
Bennies: 0

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Raleigh Ray Colton
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Raleigh Ray Colton » Mon May 07, 2018 4:30 pm

"Thanks, Doc." Raleigh Ray said to Kinger, appreciative for the helping hand.

He returned the favor and helped Klinger get into his body armor, making sure all the hard to reach attachments, snaps, and buckels were properly fastened.

"You're good to go, Doc!" Raleigh Ray said to Klinger, giving him a reassuring slap on the back, hoping the tremble and unsteadyness in his own voice didn't betray the hidden fear welling up in his belly.
PFC Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
* CTT-P40 Particle Beam Rifle; Ammo: 1/1
CV-212 Laser Rifle; Ammo: 3/3
Vibro Bayonet
Skelebot Stats

Bennies: 1/4
(reset (with bonuses): July-ish, 2018)
EP Ledger

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High Command
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by High Command » Tue May 08, 2018 6:51 pm

Code Red Epsilon - Attack on Bridgehead
Date: September 1, 109 P.A.
Time: 1630
Temp: 75 degrees in the barracks. 90 degrees outside and sunny.
Weather: Clear, with fog over downtown in the distance
Ley Line info: Old Chicago is rife with ley lines, but Fort Resilience is one of the few areas with none within a mile of the base.
Location: Fort Resilience: Bear Platoon Armory
Roll20 Link: https://app.roll20.net/join/3312372/zu8qVw

As you all muster outside the armory, the Lt. and the other squad's Corporal locks it up as you all form into squads. Maddocs and Draper are the last two out. You see a few people staying there, working on getting the power armor back together, including the Sergeant Grimes spoke to earlier. Sergeant Lyra Dansk, the Platoon Sergeant of Bear Platoon, and squad leader of Bear Two, whistles loud enough to get everyone in Bear platoon's attention. "Alright boys and girls, stand to and cut the chatter. Ell Tee (LT) will bring us up to date. Quiet down!" Her well practiced command voice is immediately followed by everyone with even an ounce of sense.

Lt. Daniel Simms, commanding officer of Bear Platoon, and squad leader of Bear One, speaks up. "We are in the midst of a major assault by rift at the Bridgehead. Enemy forces so far include multiple large daemonix assault beasts, plus zealot piloted magical and technological robots. We expect forward assault forces in the form of flying and teleporting foes. Our job is to provide physical security for the artillery batteries that will be raining all manner of hell on their sorry asses. Intelligence has stated they have sighted a few squads of teleporter mobile infantry. If you see a magic user, you are to use all the force at your disposal to END them. Don't kill our people with friendly fire, but otherwise get it done. If someone goes down and has a better weapon than you, grab it. Your job is to kill as many of them as possible. Expect to be overrun and expect them to come in waves. We'll be spread out, so if a ranking officer on scene gives you an order, follow it unless Sergeant Dansk or I say otherwise. Let us fight your battles with the confusion of orders in combat. Otherwise, kill the enemy and follow orders." He looks to everyone, making sure they heard him and understood. He does not take questions.

"Alright, you know what I know. Bear Two, follow Dansk, Bear One, follow me. Dansk, you have installation Fifteen Charlie Two Delta. We'll be in Episilon, right next door. Move it out Bear! You want to live forever or something?!" With that he heads off at a good clip down the hall, followed by Bear One. Dansk waits a moment for him to head off. She turns to Draper and hands him a tablet. "Go to Admin Building Fourteen, Office 219 Bravo. Put this pad in the hands of Godmother and get your sorry ass to Artillery Building Fifteen Charlie, and to the Two Delta Artillery Control center. Move it double time!! Take Maddocs with you. Everyone else, follow me." Draper and Maddocs head off one way while Dansk heads off another, running down the halls. Even those among you with a good sense of direction get turned around a little.*

(Map forthcoming, for now just give me your thoughts and any chatter as you run to to the artillery control room and its loading and ammunition storage facility).
Sense of Direction
*If you have Survival D6 or Streetwise d6 you can keep up and know where you are going and how to get back.
Benny Bonanza!
Added Bennies:
Grimes - 1 Benny
Bouchard - 1 Benny
Steelcreek - 2 Bennies
Klinger - GM Benny
Draper - GM Benny
Maddocs - GM Benny
Wright - 1 Benny
Colton - 1 Benny
Marshal - 3 Bennies

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Logan Wright
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Logan Wright » Tue May 08, 2018 7:26 pm

Notice 1
1d8 = 1: 1
Wild Die 1d6 = 1: 1
Common Knowledge 7
1d10 = 7: 7
Wild Die 1d6 = 1: 1
When Sgt. Dansk summons them to her, Logan hustles over and falls in quietly, coming to attention when the LT quickly briefs them. As the LT briefs them, forces himself to pay attention as his mind drifts back to that fateful day. It was a day much like today, he ruefully thought to himself before forcing himself to refocus on the LT. Wright tries to remember where the Bridgehead is in relation to where they were, and feels like he has a reasonably good guess what direction and how far they were from it. After Bear One falls out to follow the LT, Wright prepares himself to keep pace with the sergeant, and watches with curious eyes her giving Draper a tablet with orders to take it to Godmother and beat feet back to them. He follows Dansk as she leads them through the building, and he quickly becomes lost in the maze of hallways and offices when as you run through the halls, a distant explosion sounds and then a light above you explodes, probably from an overload. Wright happens to be looking right at it (roll Technical Difficulties 1d6 = 5: 5).

Sparks shower all over the place as Wright's photoreceptors of his cybernetic eyes happened to have looking right at the electrical overload which in turn caused them to painfully overload, but Logan grits his teeth and refuses to shout out in the pain he's feeling in his skull. If anyone asks, Wright tells them "I'm ok, I'm fine." Logan still follows the group, but a little more cautiously as he has to interpret what he's seeing due to the fact that he's seeing a ghost image of the ceiling when the sparks cascaded down around them. He'll fall back next to Klinger in formation and ask him in a voice low enough that he doesn't attract too much attention while still being heard "Something tells me that you can't do field repairs on cybernetics, can you?" Once they get to their destination, he'll take up a position that doesn't have many blind spots, or where ever he's told.
Vigor to fake being alright 7
1d6 = 5: 5
Wild Die 1d6 = 6: 6 Ace!
Wild Die Ace 1d6+6 = 7: 1
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness: 14 (7); Strain: 1;
Weapon in hand: CM-1902 Assault Shotgun
Ammo: 50/50 (20/17 Slugs, 20/16 Buckshot, 10/17 Big Bore)
Grenade: 0/2 Plasma 0/2 Frag
Bennies: 4

Current Conditions:

Alts: Jitters 13th SET, The Quiet Ones

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Solène Bouchard
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Solène Bouchard » Thu May 10, 2018 6:01 pm

Notice 14
1d8 = 8: 8 Ace 1d8 = 6: 6 1d6 = 1: 1
Bouchard falls in and follows Dansk to their position. Once in place she surveys the area trying to quickly ascertain the best defensive positions and probable route of enemy approach. Of course, standard doctrine doesn't really apply when the enemy can teleport at will. Frustrated by the situation, she changes tracks and tries to find a palce that gives her the most sight lines while still maintaining cover. While they would need to look out, they would also have to scan inside their perimeter as well.

Shouting to Steelcreek she tries not to be too spurious, "Can your mutant brain sense teleporting beings before they arrive? Otherwise we have to look everywhere all at once."
Signature
PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)

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Raleigh Ray Colton
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Raleigh Ray Colton » Fri May 11, 2018 3:19 pm

Notice 5
Notice 1d8 = 4: 4
Wild Die 1d6 = 5: 5

Survival at d6 level, not to get lost (no roll needed?)
As the corporal gave Bear Two the particulars of the emergency as best he knew it, Raleigh Ray reached into one of his utility pouches and pulled out a can of his dip packs. Goin' to have to be frosty today... flavor the day best be Frosty Mint he thought to himself. As he opened the can and popped the dip pack in his mouth, the Ozark boy noticed his hands were slightly trembling. He thought he'd be used to combat by now... He then realized he'd never get used to the idea of his life being on the line on a regular basis like this.

When the quick debriefing was over Raleigh Ray proceeded to go to installation Fifteen Charlie Two Delta with the others, falling in line behind Sergeant Dansk and his team. As he went along, his mind took note of the various landmarks along the way, internally making a map to reference should he need to run this way again... Possibly in a hasty retreat should things go terribly wrong.

Raleigh Ray needed a diversion of some kind, even if only momentarily take his mind off the terrible things that laid in wait for him on the fiels of battle up ahead. Fortunately for him, fate obliged.
Logan Wright wrote:... a distant explosion sounds and then a light above you explodes, probably from an overload. ... Sparks shower all over the place as Wright's photoreceptors of his cybernetic eyes happened to have looking right at the electrical overload ... He'll fall back next to Klinger in formation and ask him in a voice low enough that he doesn't attract too much attention while still being heard "Something tells me that you can't do field repairs on cybernetics, can you?"
"I don't know about what Doc can do for ya..." Raleigh Ray chimed in, relieved for the momentary change off topic. "... but I bet I could fix 'em with a loose wire, and e-clip, and a broken whiskey bottle... Clear, not that brown or blue shit. ... Maybe a spec of duct tape too."
PFC Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
* CTT-P40 Particle Beam Rifle; Ammo: 1/1
CV-212 Laser Rifle; Ammo: 3/3
Vibro Bayonet
Skelebot Stats

Bennies: 1/4
(reset (with bonuses): July-ish, 2018)
EP Ledger

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Steelcreek
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Steelcreek » Sun May 13, 2018 6:11 pm

Notice Crit Fail
Notice 1d8 = 1: 1
Wild 1d6 = 1: 1


Steelcreek feels right at home as they head to artillery control. As a spotter, he spent plenty of time getting familiarized with this part of the base, and he keeps up easily.

We're on defense, he thinks shakily. He's never really been on defense before: he's a hunter, bred from a line of hunters, and he is unaccustomed to waiting for an enemy. And I can't even call in the guns for support, because that's the whole point.
Common Knowledge 14
Smarts 1d8 = 8: 8
Ace! 1d8 = 6: 6
Wild 1d6 = 4: 4

As they go, Jaren pulls up his mental map of the facility, making note of the best places to hide or make a stand and trying to remember anything that might give them an edge.
Serious Problem With Optics Glasses
Tech Difficultly 1d6 = 4: 4
Serious Problem: The device or gear applies a –2 to all Trait rolls where it's used, or its applicable bonus is reduced by 2.
A light above them explodes and Steelcreek’s glasses start to act up, one lens flickering annoyingly. He takes them off with a sigh and stows them. I have the worst luck with optics...
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: 0 (+2 w/other Psi-Stalkers)
Parry: 7, 8 w/vambraces
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain, Spotter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
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Grimes
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Grimes » Sun May 13, 2018 6:54 pm

Did, someone say kill? Man I got to get out to some kind of peace core. Doesn’t the CS have some kind of unit that goes out with blankets and food?. Grimes trudges along, flowing Steelcreek. Man, does that psi-stalker have a side that doesn’t look badass. Grimes is clearly struggling heaving the rifle, and once he gets to where he is going he sets it down, pulling out his much lighter pistol. He munches on a cupcake and puts his head down like he was told to back in basic. But he does keep one eye out for some kind of supernatural rukus because there is a difference betweeen pacifist and a stupid pacifist.
Notice 8
Notice: Go Dice Roll! 1d8 = 1: 1 wild 1d6 = 6: 6 ace 1d6 = 2: 2
Grimes at a Glance
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 0

Combat edges:
Elan:+2 when spending a benny to reroll a trait
Rock and roll: when you do not move ignore autofire penalties
Bennies
5/3
+1 good plan
+1 for RP
+1 benny Bonanza

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Steelcreek
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Steelcreek » Sun May 13, 2018 7:24 pm

Solène Bouchard wrote:
Notice 14
Original post: 1d8 = 8: 8 Ace Original post: 1d8 = 6: 6 Original post: 1d6 = 1: 1
Bouchard falls in and follows Dansk to their position. Once in place she surveys the area trying to quickly ascertain the best defensive positions and probable route of enemy approach. Of course, standard doctrine doesn't really apply when the enemy can teleport at will. Frustrated by the situation, she changes tracks and tries to find a palce that gives her the most sight lines while still maintaining cover. While they would need to look out, they would also have to scan inside their perimeter as well.

Shouting to Steelcreek she tries not to be too spurious, "Can your mutant brain sense teleporting beings before they arrive? Otherwise we have to look everywhere all at once."
Mutant brain? Well, at least she seems to kind of be trying? Steelcreek shakes his head before realizing she’s probably not looking at him. ”Negative. I can sense magic as soon as it’s used, but not before.”
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: 0 (+2 w/other Psi-Stalkers)
Parry: 7, 8 w/vambraces
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain, Spotter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
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Logan Wright
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Logan Wright » Sun May 13, 2018 8:14 pm

Raleigh Ray Colton wrote:
Logan Wright wrote:... a distant explosion sounds and then a light above you explodes, probably from an overload. ... Sparks shower all over the place as Wright's photoreceptors of his cybernetic eyes happened to have looking right at the electrical overload ... He'll fall back next to Klinger in formation and ask him in a voice low enough that he doesn't attract too much attention while still being heard "Something tells me that you can't do field repairs on cybernetics, can you?"
"I don't know about what Doc can do for ya..." Raleigh Ray chimed in, relieved for the momentary change off topic. "... but I bet I could fix 'em with a loose wire, an e-clip, and a broken whiskey bottle... Clear, not that brown or blue shit. ... Maybe a spec of duct tape too."
"Absolutely out of the question! You are NOT coming near my eyes with a loose wire, an e-clip, and ANY sort of bottle of alcohol!" Wright emphatically replied.
Steelcreek wrote:
Solène Bouchard wrote:
Notice 14
Original post: 1d8 = 8: 8 Ace Original post: 1d8 = 6: 6 Original post: 1d6 = 1: 1
Bouchard falls in and follows Dansk to their position. Once in place she surveys the area trying to quickly ascertain the best defensive positions and probable route of enemy approach. Of course, standard doctrine doesn't really apply when the enemy can teleport at will. Frustrated by the situation, she changes tracks and tries to find a palce that gives her the most sight lines while still maintaining cover. While they would need to look out, they would also have to scan inside their perimeter as well.

Shouting to Steelcreek she tries not to be too spurious, "Can your mutant brain sense teleporting beings before they arrive? Otherwise we have to look everywhere all at once."
Mutant brain? Well, at least she seems to kind of be trying? Steelcreek shakes his head before realizing she’s probably not looking at him. ”Negative. I can sense magic as soon as it’s used, but not before.”
"Just how far out can you sense magic being used, Steelcreek?" Logan inquired.
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness: 14 (7); Strain: 1;
Weapon in hand: CM-1902 Assault Shotgun
Ammo: 50/50 (20/17 Slugs, 20/16 Buckshot, 10/17 Big Bore)
Grenade: 0/2 Plasma 0/2 Frag
Bennies: 4

Current Conditions:

Alts: Jitters 13th SET, The Quiet Ones

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Steelcreek
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Steelcreek » Mon May 14, 2018 4:20 am

Logan Wright wrote: "Just how far out can you sense magic being used, Steelcreek?" Logan inquired.
”As far as I can reach with any of my other senses. Magic gives off an aura that I can feel, more than anything. It’s difficult to explain.”

“As for teleporters, they typically have jump by line of sight. We won’t know when they’re coming, but we can guess more or less where they’ll be going.”
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: 0 (+2 w/other Psi-Stalkers)
Parry: 7, 8 w/vambraces
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain, Spotter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Character Sheet
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Solène Bouchard
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Solène Bouchard » Mon May 14, 2018 8:44 am

Steelcreek wrote:“As for teleporters, they typically have jump by line of sight. We won’t know when they’re coming, but we can guess more or less where they’ll be going.”
"Well that's something," Bouchard responds, obviously unimpressed at how little help the psi-stalker can be at the moment. Why tolerate them if they are not use?. Grunt she waves a hand at Steelcreek, "At least show us where they might appear and we can set up kill zones."

Marking each entry point, Soene looks for a good places to set up. Then she tries to consider how someone who can teleport might totally upend the tactical situation. Looking above and behind her for alternative spots, fall back positions, and potential bland spots. She sighs heavily as she tries to think like a magic users, It's so alien to human experience to consider this. No wonder magic warps the mind.
Signature
PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)

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High Command
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by High Command » Mon May 14, 2018 10:16 am

Code Red Epsilon - Attack on Bridgehead
Date: September 1, 109 P.A.
Time: 1635
Temp: 75 degrees in the control center. 90 degrees outside and sunny.
Weather: Clear, with fog over downtown in the distance
Ley Line info: Old Chicago is rife with ley lines, but Fort Resilience is one of the few areas with none within a mile of the base.
Location: Fort Resilience: Bear Platoon Armory
Roll20 Link: https://app.roll20.net/join/3312372/zu8qVw

As Bear-2 arrives at the control center, they see no one around. "Damn," swears Dansk, "I was hoping we wouldn't beat the people on liberty back to their own posting. Now I have to note it. Let's see if Sergeant Vinco is here. He's supposed to be on watch today."

She looks around. "Klinger, you're on door duty. You've got the uprated IFF already. I just unlocked it so you can see outside our command structure. Verify everyone before you let them through. Face masks up, retinal scan, voice print authentication, the whole nine yards. Piss them off and send them my way with complaints. They should have beat us back. If I call for you, beat feet to my location for orders. I'll be in the control center. Through the bay, turn left, first big doorway on the left."

"Rest of you will pair off. Colton and Wright you're to go check on the status of the landing pad and make sure the door is secured - both the big door and the smaller access door. Grimes and Steelcreek, you're to do a sweep of the loading center below us. That ladder behind you will provide the quickest access. The elevator is as slow as waiting on a long hair dogboy to wash its fur. Marshal and Bouchard, you're with me. Once I meet with the watch, go check communications and get us linked to their net. Then I want you to sweep this floor. I just enabled your suit computers to be able to authorize a link up. Clock is ticking folks. I want to circle back in five. Sooner if you hear from me. Be thinking of where we can place ourselves for maximum coverage and security."

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Steelcreek
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Steelcreek » Mon May 14, 2018 10:24 am

Notice and Detect Arcana 10
Notice 1d8 = 8: 8
Ace 1d8 = 2: 2
Wild 1d6 = 1: 1
High Command wrote: "Rest of you will pair off. Colton and Wright you're to go check on the status of the landing pad and make sure the door is secured - both the big door and the smaller access door. Grimes and Steelcreek, you're to do a sweep of the loading center below us. That ladder behind you will provide the quickest access. The elevator is as slow as waiting on a long hair dogboy to wash its fur. Marshal and Bouchard, you're with me. Once I meet with the watch, go check communications and get us linked to their net. Then I want you to sweep this floor. I just enabled your suit computers to be able to authorize a link up. Clock is ticking folks. I want to circle back in five. Sooner if you hear from me. Be thinking of where we can place ourselves for maximum coverage and security."
Steelcreek gives a nod and a quick "hooah" to indicate he has received and understood his orders and taps Grimes on the shoulder. "Let's go, Grimesy. Down the hole."

Moving over to the ladder, Steelcreek secures his rifle and starts climbing.

Weird that they aren't here. Those guys are always hanging around their control center.
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: 0 (+2 w/other Psi-Stalkers)
Parry: 7, 8 w/vambraces
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain, Spotter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
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Grimes
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Grimes » Mon May 14, 2018 8:10 pm

Steelcreek wrote:
Notice and Detect Arcana 10
Notice Original post: 1d8 = 8: 8
Ace Original post: 1d8 = 2: 2
Wild Original post: 1d6 = 1: 1
High Command wrote: "Rest of you will pair off. Colton and Wright you're to go check on the status of the landing pad and make sure the door is secured - both the big door and the smaller access door. Grimes and Steelcreek, you're to do a sweep of the loading center below us. That ladder behind you will provide the quickest access. The elevator is as slow as waiting on a long hair dogboy to wash its fur. Marshal and Bouchard, you're with me. Once I meet with the watch, go check communications and get us linked to their net. Then I want you to sweep this floor. I just enabled your suit computers to be able to authorize a link up. Clock is ticking folks. I want to circle back in five. Sooner if you hear from me. Be thinking of where we can place ourselves for maximum coverage and security."
Steelcreek gives a nod and a quick "hooah" to indicate he has received and understood his orders and taps Grimes on the shoulder. "Let's go, Grimesy. Down the hole."

Moving over to the ladder, Steelcreek secures his rifle and starts climbing.

Weird that they aren't here. Those guys are always hanging around their control center.
Grimes looks up at Steelcreek and wipes the frosting off his mouth. It was a bit yellow and smelt like lemon sweet creme. Grimes sighs inwardly his brow sweat stinging his eyes. I really should have gotten more sleep.
A few days ago
The Sargeant, a tall buldging fellow looks down at Grimes. The noon day sun is beating down on Grimes scalding his skin and soaking his face. The Sergeant yells, ” What are you going to do Mutie, just lie there and cry about it? You might be hot, you might be exhausted, but you will muster and pick up that fucking rifle or I will break every bone in your hand.” The Sarg steps on Grimes’ right hand punctuating the point and leans in right to Grimes grimacing sweaty face. The Sarges voice was low and confidential. He points to another soldier running along the track. ” You see that trooper? Artillery specialist 1st class Tommy Bowzer... We call him the sprinkler because he makes it rain fucking pain. If you do not pick up that rifle I will shoot him while he catches his Zs later tonight.”
A million and three thoughts go through Grime’s head, but only one action surfaces. Grimes grits through the pain and yells, ” Sir, yes Sir.. Grimes pulls his hand free from the bood scrapping and scuffing it. Its quick to bleed but Grimes just gathers the gun and stands. ”Ready to keep on trucking sir!”
The Sargeant looks up at the sun, its light glinting of his glasses. He laughs, ” The Colonial was right about you Grimes. Grab your gun and get back to it.”
Grimes looks down at his hand and flexes it. Grimes wipes his brow and snaps his helmet shut. Hooya Sir, peace is my profession. He holsters his pistol and picks up the heavy rifle. ” Got your back Steelcreek... Do you know any of these derelict Altillery troopers? I got a bad feeling about them... The kind of feeling that ends up being zombies.”
Notice 4 and 6 for traps, stealth 8
Notice 1d8 = 4: 4 wild 1d6 = 4: 4+2 notice for traps
Stealth 1d6 = 5: 5 wild 1d6 = 3: 3+3 stealth
As Grimes follows Steelcreek he visually scans the corridors and ladder shoot for traps, and instinctivly quiets his footfalls. During the sweep he smartly uses cover and when appropriate goes low during their two man action.
Grimes at a Glance
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 0

Combat edges:
Elan:+2 when spending a benny to reroll a trait
Rock and roll: when you do not move ignore autofire penalties
Bennies
5/3
+1 good plan
+1 for RP
+1 benny Bonanza

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High Command
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by High Command » Tue May 15, 2018 6:28 am

GM Mini Update

As the pair descend, they find themselves in rather cramped quarters. They circle around behind the lower end of the elevator and emerge into a decent sized area with more crates of artillery ammo, including on that is open showing the huge shells. Four gunnery specialists come out from behind where an auto loader's magazine lies open. They jump a bit at the site of the sight of the two soldiers from Bear Company. "Shit you surprised us. Dan you guys are quiet." It is Tech Specialist 1st Class Tommy Bowser who speaks. Because of the way the technical specialist ranks work, Bowser is the equivalent of a Sergeant in terms of pay and responsibility within his department, but he still answers to any Corporal, much less Sergeant. It is a very specific line of rank that never ends up with a soldier seeing any real command beyond their specialty. "Wait, Grimes right? Saw Sergeant Haskins putting you through that extra training the other day. Looked rough, but being trained by special forces is no joke. Anyway, what are you guys doing down here?" When the pair answers, he nods. "Good, half our guys were on leave at an off-site location. They are booking it back in. We got enough to fire the gun all day long and keep it loaded, but our extras we keep for security just aren't available. Hey, you're Steelcreek, aren't you? Good seeing you again. Glad to know we have a spotter here. If comm traffic gets too much they may have you relay targeting info to the targeting techs upstairs. Make sure you check in with Sergeant Vinco. Not often we get folks familiarized with our process as security forces."

They show them around the area below and it takes all of a minute to complete the sweep, as well as check IDs. Afterwards they head back upstairs to rendezvous with Dansk.

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Joe Marshal
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Joe Marshal » Tue May 15, 2018 12:43 pm

Notice 17 K/Electronics 11
Notice: 1d6 = 3: 3
Notice Wild Die: 1d6 = 6: 6
Ace: 1d6 = 6: 6
Ace: 1d6 = 5: 5
Knowledge: Electronics: 1d6 = 6: 6
Ace: 1d6 = 1: 1
Knowledge: Electronics Wild Die: 1d6 = 6: 6
Ace: 1d6 = 5: 5
Joe hustles with the others in an effort to make it to the Artillery Battery. Once there Joe listens to Dansk give the rundown as to their orders. "Hold the Arty until backup comes, sounds easy enough... not going to be of course, but sounds easy." Joe says sarcastically, before hearing her next set of orders.
Dansk wrote:"...Marshal and Bouchard, you're with me. Once I meet with the watch, go check communications and get us linked to their net. Then I want you to sweep this floor. I just enabled your suit computers to be able to authorize a link up. Clock is ticking folks. I want to circle back in five. Sooner if you hear from me. Be thinking of where we can place ourselves for maximum coverage and security."
Joe nods at Dansk. "Yes ma'am." Joe says before heading off to do as he was told. Check Comms, get linked. Sounds easy enough. Joe thinks as he rushes into the Comm Station. Looking at the Communications Station, and anyone nearby. "Need to get Bear 2 linked to the local chatter."
Joe Marshal
PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 12g Slug: 16/16
2 C-5 Punp Pistols
Ammo: 5/5, 5/5
Vibro-Axe
Bennies: 3/3

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Solène Bouchard
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Solène Bouchard » Tue May 15, 2018 3:00 pm

Knowledge (Electronics) 8
K: Electronics 1d8 = 6: 6
Wild 1d6 = 6: 6
Ace 1d6 = 2: 2
Am I a comtech now? Bouchard wonders at the command to establish a link up. It was basic enough, and she let Marshal take the lead. He seemed to know what he was doing. Satisfied everything looks solid she nods to him, cocking her battle rifle and chambering a round, "Time to sweep the floor." Heading out in a standard two-man sweep she looks for anyone or anything out of ordinary. I swear to Prosek, if any magic users pop out at me there will be some much blood it'll be time to mop the floor.

As the approach the first hallway she signals Marshal that she'll cover his advance.

Let's do this.
Notice 4
Notice 1d8 = 3: 3
Wild 1d6 = 4: 4
Signature
PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)

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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Logan Wright » Tue May 15, 2018 7:54 pm

Notice 4
1d8 = 1: 1
Wild Die 1d6 = 4: 4
+2 for Visual Based Check negated by -2 Technical Difficulties
Common Knowledge 10
1d10 = 4: 4
Wild Die 1d6 = 6: 6 Ace!
Wild Die Ace 1d6+6 = 10: 4
High Command wrote:"Rest of you will pair off. Colton and Wright you're to go check on the status of the landing pad and make sure the door is secured - both the big door and the smaller access door. Grimes and Steelcreek, you're to do a sweep of the loading center below us. That ladder behind you will provide the quickest access. The elevator is as slow as waiting on a long hair dogboy to wash its fur. Marshal and Bouchard, you're with me. Once I meet with the watch, go check communications and get us linked to their net. Then I want you to sweep this floor. I just enabled your suit computers to be able to authorize a link up. Clock is ticking folks. I want to circle back in five. Sooner if you hear from me. Be thinking of where we can place ourselves for maximum coverage and security."
"Come one Colton, lets go!" Wright exclaims as the two pair off and head to the hallway that leads to the landing pad. As the go, Logan performs a internal system check on his cybernetic eyes and finds that while things are not as clear as he's become used to, his vision is still at the very least 20/20. "Hey, just to let you know, don't worry about my eyes. they're not as bad as I had first thought they were. It's just been awhile since I didn't have super sharp image processing."

Once they get in the hallway, Logan takes cover behind some crates while Colton stands in the middle of the hall. Wright shoves him to the other side then looks down the hallway with his CP-50 at the ready, all the while talking to Colton saying "I'm going to advance forward while you cover me. Once I get to the doors, I'll cover you so you can advance." Logan waits to move forward until Colton acknowledges or declines the battle plan.
Concerning the person just north of Wright and Colton
I think that is Sgt. Dansk, but there is no character sheet/picture of her that I could find, so if I don't recognize who that is without a name, this is what Wright is going to do.

Upon seeing the stranger in the hallway leading to the landing pad, Logan aims his rifle at her and shouts "Halt! Who goes there? Put your hands where we can see them and proceed to be identified, and don't even think about using any magic otherwise I will shoot to kill!"
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness: 14 (7); Strain: 1;
Weapon in hand: CM-1902 Assault Shotgun
Ammo: 50/50 (20/17 Slugs, 20/16 Buckshot, 10/17 Big Bore)
Grenade: 0/2 Plasma 0/2 Frag
Bennies: 4

Current Conditions:

Alts: Jitters 13th SET, The Quiet Ones

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Steelcreek
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Steelcreek » Wed May 16, 2018 11:47 am

(rolls held, Notice/Detect Arcana 10)
High Command wrote:GM Mini Update

As the pair descend, they find themselves in rather cramped quarters. They circle around behind the lower end of the elevator and emerge into a decent sized area with more crates of artillery ammo, including on that is open showing the huge shells. Four gunnery specialists come out from behind where an auto loader's magazine lies open. They jump a bit at the site of the sight of the two soldiers from Bear Company. "Shit you surprised us. Dan you guys are quiet." It is Tech Specialist 1st Class Tommy Bowser who speaks. Because of the way the technical specialist ranks work, Bowser is the equivalent of a Sergeant in terms of pay and responsibility within his department, but he still answers to any Corporal, much less Sergeant. It is a very specific line of rank that never ends up with a soldier seeing any real command beyond their specialty.

"Hey, you're Steelcreek, aren't you? Good seeing you again. Glad to know we have a spotter here. If comm traffic gets too much they may have you relay targeting info to the targeting techs upstairs. Make sure you check in with Sergeant Vinco. Not often we get folks familiarized with our process as security forces."

They show them around the area below and it takes all of a minute to complete the sweep, as well as check IDs. Afterwards they head back upstairs to rendezvous with Dansk.
Steelcreek gives a nod to the Tech Specialist, a little surprised to be recognized. "Specialist Bowser.” After a moment's hesitation (he doesn't want to sound like a jerk), he adds, ”As much as I’d like to check in with Sergeant Vinco, looks like he’s not back yet. Was he with the other guys off-site?”
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: 0 (+2 w/other Psi-Stalkers)
Parry: 7, 8 w/vambraces
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain, Spotter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by High Command » Wed May 16, 2018 11:54 am

Bowser looks confused. "Offsite? I just talked to him on the comm system. He's in the control room."

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Steelcreek
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Steelcreek » Wed May 16, 2018 11:59 am

High Command wrote:Bowser looks confused. "Offsite? I just talked to him on the comm system. He's in the control room."
Steelcreek swears under his breath. Mental magic or just a miscommunication?

Jumping on the radio, he says, Be advised, we've got a soldier down here who says he just spoke with Sergeant Vinco over comms and that the sergeant should be in the control room. He suddenly show up, up there?
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: 0 (+2 w/other Psi-Stalkers)
Parry: 7, 8 w/vambraces
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain, Spotter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by High Command » Wed May 16, 2018 2:07 pm

GM mini Update

Solene, Joe, and Sergeant Dansk walk into the control room and see two men in body armor but no helmets, though both have on headsets for comms. One of them, a sergeant with an IFF that reads Vinco, has a tablet attached to his left arm by a special mount. He nods to Dansk. "Sergeant," he nods to her. "You must be our security team. I'm John Vinco, this is Corporal Slattery. Got Specialist Bowser and his team down in the loading pit, and Specialist Nichols over in Comms. Bare bones, but we have enough for firing operations. Spotters have reported multiple magic users, and at least two teleporters, possibly more. Worst news is the rest of our team was out on a team building exercise out near the practice range. They were getting cross trained as spotters. So instead of sending them back, they sent them to the Bridgehead to act as spotters and reinforce the position there. So we're it. If I lose people, firing efficiency drops. I could use another hand in the control room."

Dansk shakes her head. "I will never understand putting people away from their specialties. But that's fine. I'll be your huckleberry. Marshal, until Draper gets back, you're to assume command. Bouchard, you're his second. Organize a defense and cover the entry points. Once you link up with Nichols in comms, get out there and hold that main door."

Slattery looks to Joe and Solene. "Hey, the door has firing points for rifles and has a pair of automated guns up top on the outside. Basically a skelebot brain on a C-40. Should be able to hold them for a while, at least till they blow the door. Once they start bringing in the heavy firepower on the door, you need to back off and let the rail guns fire until they go down with the door. There's two automated rail guns more in the back of the main loading bay out there. Problem is they are all the time doubling up on targets. Good on big boys, bad when they both focus on a 100 pound elf with a rifle." Both immediately think of Colton and his implant. Given how it works with both skelebots and the engineering robots, it'd probably work with the automated turrets.

They walk through and Nichols greets them. As a Specialist, second grade, he is also about the same as a Sergeant in terms of pay, but outside of normal command ranks. He quickly links them into the bunker comm net, as well as the control channels for all the automated systems, such as doors, loaders, and the automated guns. They then move through the rest of the bunker, double checking it is enemy.

"Steelcreek, that's confirmed. I told you I was heading to check in with Sergeant Vinco. Anyway, once you're done down there, head back up here. Find Marshal and Bouchard, they've got temporary command while I liaise in the control center. Klinger, send Draper my way when he shows up. You and Maddox move to backup Colton and Wright. Then lock down the doors, because no one should be coming. The rest of the control team got redirected in the field. Everyone, Marshal has command until I send Draper to you. Bouchard is his second. We are now linked to the bunker comm traffic. Use channel 2 for bunker wide comms, and channel 3 for direct to command communication."

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Grimes
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Grimes » Wed May 16, 2018 10:22 pm

Grimes nods to Bowser, ”Yeah training is tough, but if you don’t put in the work... Lets get you to a Sprinkler so you can do your job, heh?” He seems, like he is a friend...
The Computer
”Coming on line Daryl... Interface in Process... Processing... Processing...” Daryl feels a sharp pain, brief and forgettable in the back of his neck.
What? Who is there?
” I am your on board interface Dayrl Grimes... I am here at the request of High Command, to assist you so that you survive what is to come.”
How, who, what?
” I am sure you have many questions, but right now you need to know the soldiers in your immidiate vicinity register as friendly soldiers. I have their IFF frequencies in my database and they appear to be free of mind control and tampering.”
Thanks, I guess?
” You are welcome Daryl. If you are able to get me within a close proximity to the rest of your unit I can verify that they are who they seem to be.”
Ok... Ok... Talking computer, no problem. Lets use some caution.
” Yes Daryl, caution is advised when you search for Marshall and Bouchard... And please use the ladder as the ducts are far too small for practical purposes.”
Can you hear my thoughts?
Daryl Grimes seems to stop moving for about 10 seconds and then he is back to normal, ” Ok what is the play? I need to get close enough to confirm their friendly ID signature with... Anyway lets get up there with caution. I have heard tales of mind control shapshifting wizards... I would say lets crawl through the ventelation system, but I got a feeling they are way to tight of a space. The ladder looks nice and comfy though. Reminds of the time my great Aunt fell down trying to get a bag of suger off the tippy top shelf of the bakery.”
Notice 4, Stealth 8
Notice 1d8 = 1: 1 wild 1d6 = 4: 4
Stealth 1d6+3 = 8: 5 wild 1d6+3 = 4: 1
Grimes goes up the ladder lugging his gear looking arround, and letting his footfalls disapear. He does the same two man action with Steelcreek going low if need be. The computer takes note, recording it all...
Grimes at a Glance
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 0

Combat edges:
Elan:+2 when spending a benny to reroll a trait
Rock and roll: when you do not move ignore autofire penalties
Bennies
5/3
+1 good plan
+1 for RP
+1 benny Bonanza

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Solène Bouchard
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Solène Bouchard » Thu May 17, 2018 2:27 pm

Shaking her head at being assigned to lead, Bouchard defers to Marshall. Better to have him giving orders and me just kicking asses to get them followed.
Knowledge (Electronics) 5
K/Electronics 1d8 = 5: 5
Wild 1d6 = 1: 1
"Marshal. Maybe we should get Colton jacked into those rail guns. He's got that hole in his head and is slightly smarter than a skelebot. Might give us a tactical advantage once the doors are breached. We need to set-up firing positions for when the door system fails, lots of obstacles and pre-determined fallback positions. Teleporters means no direction of egress is really safe but we need to have a solid plan, even if we have to flex it later."

Having said enough, she tags along with Joe until he decides what to do.
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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)

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Raleigh Ray Colton
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Raleigh Ray Colton » Fri May 18, 2018 2:11 am

Rolls --- Notice 6 -- K-Engineering 5 -- Repair 8
Notice 1d8 = 6: 6
Wild Die 1d6 = 2: 2

To check on the doors and take action if need be.
K/Engineering 1d8 = 5: 5
Wild Die 1d6 = 2: 2

To evaluate the doors' condition
Repair 1d8+2 = 8: 6
Wild Die 1d6 = 5: 5
High Command wrote:"Rest of you will pair off. Colton and Wright you're to go check on the status of the landing pad and make sure the door is secured - both the big door and the smaller access door. ...."
"Gotcha', Ma'am!" Raleigh Ray nervously blurted out. Having already sucked all the flavor out of his dip pack, he was in nervous need of some kind of relief. He hopes he might be able to find it in his work.
Logan Wright wrote:"Come one Colton, lets go!"
Answering in reply with a single nod of his head, Raleigh Ray went side by side with his partner Wright to the landing pad area. He held his CV-212 rifle close to his chest, much like a child clinging closely to his teddy bear for protection against the monsters in his closet.
Logan Wright wrote:"Hey, just to let you know, don't worry about my eyes. they're not as bad as I had first thought they were. It's just been awhile since I didn't have super sharp image processing."
"Okay, but I think I did see a beer bottle along the way. Jus' say the word and I'll get you lookin' crystal clear once again." Raleigh Ray was only halfway joking. Though he didn't actually see a beer bottle in the facility, he was reasonably confident he could get the job done and fix Wright's mechanical eyes. Maybe it was his authentic talent... maybe it was his overwhelming hubris and ego... There was only one way to find out.
Logan Wright wrote:Once they get in the hallway, Logan takes cover behind some crates while Colton stands in the middle of the hall. Wright shoves him to the other side then looks down the hallway with his CP-50 at the ready, all the while talking to Colton saying "I'm going to advance forward while you cover me. Once I get to the doors, I'll cover you so you can advance." Logan waits to move forward until Colton acknowledges or declines the battle plan.
'Oh my God', Raleigh Ray thought to himself. '... This is, like, real soldiering shit! I bet tacti'cool shit like this gets Bouchard all wet in the pants.'

Taking up a covering position, Raleigh Ray pointed his weapon down the hallway, ready to blast at the first sign of d-bee or magic activity. "Got ya covered. Go!"

The two proceeded to leap-frog forward down the hallway, making progress towards the landing pad. Eventually, they reached their destination. Once there, Raleigh Ray wasted no time getting started checking on the two doors; looking at their status and condition.
PFC Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
* CTT-P40 Particle Beam Rifle; Ammo: 1/1
CV-212 Laser Rifle; Ammo: 3/3
Vibro Bayonet
Skelebot Stats

Bennies: 1/4
(reset (with bonuses): July-ish, 2018)
EP Ledger

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High Command
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by High Command » Fri May 18, 2018 10:35 am

Code Red Epsilon - Attack on Bridgehead
Date: September 1, 109 P.A.
Time: 1645
Temp: 75 degrees in the control center. 90 degrees outside and sunny.
Weather: Clear, with fog over downtown in the distance
Ley Line info: Old Chicago is rife with ley lines, but Fort Resilience is one of the few areas with none within a mile of the base.
Location: Artillery Control
Roll20 Link: https://app.roll20.net/join/3312372/zu8qVw

Colton is able to reset Steelcreek's glasses with ease, and Klinger manages to reset Wright's cybernetic eyes without doing surgery simply by triggering a dagnostic mode with a tool in his medical kit. (TD results neutralized - you're welcome) Klinger moves back to guard the entry door from the base, if only to have someone with eyes on it. He also sets the area up nearby as a triage station.

The group sets up at the door. They find the ammo crates weigh far too much to be moved without the proper equipment. They do manage to move two crates in front of the doors to the control center doors, which are locked down. The doors in the back are also locked down, but not blocked. Colton links up with the rail gun turrets, inside and out. Everyone takes up position at the door. The firing ports are similar to that of a Mark V APC in that the rifle mounts into a harness that the rifle is easily pulled from, but that it stays put and maintains environmental seal. A camera moves with the rifle and provides a good view of the area being fired on and this automatically is displayed on a screen in front of them or in their HUDS.

And so it is that when the first enemies begin appearing in clusters on the landing pad outside, the group is ready. Withering railgun fire starts up automatically. A collection of Brodkil, including several with cybernetics are among the first combatants to enter the fray. The mages teleporting in avoid engaging and teleport in and out.

Savage Quick Combat: HOld the DOoR!
Scene Modifier (-4) There are literally dozens of brodkil popping in every 4 rounds. Some of them are packing heavy ranged weapons, and all can affect the door in close combat. The door will come down, it's a question of when. There were also 10 minutes before the first enemies arrived during which time you could have prepared a welcome for any enemies that make it through the door. In that case your resource will be 1 grenade.

Resources Spent: As a default your character spends 10 rounds or one grenade (if setting traps). Before rolling declare if you would like to have your character risk more or expend more resources for a better chance of success. Note: you must have the resources to spend them.
  • -2: Conserve your energy - Believing it may be an easy battle you accept -2 to your roll in exchange for spending 1/2 (rounded down) the resources. However, your character receives a free soak roll versus any wounds taken from failure.
  • +0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
  • +2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.
  • +4: No Matter The Cost - When Battle comes you go all in, winning no matter the personal cost. You may triple the resources spent, or accept 2 Fatigue or 2 Wounds to gain a bonus of +4 to this roll.
Quick Combat Roll:
  • Critical Failure (-1): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 2 wounds. In addition he accidentally inhibits another players efforts reducing the number of successes for the group by 1. (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Failure (+0): The soldier is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1 Wound as the main door comes down (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Success (+1): The soldier fights well and adds +1 to success to his team’s efforts. He adds 1 success to his side’s battle. Though the dangers of the battle put him at risk of receiving a serious wound. Your hero must make a Vigor roll (no penalties) as the main door comes down, Failure he suffers a wound, on success he suffers no wound.
  • Raise (+2): The soldier wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s battle. Escaping the dangers of battle he finds himself uninjured as the main door comes down. In addition you gain a Benny
  • Two or More Raises (+3): The soldier covers himself in glory! Many foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 (or more) to his side’s successes and he emerges from the fight unscathed as the main door comes down. The character may also reduce another player's Critical Failure result to a normal failure if he narrates how he interfered. In addition you gain a Benny, or things lined up well for you, your character was able to conserve resources more than expected, as a result regain half of the resources spent for this roll, if you don't take the bennie.
Note: As the last thing you do for your post, log into Roll20 and place your character in the cover of your choice in the main cargo bay there.

One Success - no one dies, but folks gain no benefit from being in cover the first round.
Five successes - You hold the line long enough for everyone to be in cover
Ten successes - Not only is everyone in cover, but you all gain a +1 to your next roll.
Fifteen successes - In addition you reduce my GM benny pool by one if the total number of successes is 15, plus one for every success over that. To a maximum of 5.

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Solène Bouchard
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Solène Bouchard » Fri May 18, 2018 11:10 am

Shooting (Serious Business 8)
Shooting 1d10-2 = 3: 5
Wild 1d6-2 = -1: 1

Extra Effort: 1d6-2 = 3: 5
A single point of entry. Explosive traps. In this scenario Bouchard only has one job, lay down fire. While taking down as many as she can is important she recognizes it is also important to funnel the enemy into the various traps. To that end she focuses on keeping them from breaking off to the sides. From her position well back of the door she picks off any Brodkil who try to leave the main mob. The narrow hallways making it easier, but their demonic hides making scoring a kill much harder. Some of them even have cybernetics, giving them even more survivability.

Eventually one vreaks free and begins moving fast, soon others follow in its wake. Unwilling to let them bypass the kill zone Solene rolls out from behind cover, coming up on one knee and spraying the lot of them with automatic fire. The ballistic weapon sends them diving for cover. As they move Bouchard switches fire, keying in on one at a time taking lethal head shots. The accuracy of her fire forces them to keep their heads down. It was only a matter of time before more joined them and she would be forced to pull back, but for now she was keeping them pinned.
Signature
PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)

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Grimes
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Grimes » Fri May 18, 2018 1:00 pm

Conserve your ammo for the real fight, kn demo 10, 2 successes
Kn demo 1d4-6 = -4: 2 wild 1d6-6 = 0: 6 Ace 1d6 = 3: 3 Benny for EF with Elan 1d6+2 = 7: 5
Looks like they got the front door covered.
Bomb Training
Captain of the Jokers dumps his cigar on Grimes who is crouched looking intently at a fusion block. The Captains voice is hard and mean,” Well Mutie, did you just kill us all?” The Captain chuckles and nods to his men who are searching the building for any D-bees and other boobytraps. He knocks the Cigar on Grimes’ head, ” Mutie, I asked you a goddamn question, now are we all going to die?”
Grimes focuses intently on the device. Its counter is ticking down and the ash stinging his eyes is not helping. A lot of thoughts hit Grimes at this moment but with crystal conviction he just says firmly, ”Sir, no Sir! If anything the sweet stench of your cigar will ensure our survival! Sir!” Grimes reaches into the bombs casing with his pliers and snips the red wire. The counter stops... Grimes wipes his face and looks up at the Captain smiling.

The Captain of the Jokers looks out the nearby open balcony, its a good 30 foot drop down to the ground. He smiles at Grimes in a none too friendly way, ” Wipe that fucking grin off your face Mutie, you think there is only ever going to be one bomb?” The captain gets right into Grimes’ sweaty face, ” Listen to me good you fucking puke, bombs and traps are all about mis direction, why make a goddamn bomb so obvious, why make it big with a sign saying I am fucking here? Its so you get a wet behind his ears fucker like you grinning like you because he thinks he saved the day!” The captain reaches into the floor boards the two are standing on and pulls out as micro fusion anit personel mine, ” Did you see this one, did you see this one!!” The Captain grabs Grimes but the scuff of his neck and pins the micro bomb to Grimes uniform activating it. ” That is a MFAP Mk II, any sudden imacts and it goes off, Kaboom this world is rid of a goddamn baker.” Still gripping hold of Grimes in a head lock he drags him to the edge of the balcony, ” Its a 30ft drop mutie, no tools, I’d say you got 5 seconds to mcgyver yourself out of this predicament. Even if you do manage it you’ll probably break your legs and be in traction for a few weeks...” The strong tough captain of the Joker tosses Grimes off the balcony.

Seconds later there is no explosion and the Captain notices the following things are missing off his person: His Lighter, bottom button on his shirt, and the prong for his belt buckle. The Captain looks at the mousy woman in the shadows and smiles, ” Grimes is full of surprises isn’t he? Better tell Colonel Lybocc Grimes is ready for the prodecure.”

The woman nods back walking out of the shadows peering down at Grimes who is being tended to by the feild medic of the Jokers. She nods as well, ” Yes, he may be the best canidate for the program we have ever seen. Keep pushing him, we must see his breaking point?”

The Captain chuckles, ” Sure, but I hear tales of men from Iron Heart being tough... Mentally tough, what if he never breaks?”

The woman smiles her eyes glinting in the fading afternoon sun, ” Then he would be perfect.”
Grimes heads to one of the nearby ammo crates pops the lock and opens the treature trove of muitions. Looks good in here. I got some odds and ends in my pockets and pack, I can make something work, something that gives us time to fall back if we need too. Besides looks like some one already rigged the doors. Grimes gets to work, pulling electrical panels out of the walls, using a couple sticks of big red, and some paperclips. He unscrews the lighting panels and bulbs near the door briefly hooking up componets in the sockets and filling the bulbs with a well documented explosive recipe...
Inside the armor
Are you still there?
” Yes Daryl, I am always here. You need to get the mixure just right, 2 parts... Daryl only fill the bulbs half way we need to see and any further the fillaments will prematurely ignite the explosives... Good good.”
Can you connect to these micro transeivers I am putting into these sockets and allow me to detonate the light bulb bombs as the demons come in by thought?
” Of course Daryl, I can do that. I would recommend letting a few pass by your bombs before detonating them. That way you avoid friendlies and...”
Yeah, yeah... And no one ever looks behind them.
Daryl grins.
Grimes finishes his work just in time. He relocks the munitions case and nods to those on the front line. ” Ok folks, I got a fun little surprise planned, stay clear of the kill box here. These bulbs will rain down explosive death and I got them on a remote so don’t worry about them going off early. But watch out for the door itself, seems like someone already rigged it with a trap.” Grimes hunkers down with the others with his rifle out ready to do his part in defending the artillary.
Grimes at a Glance
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 0

Combat edges:
Elan:+2 when spending a benny to reroll a trait
Rock and roll: when you do not move ignore autofire penalties
Bennies
5/3
+1 good plan
+1 for RP
+1 benny Bonanza

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Raleigh Ray Colton
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Raleigh Ray Colton » Fri May 18, 2018 3:58 pm

Shooting (Serious Business) 8 -- One Raise
Shooting 1d8-2 = 2: 4
Wild Die 1d6-2 = 3: 5
-1 Benny for Extra Effort 1d6 = 5: 5
Having learned form his experience form his time underground against the alien acid monsters, Raleigh Ray knew that too much caution was the surest way to get himself killed. Still, he wasn't going to be too stupid about it. Doubling back to some nice heavy-looking crates to take cover behind, he readied one of his HE grenades, momentarily placing his CV-212 rifle down where he could quickly pick it back up. Though the dread and anxiety welled in him, Raleigh Ray didn't have to wait long for the enemy to rear its ugly collective head.

The moment they breached through the hanger door, Raleigh Ray threw his grenade into the mix of them, hoping for the best. Before it even landed in the hoard's midst, his laser assault rifle was already back in hand and blasting for all its worth. It took him a moment to realize he was unconsciously yelling a steady stream of profanities at the enemy, relishing in delight with each hit he scored. It then occurred to Raleigh Ray that he was overdoing it, leaving himself too exposed for the sake of offense... especially when one of their blasts nailed him in return. It wasn't enough to put him down, but he definitely felt the wound burning under his protective body armor.
Last edited by Raleigh Ray Colton on Wed May 23, 2018 2:11 pm, edited 1 time in total.
PFC Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
* CTT-P40 Particle Beam Rifle; Ammo: 1/1
CV-212 Laser Rifle; Ammo: 3/3
Vibro Bayonet
Skelebot Stats

Bennies: 1/4
(reset (with bonuses): July-ish, 2018)
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Logan Wright
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Logan Wright » Fri May 18, 2018 7:19 pm

Shooting 14
1d8 = 8: 8 Ace!
Shooting Ace 1d8+4 = 5: 1
Wild Die 1d6 = 6: 6 Ace!
Wild Die Ace 1d6+2 = 8: 6 Ace!
Wild Die Ace 1d6+8 = 9: 1

-1 Benny Extra Effort 1d6+11 = 14: 3

-4 Scene Penalty
Klinger was able to run a quick diagnostic on Logan's cybernetic eyes, allowing him to see normally again, the targeting reticle showing where the rifle was pointed, and not a moment too soon. Waves of attackers come from landing pad. His hands have never been steadier, even when defusing bombs by heart. With surety in his heart, Wright places the targeting reticle on their eyes and watch as their brains melt out of their eyes and the backs of their heads. He had already killed ten enemies when a fast runner charged the door, tripping a trap that Grimes had rigged by the door. Unfortunately, Steelcreek was caught in the blast, shielding Logan from harm. Realizing the door was soon going to be overrun, Wright picked Steelcreek up in a Fireman's carry and carried him back behind cover. Logan was getting ready to cry Medic to get Klinger over to check out Steelcreek, until he saw the Steelcreek was shaken from the blast, but otherwise fine.
Last edited by Logan Wright on Fri May 18, 2018 7:58 pm, edited 2 times in total.
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness: 14 (7); Strain: 1;
Weapon in hand: CM-1902 Assault Shotgun
Ammo: 50/50 (20/17 Slugs, 20/16 Buckshot, 10/17 Big Bore)
Grenade: 0/2 Plasma 0/2 Frag
Bennies: 4

Current Conditions:

Alts: Jitters 13th SET, The Quiet Ones

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Steelcreek
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Steelcreek » Fri May 18, 2018 7:43 pm

Shooting Crit Fail, No Matter the Cost
Shooting 1d8+2 = 3: 1
Wild 1d6+2 = 3: 1
Tech Difficulties 2, Serious Problem
TD 1d6 = 2: 2
Soak 14
Vigor 1d8 = 6: 6
Wild 1d6 = 6: 6
Ace 1d6 = 6: 6
Ace again 1d6 = 2: 2
Steelcreek takes a spot and lines up his carbine. Let's see what this thing can do, he thinks, before giving the trigger a squeeze.

Suddenly, the world goes sideways as someone hits him in the ribcage with a club. Or a truck, maybe?

He's thrown back and to the side, and the next thing he remembers is being plopped unceremoniously to the ground by Wright.

His head swimming, he says the only appropriate thing in the situation. "Ow.".

He gives Wright a thump on the shoulder. "I'm good. I'm good. And thanks."
Deleted Text
Glancing down at his carbine, he can tell something is wrong with it. The sights are messed up and the weapon just feels... off in his hands somehow. So, that's what she can do.
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: 0 (+2 w/other Psi-Stalkers)
Parry: 7, 8 w/vambraces
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain, Spotter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
Character Sheet
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Joe Marshal
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Joe Marshal » Tue May 22, 2018 8:45 pm

Notice 4
Notice: 1d6 = 4: 4
Wild Die Notice: 1d6 = 4: 4
No Matter the Cost; Fighting 12
Fighting: 1d10 = 2: 2+ Extra Effort: 1d6 = 6: 6: Ace: 1d6 = 4: 4
Wild Die Fighting: 1d6 = 3: 3
Joe waits patiently as the fighting begins. Joe can taste the acid in his mouth as his adrenaline spikes. Some soldiers have come to call the combat high, a dangerous cocktail human hormones that set the soldier to peak fighting shape. Problem with front line soldiers is that they seem to always be craving it. Maybe this is the same case for Joe Marshal, he became a Close Quarters Specialist for the rush, first one in the building, confined spaces, life or death. Though to be honest none of this mattered or even actually crossed Joe's mind. In his mind he was counting steps, preparing to bring the fight straight to the first inhuman bastard to come through the door.

The doors collapse was deafening, only barely muffles by Joe's helmet. To Joe though this was the starters gun. One, two, three... twenty-two degree pivot, four, five, six... three inch crouch. in mere seconds Joe was already to the door and he was bringing his considerable knowledge of hand to hand combat to bare. To the Brodkil, Joe basically materialized out of the smoke of the breach and before some of them really noticed the issue, Joe was hitting them with flurries of strikes compacting ribs, fracturing limbs, even going so far to break one Brodkil's neck.

The irony of this fight wasn't Joe's savagery, it was the fact that Joe wasn't even the spearhead to the fight, he was a distraction. Joe's attack was only to take the focus off of the hastily placed traps. Joe sees his opportunity and disengages the enemy, darting back down the hall, and unslinging his shotgun to fire at the Brodkil. Just as the first of the traps take their victims. "HOLD THE DOOR!"
Joe Marshal
PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 12g Slug: 16/16
2 C-5 Punp Pistols
Ammo: 5/5, 5/5
Vibro-Axe
Bennies: 3/3

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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by High Command » Sun May 27, 2018 12:41 pm

Code Red Epsilon - Attack on Bridgehead
Date: September 1, 109 P.A.
Time: 1648
Temp: 75 degrees in the control center. 90 degrees outside and sunny.
Weather: Clear, with fog over downtown in the distance
Ley Line info: Old Chicago is rife with ley lines, but Fort Resilience is one of the few areas with none within a mile of the base.
Location: Artillery Control
Roll20 Link: https://app.roll20.net/join/3312372/zu8qVw
Map
arty map 1.jpg
Initiative:
  • Marshal - Ace of Clubs; 30 shots fired - Gain +1 to one trait roll of choice in this turn.
    Colton - Jack of Spades; 20 shots fired - Gain +1 to one trait roll of choice in this turn.
    Bouchard - 10 of Diamonds; 20 shots fired - Gain +1 to one trait roll of choice in this turn.
    Zealots (6) - 10 of Clubs (the mage is a wild card, all others extras)
    Grimes - 9 of Diamonds; 5 shots and 1 grenade expended - Gain +1 to one trait roll of choice in this turn.
    Steelcreek 7 of Clubs; 30 shots fired - Gain +1 to one trait roll of choice in this turn.
    Brodkil (4) - 6 of Diamonds (all extras)
    Wright - 4 of Diamonds; 10 shots fired - Gain +1 to one trait roll of choice in this turn.
Bad Guy Info
Zealot (armored humanoids): Parry: 6; Toughness: 12 (5) Hardy Extras
Zealot Teleporter (Mage): Parry: 6; Toughness: 9 (3) WC
Brodkil: Parry: 6; Toughness: 11 (2) Extras
It seems like forever, but for 2 and a half minutes, the six man squad and two rail guns cut down 2 dozen brodkil and human[oid] zealot troops (it's hard to tell with them in armor), though they never get a shot at the mage bringing them in. They get a couple glimpses of her, but never a bead. she always has brodkil or zealot screening her. She keeps making trip after trip. Its only when they troops breech and the explosives take them out that the herd thins enough. The brodkil survivors form up around the mage as she and fresh batch of zealots appear. You might get one shot at her, so make it good! In addition Brodkil and zealots press forward to attack you!

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Logan Wright
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Logan Wright » Sun May 27, 2018 1:06 pm

Notice 4 or 6 for Visual checks
1d8 = 4: 4
Wild Die 1d6 = 1: 1
+2 for visual based checks
Common Knowledge 8
1d10 = 1: 1
Wild Die 1d6 = 6: 6 Ace!
Wild Die Ace 1d6+6 = 8: 2
Options:
If the mage is still there, then Logan's action will be Option One
If the mage is not there, then Logan's action will be Option Two
Option One Shooting the mage in the head 9 Damage 28 AP 2
1d8-1 = 4: 5
Wild Die 1d6-1 = 3: 4
-4 for head shot
+2 for 3RB
+1 for scene
-1 Benny Extra Effort 1d6+4 = 7: 3
+2 for Elan

Damage
Rifle damage: 3d6+8 = 22: 6, 4, 4
Damage Ace: 1d6+22 = 25: 3
Raise damage: 1d6 = 1: 1
-1 Benny Re-roll damage: 3d6+8 = 17: 4, 2, 3
Raise damage: 1d6 = 3: 3
-1 Benny Re-roll damage: 3d6+8 = 23: 5, 6, 4
Damage Ace: 1d6+23 = 27: 4
Raise Damage: 1d6 = 1: 1
-1 Benny Re-roll damage: 3d6+8 = 14: 3, 2, 1
Raise Damage: 1d6 = 4: 4
In the time it took Wright to fall back to behind cover and make sure Steelcreek was alright, he found that then enemies had successfully breached to compound. Four were inhuman looking beasts while six others looked human enough at a glance, one of which was obviously a magic user. Logan quickly raised his rifle to his shoulder, put the cross hairs on that mage's head, inhaled, exhaled, then squeezed the trigger.
Option Two Throwing 2 Grenades
Grenade 1 1d10-3 = 0: 3
Wild Die 1d6-3 = 1: 4
-1 Benny Re-Roll
Throwing 1d10-1 = 9: 10 Ace!
Throwing Ace 1d10+9 = 16: 7
Wild Die 1d6-1 = 0: 1

Grenade 1 will be aimed to be thrown next to the two Brodkil and Zealots on the Left Side
Damage: 3d10 = 13: 1, 2, 10
Damage Die Ace: 1d10+13 = 19: 6
Raise Damage: 1d6+19 = 20: 1

Grenade 2 1d10-4 = -2: 2
Wild Die 1d6-4 = 1: 5
-1 Benny Re-Roll
Throwing 1d10-2 = 4: 6
Wild Die 1d6-2 = 3: 5
-1 Benny Re-Roll
Throwing 1d10-1 = 7: 8
Wild Die 1d6-1 = 2: 3
-1 on top of that b/c I forgot to fix the copy and paste, so it's a 6 instead of 7
-1 Benny Re-Roll
Throwing 1d10-2 = 7: 9
Wild Die 1d6-2 = 2: 4

Grenade 2 will be aimed to be thrown next to the two Brodkil and Zealots on the Right Side
Damage: 3d10 = 28: 10, 10, 8
Damage Die Aces: 2d10+28 = 44: 6, 10
Damage Die Ace: 1d10+44 = 50: 6

Grenade 1 aimed to the area in between the two Brodkil and Zealots on the left: Throwing 16 Damage 20 MD Plasma
Grenade 2 aimed to the area in between the two Brodkil and Zealots on the right: Throwing 7 Damage 50 MD Plasma
In the time it took Wright to fall back to behind cover and make sure Steelcreek was alright, he found that then enemies had successfully breached to compound. Four were inhuman looking beasts while six others looked human enough at a glance, one of which was obviously a magic user. But before he could react, the mage was no longer there (or dead as the case may be). Logan quickly grabbed one grenade from his pouch and threw it at the space between the two inhuman and human(-ish) enemies on the left, and just as quickly grabbed his other one and threw it at the space between the two other inhuman and two human(-ish) enemies on the right. The first throw was way more accurate than his second, but the second ignited a pocket of methane gas (no doubt coming the rear ends of one of the inhuman enemies), making a more forceful explosion of plasma.
Last edited by Logan Wright on Mon May 28, 2018 8:44 am, edited 7 times in total.
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness: 14 (7); Strain: 1;
Weapon in hand: CM-1902 Assault Shotgun
Ammo: 50/50 (20/17 Slugs, 20/16 Buckshot, 10/17 Big Bore)
Grenade: 0/2 Plasma 0/2 Frag
Bennies: 4

Current Conditions:

Alts: Jitters 13th SET, The Quiet Ones

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Joe Marshal
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Joe Marshal » Sun May 27, 2018 8:57 pm

Notice 3
Notice: 1d6 = 3: 3
Benny Reroll: 1d6 = 2: 2
Notice Wild Die: 1d6 = 1: 1
Ace of Clubs.
Throwing 9; 10 Damage Shooting 11; 14 Damage
Joe tosses a Fragmentation Grenade at the Mage.
Throwing: 1d10 = 5: 5
Benny reroll: 1d10 = 9: 9
Throwing Wild Die: 1d6 = 1: 1
Damage: 3d6 = 6: 2, 2, 2 M.D. LBT.
Benny Reroll: 3d6 = 6: 3, 1, 2 + Ace: 1d6 = 4: 4

Joe fires a Shotgun Slug at the Mages Face. (Spending a Benny for Extra Effort)
Shooting: 1d10-3 = 3: 6 + Extra effort: 1d6 = 6: 6 + Ace 1d6 = 2: 2
Shooting Wild Die: 1d8-4 = -1: 3
Damage: 2d10+4 = 12: 7, 1 + Ace Damage: 1d6 = 2: 2
Benny Reroll: 2d10 = 8: 5, 3 + Ace Damage: 1d6 = 2: 2

Joe sees the enemy march through the door like the undisciplined rabble they are and decides to do something about it. Joe pulls one of the fragmentation grenades from his harness and lets it fly at the mage, before quickly sighting down the barrel of his shotgun and following the grenade with a shot to the face of the Mage. Kill the head, the body dies Joe thinks before yelling something inspirational. "Kill the mage, mop up the rest!"
Joe Marshal
PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 12g Slug: 16/16
2 C-5 Punp Pistols
Ammo: 5/5, 5/5
Vibro-Axe
Bennies: 3/3

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Steelcreek
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Steelcreek » Wed May 30, 2018 6:58 am

7 of Clubs
Steelcreek drew the 7 of clubs.
Notice and Detect Arcana 3
Notice 1d8 = 2: 2
Wild 1d6 = 3: 3
Steelcreek lines up his carbine and fires off a burst, feeling the weapon kick and roar. Lasers were all well and good, but sometimes you wanted to feel it when squeezing the trigger. The shot rides a little high, and he's grateful he kept the weapon on burst mode as he ducks back behind cover.
Shooting 6, Damage 9 AP 3
Shooting 1d8+3 = 5: 2 (includes 3RB and +1 to Trait for this turn)
Wild 1d6+3 = 6: 3

Damage 2d8+5 = 9: 3, 1 (includes 3RB) AP 3
Steelcreek’s Target
If he sees any invisible baddies, he will shoot at one of them. If there are no invisible baddies but the mage is still present, he will shoot at the mage. Finally, if there are no invisible baddies and the mage is gone, he will shoot at one of the visible opponents, prioritizing any that are wounded (first) or shaken (second).
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: 0 (+2 w/other Psi-Stalkers)
Parry: 7, 8 w/vambraces
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain, Spotter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
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Raleigh Ray Colton
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Raleigh Ray Colton » Wed May 30, 2018 11:09 am

Rolls for Raleigh Ray, Rail Gun#1, & Rail Gun #2
Raleigh Ray Colton
Notice 1d8 = 4: 4
Wild Die 1d6 = 2: 2

Shooting 1d8+1 = 3: 2
Wild Die 1d6 = 2: 2
(-1 Bennie) Extra Effort 1d8 = 1: 1
Total: 4 :-(

Damage: 3d6+2 = 12: 5, 1, 4 AP2, MD (will need to reload after this due to 10:1 MD power usage)

Rail Gun Turret #1
Shooting 1d6 = 1: 1
Wild Die 1d6 = 6: 6
Ace! 1d6 = 1: 1
Total: 7

Damage: 2d8+4 = 13: 2, 7 AP6, MD

Rail Gun Turret#2
Shooting 1d6 = 2: 2
Wild Die 1d6 = 6: 6
Ace! 1d6 = 6: 6
Double Ace!! 1d6 = 4: 4
Total: 16 (four raises!!)

Damage: 2d8+4 = 12: 1, 7 AP6, MD
As the swarm of evil monsters breached through the door and seemed to come at the team in endless wave, after wave, after wave, Raleigh Ray stayed true to the task and let loose blast after blast with his laser rifle. The odds seemed hopeless, but seeing the swarm being thwarted from getting too far in steeled Raleigh Ray's heart. Maybe... just maybe ... he would get to feel the colossal vice-like embrace of BARbra again.

Watching Joe charge head-long into the enemy's ranks, at first he thought the man crazy. But then he noticed the method to his madness. In a show of solidarity, Raleigh Ray began to give the the head-strong Kung Fu master all the support fire he could. That is until he saw it.

There she was. Hiding behind a wall of Brodkill monsters. The teleporting zealot! Raleigh Ray knew he was not nearly enough of a crack-shot to take her out, but with his rifle and the automated rail guns at his command, he most certainly could make a hole for those with better, steadier aim than himself. With a digital mental command, he ordered the automated rail guns to tear into the front row of Brodkill shielding the magic user with their bodies. Likewise, he joined the effort with his CV-212.

Raleigh Ray may not have been the best crack-shot (exemplified by his lackluster shooting prowess), nor the most proficient Soldier, but he was one hell of a support man!
PFC Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
* CTT-P40 Particle Beam Rifle; Ammo: 1/1
CV-212 Laser Rifle; Ammo: 3/3
Vibro Bayonet
Skelebot Stats

Bennies: 1/4
(reset (with bonuses): July-ish, 2018)
EP Ledger

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Solène Bouchard
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Solène Bouchard » Sat Jun 02, 2018 5:16 am

Shooting 9 Damage: 26, AP 2
Aim: +2
Weapon Bonus: +1
Quick Combat Bonus: +1
3RD Burst: +2
Total: +6
Head shot: -4

Shooting 1d10 = 2: 2
Wild 1d6 = 2: 2
Benny
Shooting 1d10 = 3: 3
Wild 1d6 = 6: 6
Ace 1d6 = 3: 3

Damage 2d8+9 = 19: 4, 6 AP 2
Raise 1d6 = 5: 5
3RD Burst +2
Weapon: +3
Headshot: +4
As Colton lays down heavy fire, Solene takes a shot at the mage in order to cut the head off of the snake. Looking down the sights of her gun, the troopers takes an easy controlled breath and fixes a bead on the mages head. Flipping her selector to a three round burst Bouchard gives an easy, smooth, pull of the trigger. The shot flies true. Not absolutely perfect, but good enough for a hit to the head!

Holding position she keeps a look out at the target to determine if her shot has any effect. A mundane target would be in the ground, but with magic users normal goes out the window.

"Keep them back. Lots of fire down range!"
Signature
PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)

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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by High Command » Thu Jun 07, 2018 7:45 pm

Code Red Epsilon - Attack on Bridgehead
Date: September 1, 109 P.A.
Time: 1648
Temp: 75 degrees in the control center. 90 degrees outside and sunny.
Weather: Clear, with fog over downtown in the distance
Ley Line info: Old Chicago is rife with ley lines, but Fort Resilience is one of the few areas with none within a mile of the base.
Location: Artillery Control
Roll20 Link: https://app.roll20.net/join/3312372/zu8qVw
Map
arty map 2.jpg
Initiative:
  • Colton - Ace of Spades (Quick paid off, had 2 of spades)
    • Next time use your full ROF for the rail guns and pay attention to raise damage and acing damage.)
    Steelcreek - King of Spades
    Bouchard - King of Clubs
    Zealot - Jack of Hearts
    Marshal - 10 of Spades
    Wright - 8 of Diamonds
    Brodkil - 3 of Spades
Bad Guy Info
Zealot (armored humanoids): Parry: 6; Toughness: 12 (5) Hardy Extras
Zealot Teleporter (Mage): Parry: 6; Toughness: 9 (3) WC - -1 Wound (not present)
Brodkil: Parry: 6; Toughness: 11 (2) Extras
Solene, Soak 1 wound; Wright: You are Shaken. You can benny out or roll at the start of your post if you become Shaken. If you fail the Smarts roll, you will take a wound if you do not Benny out before hand.
Greater Confusion: Everyone make a Smarts roll at -2 or be Shaken. You can benny out or roll at the start of your post if you become Shaken.

Joe leads the counterpush with a grenade. It manages to get stuck in a divot on the deck and it loses most of its explosive force to the confining space, though shrapnel rains down over every enemy and puts the mage off balance, but she recovers quickly. He follows with a shot to the face, which actually hits her in the chest as it explodes. As the smoke clears, he can see the forcefield that is in place over her armor, but he can also tell she felt it anyway. The rail guns each bark once and take down a Brodkil. Colton's shot actually finds purchase on the mage, but her armor absorbs the hit. It is Solene's attack that finds purchase, burning a hole into the woman's upraised arms as she goes to shield her face. The armor snaps back though and its her turn to answer in kind. She casts something that causes a bunch of streaks of light to fly from her hands and into their faces. She then disappears. The Zealots around her move to cover to shoot at the members of the squad. Marshal and Colton take a glancing hit each, but Bouchard takes a good hit in the left leg. The three remaning Brodkil all rush Colton, Wright, and Marshal. Marshal shakes off the fuzz from getting shot and then cold cocks the monster charging him, stunning the beast. The two after Colton and Wright manage to hit them, but an overhead pipe takes the brunt of the damage to the point that both men are unharmed by the deflected blows. Wright then unleases plasma hell, roasting 1 brodkil and 4 zealots in a fiery storm or two plasma grenades that makes their screams of pain echo eerily.

As the flash fades, both sides prepare to deal with the other side. The Joes seem to have the advantage, at the moment.

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Logan Wright
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Logan Wright » Thu Jun 07, 2018 8:08 pm

Notice 5 or 7 for Visual Based Checks
1d8 = 5: 5
Wild Die 1d6 = 2: 2
+2 to Visual Based Checks
Common Knowledge 2
1d10 = 2: 2
Wild Die 1d6 = 1: 1
Smarts 5
1d10-2 = 5: 7
Wild Die 1d6-2 = 0: 2
Vigor to unshake 3
1d6 = 3: 3
Wild Die 1d6 = 1: 1
-1 Benny to unshake.

Wright is fumbling with his grenades as the mage raises their arm and let loose with streaks of stars at everyone's heads. He was smart enough to close his eyes before he was dazed by the lights. But that allowed a Brodkil to come up and knock him over the head with a lead pipe. The demon was obviously not used to fighting in such cramped quarters (relatively speaking), and much of the force of the blow didn't land on Logan but rather an overhead pipe. Out of reflex, Wright lobs the grenades then brings his CP-50 to bear on the head of the Brodkil, the rifle set for a three round burst.
Shooting
1d8-2 = 3: 5
Wild Die 1d6-2 = -1: 1
-4 Penalty for Head Shot
+2 Bonus for 3RB
As Wright brings his rifle up to his shoulder, he reflexively takes a step back but has forgotten he has no where to go and instead bumps into some artillery ammo crates, which throws his aim off.
Last edited by Logan Wright on Thu Jun 14, 2018 2:56 pm, edited 3 times in total.
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness: 14 (7); Strain: 1;
Weapon in hand: CM-1902 Assault Shotgun
Ammo: 50/50 (20/17 Slugs, 20/16 Buckshot, 10/17 Big Bore)
Grenade: 0/2 Plasma 0/2 Frag
Bennies: 4

Current Conditions:

Alts: Jitters 13th SET, The Quiet Ones

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Steelcreek
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Steelcreek » Sat Jun 09, 2018 4:32 pm

Notice and Detect Arcana 6
Notice 1d8 = 6: 6
Wild 1d6 = 4: 4

Smarts 5
Smarts 1d8-2 = 5: 7
Wild 1d6-2 = 2: 4


Steelcreek has poor line of sight on the brodkil closest to the group, so insted he stands and takes aim at the one next to Colton on the other side of the crates. Lining up his shot, he pulls the trigger and feels the satisfying kick of his carbine.
Shooting 5, Damage 28 AP 3
Shooting 1d8+2 = 4: 2 (includes bonus for 3RB)
Wild 1d6+2 = 5: 3

Damage: 2d8+5 = 15: 2, 8 (includes 3RB damage) + 1d8 = 8: 8 (Ace!) + 1d8 = 6: 6 (Ace again!) AP3
After firing, he ducks back down behind cover.
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: 0 (+2 w/other Psi-Stalkers)
Parry: 7, 8 w/vambraces
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain, Spotter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
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Raleigh Ray Colton
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Raleigh Ray Colton » Tue Jun 12, 2018 12:16 pm

Combat & Smarts Rolls
Smarts Save vs Shaken: 1d8-2 = 2: 4
Wild Die 1d6-2 = 3: 5
* Benny to the rescue!!

Raleigh Ray Colton
Notice 1d8 = 3: 3
Wild Die 1d6 = 3: 3

Fighting (Called Shot: Head) 1d6-4 = -3: 1
Wild Die 1d6 = 5: 5 -4 = 1
* Benny for Extra Effort 1d6 = 5: 5
Total: 6

Vibro-Bayonet Damage: 1d6 = 4: 4 plus 1d4 = 3: 3 AP4, MD
Total Damge: 7 MD, AP 4

Rail Gun Turret #1 -- vs Raleigh Ray's Brodkil
RoF: 3 & using a three shot burst (as per the example on pg. 75 of SW Deluxe)
Shooting 1d6 = 3: 3
Shooting 1d6 = 4: 4
Shooting 1d6 = 6: 6
Wild Die 1d6 = 3: 3
Ace on #3: 1d6 = 2: 2
Totals: First: 3 (Miss), Second: 4 (Hit), Third: 8 (Hit with a raise)

Damage: 2d8+4 = 14: 8, 2 AP6, MD plus Ace Damage of 1d8 = 3: 3; Total 17 MD
Damage: 2d8+4 = 12: 3, 5 AP6, MD
Damage: 2d8+4 = 15: 5, 6 AP6, MD, plus 1d6 = 4: 4 raise damage; Total 19

Rail Gun Turret#2 -- vs Wright's Brodkil
RoF: 3 & using a three shot burst
Shooting 1d6 = 4: 4
Shooting 1d6 = 6: 6
Shooting 1d6 = 1: 1
Wild Die 1d6 = 4: 4
Ace on #2 1d6 = 6: 6
Double Ace on #2 1d6 = 3: 3
Totals: First: 4 (hit), Second 15 (hit with two raises), Third 4 (hit using Wild Die)

Damage: 2d8+4 = 8: 1, 3 AP6, MD
Damage: 2d8+4 = 8: 1, 3 AP6, MD plus 1d6 = 6: 6 from a Raise, plus 1d6 = 3: 3 from Damage Ace; Total 17 MD
Damage: 2d8+4 = 17: 8, 5 AP6, MD plus Ace Damage of 1d8 = 2: 2; Total 19 MD
As the Brodkil demon rushed up on Raleigh Ray's position, he realized that he needed to reload his rifle. His finger unconsciously pulled the trigger several times, each time with a hope-crushing *click* *click* *click*, each in turn followed by a "shit, shit, SHIT!!"

Before his mind even had time to race, the Brockill was already on him. Raleigh Ray quickly discovered that the nook he was using for cover turned into a cul de sac of death with no way out. To make matters worse, the magic-throwing zealot blasted his eyes with some kind of sparkly crap, making him see stars for just a moment. By the time he managed to squint the sparkles out, the demonic beast was upon him.

But this wasn't his first dance with death... not by a long shot in his short time in Chicago. Girding his teeth, Raleigh Ray remembered his wise preparations; namely, putting a vibro-bayonet on the end of his rifle for close encounters of the turd kind such as this. With a deliberate thrust of his ready blade, Raleigh Ray did his best to try to jam the tip of his blade through the demon's chin, and out the back of its head. In the process he prayed to God that this thing even had a brain to scramble at all.

To cover his bases, Raleigh Ray commanded the automated rail guns to divide their attention; one was to unleash some bust-fire on the Brodkil attacking him, and the other was to blast the one in front of Wright. It occurred to him as an after thought that in such close quarters there was the possibility of a little friendly fire... but it was a risk he'd have to take.
Last edited by Raleigh Ray Colton on Tue Jun 12, 2018 10:37 pm, edited 2 times in total.
PFC Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
* CTT-P40 Particle Beam Rifle; Ammo: 1/1
CV-212 Laser Rifle; Ammo: 3/3
Vibro Bayonet
Skelebot Stats

Bennies: 1/4
(reset (with bonuses): July-ish, 2018)
EP Ledger

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Steelcreek
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Steelcreek » Tue Jun 12, 2018 1:04 pm

Update after Colton's Turn
If there is a Brodkil left to shoot, Steelcreek will shoot it. Technically Colton went first, so he already skewered the one Steelcreek had been aiming at (though it may have survived). If there are no brodkil left, he'll check ammo and reload for the next wave.
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: 0 (+2 w/other Psi-Stalkers)
Parry: 7, 8 w/vambraces
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain, Spotter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
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Joe Marshal
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Joe Marshal » Wed Jun 13, 2018 9:17 pm

Fighting 6 Damage 11 Fighting 5 Damage 12 AP 4
All rolls were made on Roll20.
Benny spent to unshake.
First Strike:
rolling 1d10 (Fighting) (3)= 3
rolling 1d6 (Wild Die) (3)= 3
rolling 1d10 Fighting Benny reroll (2)= 2
rolling 1d10 Fighting Benny reroll (6)= 6
rolling 2d6+2 (Unarmed Damage) (5+4)+2= 11


Action One: Draw Vibroaxe (Wild Attack).
Action Two: Fighting: 1d10 = 2: 2
Benny Reroll: 1d10 = 5: 5
Wild Die: Fighting: 1d6 = 2: 2
Damage: 1d6 = 5: 5+ 1d8+2 = 7: 5 AP 4
Joe is in the mix, close combat is his bread and butter. When the Brodkil charges forward, Marshal swings his trained fist at him before, dropping his hand down to his vibroaxe and bringing it to bare. Come to me and die, I'll cut you all down. Marshall thinks as he tries to gut the Brodkil near him.
Joe Marshal
PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 12g Slug: 16/16
2 C-5 Punp Pistols
Ammo: 5/5, 5/5
Vibro-Axe
Bennies: 3/3

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Solène Bouchard
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Solène Bouchard » Thu Jun 14, 2018 2:29 pm

Smarts 8, unshaken
Smarts 1d8 = 8: 8
Ace 1d8 = 2: 2
Total: 10-2 = 8
Wild 1d6 = 6: 6
Ace 1d6 = 2: 2
Soak 8, soaked, unshaken
Vigor 1d6+2 = 8: 6
Wild 1d6+2 = 4: 2
Shooting 5,9,2 Damage: 15, 15, 0
Shooting 3RB ROF: 3 1d10+1 = 2: 1
Wild 1d6+1 = 4: 3

1d10 = 8: 8
1d10 = 1: 1

Damage 2d8+5 = 15: 5, 5
Damage 2d8+5 = 10: 3, 2 Raise 1d6 = 5: 5
Shrugging off a blow from weapons fire Solène only takes a split second to clear her eyes from whatever voodoo the mage was using. A split second was all Colton's automated rail guns needed to put the brodkil down. Using the hail of fire as cover Bouchard moves down the container she was using for cover and sprays a hail of fire toward the teleporter. The bursts rake the whole area in a shower of bullets. Not the most effective shooting she's ever done, but enough to keep that sack of Rhino Buffalo dung from trying anything else.
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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)

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High Command
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by High Command » Fri Jun 22, 2018 12:55 pm

Code Red Epsilon - Attack on Bridgehead
Date: September 1, 109 P.A.
Time: 1720
Temp: 75 degrees in the base. 88 degrees outside and sunny.
Weather: Clear, with fog over downtown in the distance.
Ley Line info: Old Chicago is rife with ley lines, but Fort Resilience is one of the few areas with none within a mile of the base.
Location: On the way to Bear Platoon's armory from Artillery Control. The artillery is still firing, but normal base defenses are in place and other soldiers are redeploying as well. The halls are crowded.

Between the covering fire from the railguns, properly unleashed, and the withering fire the Joes themselves put out, the remaining invaders die in seconds. When the teleporting witch shows up less than 30 seconds later, she and her entire squad of malcontents are likewise slaughtered in mere moments. The railguns focus on her, as does Solene. The minions around her shield her, but Solene managed to drive yet another zeroed in headshot that cores its way through her skull, leaving a smoking hole all the way through it. She falls, dead, at the feet of those she brought, who fall moments later in a bloody, sodden mess.

Klinger and Steelcreek police the bodies, making sure to ensure everything is dead. They then get everyone to help bag the bodies, per SOP, and stack them on a cart. Dansk orders crew to clean up the mess in shifts. So as half the squad stands guard with the weapons of the other half where they can be handed to them quickly, the rest clean up the blood, casings, and guts that are everywhere. The as it is halfway done, they switch.

As the rest of the gunnery crew finally arrives, thirty minutes later, their CO hands a pad off to Dansk. She walks over to them all. "Alright Bear two, follow me. We've got special orders and we get some special gear for it too. Grimes, you just got a transfer though. Here's your orders son. Good luck. Klinger, stay here and wait for Draper and Maddocs, then all of you join us at our armory. We'e getting transport to pick us up there."

-------------------------------------------------------

So what do you talk about? that amazing talk, speculate about the future. etc? this is a quick turn around post. I will be posting on the 26th. Consider this thread open RP so you can talk while walking and once you get there as you are waiting. There's enough chaos in the halls that on your ten minute hike from one end of the base to the other, you have time for a decent short talk. EVERYONE please post.

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Solène Bouchard
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Solène Bouchard » Sat Jun 23, 2018 2:36 pm

Letting out a satisfied grunt when the mage goes down, Bouchard charges up to the remains to ensure it is down taking the time to put an extra bullet into its head just to make sure. As the all clear from battle is given she surveys the scene of dead brodkil and shakes her head. Fortunately, everyone on the team was largely in good shape too. The realization that everyone surviving wouldn't alywas be the case makes her sad. She doesn't really like any of them that much, at lease she isn't willing to admit she does, but the loss of human life is always tough to see. Sighing she does a body count and whispers quietly, "Do the bad guys always out number us?"
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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)

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Logan Wright
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Logan Wright » Sun Jun 24, 2018 8:28 am

Notice 4 or 6 for Vision Based Checks
1d8 = 2: 2
Wild Die 1d6 = 4: 4
+2 for Vision Based Checks
Common Knowledge 6
1d10 = 6: 6
Wild Die 1d6 = 2: 2
The end seemed nigh for Logan as he watched his shot go wide, raising his rifle over his head in an effort to try and parry the incoming attack that is sure to come, squeezing his eyes shut in terror. But the blow never falls. Wright opens his eyes in time to see that Marshall grabbed a hold of the Brodkil's wrist and wrestling with it while Steelcreek gets in and places the barrel of his weapon to the skull of the Brodkil and squeezing the trigger, exploding brain matter out the other side. Logan allows himself to slide down to the floor for a moment in relief that he knows will be short lived. He gets back to his spot in time to see the next wave come in and begins shooting at them, the whole team mowing them down with efficiency. He advances with Solene to make sure the targets are down, and overhears her whispering and comments saying "Evil will always outnumber good. But we must have the fortitude to be the breakwall upon which the waves of evil crash upon, protecting those who can't protect themselves from this evil."

Logan helps out scrubbing down the blood and effluvium of the monsters and human zealots then takes a break when the others take over halfway through. He takes a few large gulps from his canteen, but feels no urge to eat at the moment. When the orders come in, Wright tells Grimes "Hey man, you stay safe out there. See you around." and heads on out with the rest of Bear 2 with the exception of Klinger.
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness: 14 (7); Strain: 1;
Weapon in hand: CM-1902 Assault Shotgun
Ammo: 50/50 (20/17 Slugs, 20/16 Buckshot, 10/17 Big Bore)
Grenade: 0/2 Plasma 0/2 Frag
Bennies: 4

Current Conditions:

Alts: Jitters 13th SET, The Quiet Ones

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Steelcreek
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Steelcreek » Sun Jun 24, 2018 10:13 am

Notice and Detect Arcana 9
Notice 1d8 = 2: 2
Wild 1d6 = 6: 6
Ace! 1d6 = 3: 3
Upon hearing their new orders, Steelcreek moves to Grimes and claps him on the back. "Stay alive, Grimesy. I've got a taste for those dang cupcakes now." He lifts his goggles a bit so Grimes can see him wink, and then he turns back to the remainder of the team.

To Solene, he just says, "Nice shot," not trying to engage her beyond that. She's made it abundantly clear that she doesn't particularly like him, and he can live with that, provided she keeps putting bullets in bad guys and not in him.

To Wright, he says, "You good, Wright? More where that came from, I would think." He reaches out to steady his teammate, should he need it. Looking in the direction of the controls, he says to no one in particular, "smart of them to target this spot. It's hard to knock out the guns physically, but if they had managed to cut us off at the controls, they'd have a much easier time taking the base. Still," he gestures toward the remains of the mage and her soldiers, "this was suicide. Prey make poor hunters."

Steelcreek slaps in a fresh magazine and rolls his shoulders, getting limber for the next round.
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: 0 (+2 w/other Psi-Stalkers)
Parry: 7, 8 w/vambraces
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain, Spotter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
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Solène Bouchard
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Solène Bouchard » Mon Jun 25, 2018 6:24 pm

Steelcreek wrote:To Solene, he just says, "Nice shot," not trying to engage her beyond that. She's made it abundantly clear that she doesn't particularly like him, and he can live with that, provided she keeps putting bullets in bad guys and not in him.
I was pretending it was you, she almost said but then realized that her safety might rest in the hands of the mutant. Instead, she nods curtly at the compliment and gives a short grunt of reply, "The first one was better." She points to the scuff on the helmet here her first shot rang true but miraculously didn't kill the thing. Then again, it was the second and third that took it down. Textbook shots don't matter much in the field. "Good thing we had lots of ammo."
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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)

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Steelcreek
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Steelcreek » Tue Jun 26, 2018 10:18 am

Solène Bouchard wrote:
Steelcreek wrote:To Solene, he just says, "Nice shot," not trying to engage her beyond that. She's made it abundantly clear that she doesn't particularly like him, and he can live with that, provided she keeps putting bullets in bad guys and not in him.
I was pretending it was you, she almost said but then realized that her safety might rest in the hands of the mutant. Instead, she nods curtly at the compliment and gives a short grunt of reply, "The first one was better." She points to the scuff on the helmet here her first shot rang true but miraculously didn't kill the thing. Then again, it was the second and third that took it down. Textbook shots don't matter much in the field. "Good thing we had lots of ammo."
Steelcreek picks up on the hostility emanating off of Solene, and gives a non-commital grunt. You can go far in the army just by grunting when someone else talks, he has discovered, and that seems the safest course at the moment. You would think someone whose loyalty is constantly questioned would be less likely to make enemies where she doesn't need them, he thinks, though maybe it's a coping mechanism? Best to avoid confrontation about it.

She wasn't wrong about the ammo, though. He could get used to someone else always footing the bill for reloads.
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: 0 (+2 w/other Psi-Stalkers)
Parry: 7, 8 w/vambraces
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain, Spotter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
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Solène Bouchard
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Solène Bouchard » Tue Jun 26, 2018 3:19 pm

Satisfied the Steelcreek would speak no more, Bouchard begins to police the bodies looking for intelligence, contraband items, and anything else that Command might deem useful or undesirable. No need to get a reprimand because some wand of massive flatulence went missing and resulted in a fart attack in the barracks.

"Search the remains. Look for communications information, maps, and things to send to the Black Vault."

When she comes upon the Brodkil carved up by railgun fire she is as once disgusted and deeply satisfied by the sight of their managed bodies. Their infernal nature couldn't protect them from accelerated steel. That gave the miner's daughter some measure of comfort.
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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)

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Logan Wright
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Logan Wright » Tue Jun 26, 2018 4:54 pm

Solène Bouchard wrote:Satisfied the Steelcreek would speak no more, Bouchard begins to police the bodies looking for intelligence, contraband items, and anything else that Command might deem useful or undesirable. No need to get a reprimand because some wand of massive flatulence went missing and resulted in a fart attack in the barracks.

"Search the remains. Look for communications information, maps, and things to send to the Black Vault."

When she comes upon the Brodkil carved up by railgun fire she is as once disgusted and deeply satisfied by the sight of their managed bodies. Their infernal nature couldn't protect them from accelerated steel. That gave the miner's daughter some measure of comfort.
"The Black Vault? It exists? I had always thought that to be a rumor to entice magic users to foolishly try and find it and only find themselves walking into a trap." Logan says while cleaning. He does however also conduct a preliminary search, so long as they had clothes, looking for intel that could be used by High Command. Wright was noticing the tension rise between Brouchard and Steelcreek to the point that he was afraid that a needle dropping would be all that it took to send her into a frenzy and attack him. "Hey Steelcreek, did you make sure the perimeter was secure from any magic users?" Wright said, hoping that Steelcreek would understand that he's just looking for a reason to send him away so that Brouchard could calm down some more.
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness: 14 (7); Strain: 1;
Weapon in hand: CM-1902 Assault Shotgun
Ammo: 50/50 (20/17 Slugs, 20/16 Buckshot, 10/17 Big Bore)
Grenade: 0/2 Plasma 0/2 Frag
Bennies: 4

Current Conditions:

Alts: Jitters 13th SET, The Quiet Ones

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Joe Marshal
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Joe Marshal » Tue Jun 26, 2018 8:36 pm

Notice 5
Notice: 1d6 = 5: 5
Notice Wild Die: 1d6 = 5: 5
Joe breathes a little heavy once the fighting is over. When Dansk tells them they have new orders, Joe snaps to and begins to follow their commanding officer. As the others talk, Joe mostly just listens, until the Black Vault gets mentioned. "That's just a myth, a scary story to scare the mages." Joe says confidently.
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PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 12g Slug: 16/16
2 C-5 Punp Pistols
Ammo: 5/5, 5/5
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Bennies: 3/3

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Solène Bouchard
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Solène Bouchard » Thu Jun 28, 2018 5:26 pm

First Solene gets flustered as talk turns to speculation about the existence of the Black Vault, she only used it as an expression not a statement of belief. However, as everyone traded conspiracy theories she felt it was an okay slip up, "It is a common expression, meaning to send recovered items to intelligence for processing. If it is a real place I would be shocked, why keep so many things of interest to our enemies in one place." Her face wrinkles for a moment beneath her face plate as she considers the consequences, "So what does happen to magic contraband?"
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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)

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Raleigh Ray Colton
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Raleigh Ray Colton » Fri Jun 29, 2018 9:46 pm

Raleigh Ray breathed easy once the fighting was over. The onslaught of demons made him slightly soil himself out of pure terror. Not badly mind you; just enough to give him a slight squish between his cheeks with every other step. Just the same, he was looking forward to this latest nightmare being over so he could hit the showers, change his underwear, and maybe hit Grimes up for another batch of red velvet cupcakes. Bitches love cupcakes! he thought to himself in retrospect of earlier more-pleasant events.

In the aftermath he did his part cleaning up the mess. With each monster he helped put into a body bag, he would give its head a quick stab with his Vibro-bayonet just to be sure. But midway through Raleigh Ray overheard that Grimes was getting transferred out of Bear 2. Wasting no time he joined the others in bidding the great hero and cook a fond farewell.

"You were a great wingman, Grimesy! ... Even if you are prettier than me. Be safe out there, buddy." he said giving the man quick bro hug.

Raleigh Ray remain silent for the most part while the others began their chatter as they start to hump their way back to base. That is until the subject of The Black Vault came up. He tried to stay tight-lipped on the subject but alas he could take no more.

"My Uncle Jessup once told me that it's all a big scam. Deebs 'n' monsters bring all their magic shit to the fight... their magic shit gets picked off their dead bodies... the C.S. sends said magic shit to a third party for safekeeping... then that third party sells all that shit back to the deebs 'n' monsters. Fight, swipe, repeat. They call it the Black Vault because it's one big dark enclosed circuit. It's not an actual place, but an entire trade industry! According to Uncle Jessup's theory, there hasn't been a new magic item made in thousands of years... it all just keeps getting recycled. Nothin' new comes in, nothin' ever gets out... But then again my Uncle Jessup was a meth cook by trade, and was really big into quality control testin' each batch. So what did he know."
PFC Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
* CTT-P40 Particle Beam Rifle; Ammo: 1/1
CV-212 Laser Rifle; Ammo: 3/3
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Bennies: 1/4
(reset (with bonuses): July-ish, 2018)
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Joe Marshal » Fri Jun 29, 2018 10:22 pm

Raleigh Ray Colton wrote:"My Uncle Jessup once told me that it's all a big scam. Deebs 'n' monsters bring all their magic shit to the fight... their magic shit gets picked off their dead bodies... the C.S. sends said magic shit to a third party for safekeeping... then that third party sells all that shit back to the deebs 'n' monsters. Fight, swipe, repeat. They call it the Black Vault because it's one big dark enclosed circuit. It's not an actual place, but an entire trade industry! According to Uncle Jessup's theory, there hasn't been a new magic item made in thousands of years... it all just keeps getting recycled. Nothin' new comes in, nothin' ever gets out... But then again my Uncle Jessup was a meth cook by trade, and was really big into quality control testin' each batch. So what did he know."
Joe looks to Raleigh Ray. "Not to say anything ill of your uncle. That sounds dumb as hell, and if it's true lord help us." Joe says, but his mind thinks to ask his grandfather if there is any truth to it later. "I figure that the magic stuff goes to a black site and is incinerated, like they do with the mages bodies. Maybe a few items get sent off to the eggheads in RCSG to see how to destroy them easier." Joe says matter of factually. "But it's above my payrate anyways. So we still have a battle to fight I would guess. You think they'll give us power armor support this time through?"
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PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 12g Slug: 16/16
2 C-5 Punp Pistols
Ammo: 5/5, 5/5
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Bennies: 3/3

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Logan Wright
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Logan Wright » Fri Jun 29, 2018 10:31 pm

Raleigh Ray Colton wrote:Raleigh Ray breathed easy once the fighting was over. The onslaught of demons made him slightly soil himself out of pure terror. Not badly mind you; just enough to give him a slight squish between his cheeks with every other step. Just the same, he was looking forward to this latest nightmare being over so he could hit the showers, change his underwear, and maybe hit Grimes up for another batch of red velvet cupcakes. Bitches love cupcakes! he thought to himself in retrospect of earlier more-pleasant events.

In the aftermath he did his part cleaning up the mess. With each monster he helped put into a body bag, he would give its head a quick stab with his Vibro-bayonet just to be sure. But midway through Raleigh Ray overheard that Grimes was getting transferred out of Bear 2. Wasting no time he joined the others in bidding the great hero and cook a fond farewell.

"You were a great wingman, Grimesy! ... Even if you are prettier than me. Be safe out there, buddy." he said giving the man quick bro hug.

Raleigh Ray remain silent for the most part while the others began their chatter as they start to hump their way back to base. That is until the subject of The Black Vault came up. He tried to stay tight-lipped on the subject but alas he could take no more.

"My Uncle Jessup once told me that it's all a big scam. Deebs 'n' monsters bring all their magic shit to the fight... their magic shit gets picked off their dead bodies... the C.S. sends said magic shit to a third party for safekeeping... then that third party sells all that shit back to the deebs 'n' monsters. Fight, swipe, repeat. They call it the Black Vault because it's one big dark enclosed circuit. It's not an actual place, but an entire trade industry! According to Uncle Jessup's theory, there hasn't been a new magic item made in thousands of years... it all just keeps getting recycled. Nothin' new comes in, nothin' ever gets out... But then again my Uncle Jessup was a meth cook by trade, and was really big into quality control testin' each batch. So what did he know."
"Colton, I call bullshit on that theory! My ordinance instructor back in training told me that they first determine what can be destroyed by giving it a plasma bath for ten minutes. Anything that wasn't destroyed by this has a couple of fusion block detonated on them. If the item hasn't been destroyed by this point are put into a rocket that is then shot up into orbit where killer satellites destroy the rocket. And if for whatever reason it misses, the rocket has a self destruct built into it. He told us this because he helped with the first two steps in the field before." Wright said to Colton. Logan looks to Joe and asks "What's the RCSG?"
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness: 14 (7); Strain: 1;
Weapon in hand: CM-1902 Assault Shotgun
Ammo: 50/50 (20/17 Slugs, 20/16 Buckshot, 10/17 Big Bore)
Grenade: 0/2 Plasma 0/2 Frag
Bennies: 4

Current Conditions:

Alts: Jitters 13th SET, The Quiet Ones

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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Joe Marshal » Sat Jun 30, 2018 10:12 am

Logan Wright wrote:"What's the RCSG?"
Joe looks at Logan, quizzical expression on his face. "They're a bunch of scientists who study the rifts, how to best deal with what comes out of them and what not. I hear they look into magical phenomenon as well, but I've never met one to ask if it's true." Joe says. "Their are killer satellites? What's a satellite and who put them wherever they are?" Joe asks Logan with an equally confused expression.
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Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 12g Slug: 16/16
2 C-5 Punp Pistols
Ammo: 5/5, 5/5
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Steelcreek » Sun Jul 01, 2018 2:58 pm

What a weird myth. Steelcreek is reminded that humans can be... odd at times. A “Black Vault,” indeed.

For people who aspire to a world without magic, the Coalition sure seems fixated on the stuff. Steelcreek wonders if it’s healthy (and that coming from someone who feeds on magic!)

Not missing Wright’s hint, Steelcreek steps away from the group to check the perimeter, keeping his thoughts to himself.
Character Summary
Pvt. Jaren Steelcreek a Psi-Stalker Scout
Charisma: 0 (+2 w/other Psi-Stalkers)
Parry: 7, 8 w/vambraces
Pace: 8, d8 to run
Toughness: 13(6)
Notable Edges/Abilities: Psychic Sense, Animal Empathy, Eye for Terrain, Spotter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Shooting d8, Throwing d4, Stealth d8, Riding d6, Driving d6, Notice d8, Knowledge (Electronics) d4, Survival d6, Tracking d4, Streetwise d6, Intimidation d4, Climbing d6
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Solène Bouchard
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Solène Bouchard » Wed Jul 04, 2018 2:26 pm

Killer satellites and Black Vaults. Then again, on a world where demons walk and mages bend time and space...anything's possible.

Solene smiles despite herself, "If there are satellites then we should be wary of being watched...or at least wary of the cameras in this place. Let's finish up and move on before someone on the other end of those cameras accuses us of being idle."
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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)

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Cassandra Maverick
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Re: 4.2 Code Red Epsilon - Attack on Bridgehead

Post by Cassandra Maverick » Wed Oct 03, 2018 3:55 am

Cassandra dove into the pool and swam under the surface for the length. She enjoyed it in here. It reminded her of swimming in Lake Huron back home. And it was quiet down here. There were few people using the pool at the moment, and it was a bit insulated from all the emotions of others that constantly pressed in on her.

Cassandra surfaced and turned onto her back at the wall, swimming out to the middle of the pool to just float. She closed her eyes and focused on calming her mind and centering herself.

Then she was interrupted by the alert klaxons announcing a Red Epsilon. Immediately Cass scrambled to the edge of the pool. She broke the “No Running” rule and nearly clocked herself as she slid on the deck, but she made it to the locker room. She didn’t have much more time than to yank off her bathing suit and yank on a pair of gym shorts and t-shirt, which clung to her wet body as she ran for the armory. Good thing most of the other soldiers were too busy hurrying to gear up themselves rather than stare at a wet t-shirted woman.

Tying her wet hair up, Cassandra fell in line with her rifle platoon and started the joint process of quickly getting everyone’s armor on, helping one soldier, then getting helped herself. She grabbed her rifle and other toys and lined up for the quick briefing. Apparently the Feds were launching an attack on the Bridgehead.

Cassandra squirmed in her armor a bit. Getting in wet and without the standard undersuit wasn’t the most comfortable, not to mention no undergarments. Cass jogged with the others to the bunker where they had been assigned to take defensive positions.

“Maverick, on scout,” her sergeant called.

Cassandra nodded in acknowledgement and took a forward position near the door. It wasn’t long before the first wave was hitting them. Cass fired through the gun ports, popping zealots, but the mages could get them in quicker than the Coalition soldiers could down them.

There was activity in the back screened by the advancing zealots. Cassandra paused her firing and cast her mind vision out.

“They’re bringing up heavy artillery!” Cassandra warned over comms. “Door busters. Rail guns.”

“Fall back!” the sergeant ordered. The soldiers fell back from the door to a built in second line barrier that would provide them cover. The sound of rail gun fire peppered the door, and rounds peppered the stone over Cassandra’s head. She kept her cool, taking deep breaths and focusing. The back of her neck tingled.

“They’re coming.”

The door exploded, and zealots flooded into the room to be met by laser fire. The initial ones were cut down, but soon they were entrenching in the doorway.

“i got this,” Cass told her company. She held out her hand and reached into the minds of the zealots, showing them the gruesome deaths that awaited them. Then she tweaked the fear centers of their brains. Several screamed in fright and dropped their weapons to race for freedom and safety. Others curled in fetal positions. A couple even had heart attacks.

It was enough for the Coalition troops to push back. They shot apart their enemies, driving them out of the bunker.

“Good job, Maverick,” the sergeant said. “Saved our bacon there.”
Character Tracking
Cassandra Maverick Character Sheet
Parry: 6; Toughness: 13 (6)
ISP: 30/30
Rifle Ammo: 15
  • Reloads: 1 x 30 shots
Pistol Ammo: 8
  • Reloads: 1 x 8 shots
Grenades
  • 2 Plasma
  • 2 Flash
  • 1 Armor Piercing
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Elan: +2 Benny rolls
Empathic: +2 Notice to determine attitude, emotions, veracity
Danger Sense: Notice -2 to detect ambush; on Hold first round of combat is successful
Basic Demolitions Training: Use Common Knowledge to plant preset explosives
CS Basic Weapons Training: Use CS weapons as melee weapons with no improvised weapon penalty
Bennies: 4/3
Adventure Card
  • Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

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