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File: Trenchers Title P2.png (1.25 MB, 1655x785)
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The rest of The Tallspire Cave Complex remains. Patrols, wards, guards, embedded defensive positions.

All hewn from the rock with one singular purpose: to layer perimeter defences around the heart of this facility.

They bring machines forward. Veteran soldiers man hidden guns. Patrols shuffle in the dark or hide in nooks and crannies, preparing ambushes. Console yourself with this thought:

This will be the easy part.
>>
File: Sector Overview.jpg (2.18 MB, 4843x3472)
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Your mission is to infiltrate into the Tallspire Mountain chain, locate an extensive underground cave network, pinpoint the exact location of the Theurgical facility, make your way through the wards, the guards, the patrols, the guns, the warbound servitors, the Pytherian Ever Faithful Guards, the mud, the blood, the bullets and then destabilise the facility. Whatever mechanism the Pytherian warmachine is using to channel the Swarm and maintain their bond with this planet is located within this cave network. Your job is to throw a wrench into it.

And then, hopefully, get out alive.

We have taken the first section and rearmed. The secondary, hardened security zones remain.
>>
File: Trencher Pilots.png (2.34 MB, 2215x1356)
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Pilots are equipped with our Mark-3 Heavy All Terrain system. You can call it the MHAT. As a Pilot, your job is to draw enemy fire, be a forward scout and rallying point and to apply heavy munitions to soft targets.

Piloting takes a bit of a deft touch because these old MHATs are not the easiest of equipment to manage. If you can make the MHAT dance, you can outfight entire fireteams and run circles around the heavier Pytherii vehicles. If you can't then you will soon find yourself on foot, running from a wrecked vehicle, avoiding gunfire.

It should be noted that all Infantry carry Multi-Tools, which can be used to repair superficial structural damage to your vehicle. Your armaments can be used to inflict structural damage to the enemy. It's a symbiotic relationship.

Note that the hookshot - like all actions with no listed cost - consume 1 AP. You will need to reel it back in after use (1 AP).

==Name==
INT 45 DR 19
Ap 12 Focus 12
==Skills==
Acc 10
Notice 10
Close 12 (1d6+Margin)
==Systems==
MG - 2d6+2, 2!, autofire 3 60degrees.
Cannon - 3d6(4) 4! 6reload. AP(+1d6) HE(+Aoe) or FireGlass(Overload Magic)
Hookshot - 1d6+Margin, 10Range
ChemSprayer 2 x ! Foam, Flame, Smoke, Gas

The Hookshot rolls vs Close to do its thing, such as reeling, pulling, swinging, etc. You can drag objects or targets.

The MG fires in a cone.

Your cannon has one shot before it needs to reload. Pick shell when you fire.
>>
File: Trencher Infantry.png (1.98 MB, 2215x1356)
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As either Trenchers or Coordinators, your task is to be the boots on the ground and the pinpoint source of violence in the storm.

Trenchers benefit from specialised training and a . . . unique . . . talent that allows a lateral approach to hostile situations.

Coordinators have a direct line to Command and benefit from being surrounded by a squad of loyal(?) competent(??) troopers.

{trenchers}
==Name==
AP xx MP xx
Ht xx Grit xx
React xx Focus xx
==Skills==
Acc xx Close xx
Bright xx Notice xx
Gear xx
==Gear==
Hand1: WEAPON

{coordinators,
==Name, Fireteam {Name}==
AP xx MP xx
Ht xx Grit xx
React xx Authority xx {Man symbol}
==Skills==
Acc xx Close xx
Bright xx Notice xx
Gear xx
==Gear==
Hand1: WEAPON
>>
File: Trencher Rules Short.png (194 KB, 1475x599)
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Trenchers takes place in a loosely connected universe. You may have seen some threads before - they are not required reading. The link is below.

The system is 3d6 roll under. Lower is better for you. To roll dice, type dice+3d6 in the options field. You want a group of 3d6 for every discrete action you take. Firing at two targets? Roll 6d6.

It helps to list your stats and what you are trying to do!

>Fire at the hostile pathfinders by that rock (12 Acc)

The system is modular and flexible. If you want to TRY TO DO SOMETHING, maybe you're just the sort of badass who can pull it off. List the stat doing the work, because it REALLY DOES MATTER.

>Shove this guy into a pit (4 Grit)

Actions consume 1 AP or whichever is listed.

3-4 are critical. You want these.
17-18 fail. This isn't so good.

If your skill is higher than 14, you benefit from increased crit range. If a trencher were to aim for 3 AP and Spend 3 Focus, their Accuracy would be 16 and they would crit on 1-6. Aiming is beneficial like that!

>https://www.youtube.com/watch?v=DhpTkhIpykE [Embed]

>http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=trenchers
>>
>>3607784
(Don't mind me. Just applying the Chargen bonus I forgot to add last time.)
> MP improved from 3 to 4

==Fireteam Axolotl==
AP 3 || MP (3 => 4) || GRT 2 || REA 6 || HP 12/12 || DR 1 || MAN 5 ||
==Skills==
ACC: 9 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 12/12 ||
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
Hand2:
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> Deploy
>>
>>3607784
Mhmyeah I'm here, somehow. No thanks to that the fiasco y'all made of Project Gumball.

>Are the Wardstones in our territory still available, or should we assume they've been converted into our new armaments?

INT 45 DR 19
Ap 12 Focus 12
==Skills==
Acc 11 Reac 9
Notice 10
Close 12 (1d6+Margin)
==Systems==
MG - 2d6+2, 2!, autofire 3 60degrees.
Cannon - 3d6(4) 4! 6reload. AP or HE
Hookshot - 1d6+Margin, 10Range
ChemSprayer 2 x ! Foam, Flame, Smoke, Gas

Stunt Driving Practice
“And now, if we execute a smugglers turn and and accelerate, we’ll totally make it over the yawning pit!”

Your vehicle gains [Reactive] and a Reaction stat of 8. You're somehow able to make a tank dodge incoming fire, and you can roll against Reaction to accomplish speedy things.
>>
>>3607782
Directions to follow for Absolute Victory.
>>
>>3607799
>Here we go
"I am happy that project Gumball was a resounding success! We even went way beyond expections."

==Jin, Fireteam {Crane}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 15
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•2 Veterans
•3 Sappers
•3 Troopers
•2 Assaults
>>
>>3607921
What do you think is there, then?
>>
>>3607903
Part of Project Gumball.
>>
Rolled 1, 2, 2 = 5 (3d6)

>>3607784
That was relaxing, big apologies for scrapping the MHAT in the process. We have a spare, right?
> Rolling for experimental system

==Pilot Iffie==
INT 35 DR 14 Mp 3
Ap 12 Focus 12 Pilot 2+4 Infantry
==Skills==
Acc 10
Notice 11
Close 12 (1d6+Margin)
==Systems==
MG - 2d6+2, 2!, autofire 3 60degrees.
Cannon - 3d6(4) 4! 6reload. AP, HE or Fire Glass
Hookshot - 1d6+Margin, 10Range
ChemSprayer 2 x ! Foam, Flame, Smoke, Gas
>>
>>3607940
The red box contains boss-level Hostiles.

>>3607921
Deploy on the top-left corner, off-map on that right-triangle hex.
>>
File: HAZ126.png (188 KB, 374x388)
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>>3607970
Pilot, don't forget your Jackhammer Talent, acquired after your experimentation. As for the MHAT, we have spares.

Here..

1-2-2
Servos - Offence - Charging
[Statelock Gears]
Turn 1 AP into 2 Force, unleash with a Close roll or an Engine roll.

Okay, listen in...
>>
>>3608001
Summon the "Dust 614 folk" for 20/1000 Reinforcement Points.
Summoned on the bottom-left corner of the map, within the water hex.
>>

Here's what I got, Trenchers.

We're pushing into the secondary sector after fortifying this one. What you need to do, above all else is, is take the Security Access Station. That leads the way to the Main Compound. Once you have those two under control, the Pytherii Leadership will crumble. The Compound houses their Commsnode for this grid.

I've found the location of other Tents. If you capture those, you prevent reinforcements.

The Primary Facility is beyond this ring of defences. If we get their attention, they might rally a sortie to relief their peers. Avoid {Marker 6} unless you are ready for a counter-attack.

TAKE THE SECURITY ACCESS STATION. TAKE THE MAIN COMPOUND.

If you're a real smooth killer, you can bypass their lines and take out their officers in the Compound Commsnode. That requires STEALTH.

There are more SCORPIO AT guns in this sector. I have positive ID on {2} Sigilcraft. One LIGHT, HUNTER VARIANT and one Infantry Support Walker. Heavy armor, but less guns.

QUESTIONS?
>>
>>3608019
"Where exactly will our forces be deploying from?"
>>
>>3608001
No worries, Command! No forgetting here, but -3 Skill for +1d6 damage is only 0.5 extra damage, you know?
>>
>>3608019
A peculiarity, Command. Seems most all of the MG emplacements are oriented North, even the one SW of Security. But that's pointed deeper into the caves, ain't it? Got any intel on what they're braced up that way for?
>>
>>3607784
FT Fox reporting in

==Coordinator==
AP 3 MP 3 Grit 2 React 6
Ht 12/12 DR 1
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 12(+5) Infantry 11
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
Hand2:

==Man==
1 Veteran
1 Sapper
1 Assault
6 Troopers
>>
File: Lines of Advance.jpg (294 KB, 1815x1304)
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>>3608034
Taken Ward Chapel. Infantry will hold on to it and fortify while we advance.
>>
Rolled 1, 1, 2 = 4 (3d6)

>>3608046
Good eyes, Pilot...
>>
>>3608019
If I, you know, theoretically threw Roslin at the Compound, would she be able to decelerate herself with her talent to land safely on top, without getting seen?
>>
>>3608053
Regroup with "Dust 614 folk" at tents at circle #3.
>>
>>3608073
Theoretically.
>>
You WHAT
>>
>>3608053


>>3608078
Cancel that order. Circle 3 is a trap. Regroup at Circle 4, tents.
>>
>>3608091
Well see this prototype has these special gears and I figure I can get a real good pitchers throw if you gave me a few seconds!
>>
>>3608091
Now, who /was/ it threw an MHAT into a hokey-pokey with a Patient Hunter's line of fire, again? Turnabout's fair play, miss.
>>
>>3608100
Unless, hmm, Elo- Ero- Emo- uhh, umm, Enolias wants to see what happens if he turns his hand of death into something more
>>
>>3608098
It is a trap, yes. Very prescient.
>>
File: CaveComplex Sector 2.png (7.34 MB, 3628x3472)
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Monis is reporting the AT Gun is ready for deployment.

Perotil is reporting work is proceeding on the Ward Chapel fallback at pace.

Movement in the Pytherii Camp.

We won't get a better time than the present.

--

==Crew on Call==
Co1 | Simon, FT Fox. 1Sap/1Vet/1A/6Troop
Co2 | Jin, FT Crane. 3Sap/2Vet/2A/3Troop
Co3 | Samson, FT Axolotl. 5Vet
PI4 | John
PI5 | Iffie

==Gear Allowance, 1d6 effect==
Explosive, Flash, Smoke, Stun Grenades, Fireglass Grenades
First Aid Kits
Rope, Gasmasks

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.
CoOrd: Bring The Rain: *Light AT Gun, *Mortar
>>
File: Dusters.png (1.22 MB, 2418x1466)
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>>3608098
But now what?
>>
Who let the Pythies raise that banner by Security again? Did the officers stare at you mean 'til y'all got out the way?
>>
Rolled 1, 3, 6, 1, 6, 2 = 19 (6d6)

>>3608233
>-Be Highlighted in Blue like last map
>Move 454
>AT GUN! Fire on those Armored guys (Legios right?) in the security building
>Sappers throw grenades in the building. Assaults in front. Troopers and Veterans cover fire inside. Shoot anything that lives. Priority in the officer.

==Jin, Fireteam {Crane}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 15
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•2 Veterans
•3 Sappers
•3 Troopers
•2 Assaults
>>
Rolled 4, 3, 5 = 12 (3d6)

>>3608233
>Move 323 -1act
>Order: Frag the building to the SE
-1act -10inf 8 Bright 8 Notice
>Take cover -1act
==Coordinator==
AP 3 MP 3 Grit 2 React 6
Ht 12/12 DR 1
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 12(+5) Infantry 12
==Orders==
[RUSH]: Make a Close Quarters attack with bonus = hexes moved.
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
==Man==
1 Veteran 1 Sapper
1 Assault 6 Troopers
>>
Rolled 5, 1, 1 = 7 (3d6)

Here we go. And don't y'all forget about your Gumball grenades.

>>3608233
>2! Face 4
>3! Strafe 333
>7! FireGlass cannon 444 444, onto temple roof. vs 14

Reac 8
>>
>>3608527
What... gave you the impression you could refresh your MP to hustle at lightning speed across the world?
>>
>>3608536
My shop is set up. If you have any requests, you may ask and I'll list a price tag in Zeny (ZY).
My available ZY is 2,000,000 if you want to pawn anything off to me. I'll be available telepathically.
>>
>>3608527
>>3608536
(Shhh... You saw nothing.)

>>3608233
==Fireteam Axolotl==
AP 3 || MP (4) || GRT 2 || REA 6 || HP 12/12 || DR 1 || MAN 5 ||
==Skills==
ACC: 9 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 12/12 ||
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
Hand2:
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> (Sprint) [4, 5, 5, 5, 4, 4, 5, 5] (MP: 0/4)
> (AP Sprint) [4, 4, 4, 4, 4, 4] (AP: 0/3)
>>
>>3608589
Request acknowledged.
"Solaire of the Sunlight Covenant" is deploying for 100/10000 Reinforcement Points (Re.p).
100/19000 Re.p. spent across Trenchers and SwordBorne. 18900 Re.p remain.
>>
>>3608317
"Dusters 614" request acknowledged. "Dusters 614" exiting map. 19800+200=20000 Re.p.
20000 Re.p remain.
>>
>>3608659
Re.p. Trenchers, all 10,000/10,000 of them. Move to SwordsBorne. We'll convert SwordsBorne > TrenchBorne + Within A Dark Forest + Wake Up Naked with a Rock > Dark Forest > Darkest Forest & Brightest Night.
I'll set up the thread.
>>
>>3608317
Deploy on Circle 4. Center of circle. Deploy South of Redeploying "Solar God".
>>
File: CaveComplex Sector 3.png (7.65 MB, 3628x3472)
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Begin

Enemy Phase
>>
File: CaveComplex Sector 3-1.png (7.34 MB, 3628x3472)
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==Crew on Call==
Co1 | Simon, FT Fox. 1Sap/1Vet/1A/6Troop
Co2 | Jin, FT Crane. 3Sap/2Vet/2A/3Troop
Co3 | Samson, FT Axolotl. 5Vet
PI4 | John
PI5 | Iffie

==Gear Allowance, 1d6 effect==
Explosive, Flash, Smoke, Stun Grenades, Fireglass Grenades
First Aid Kits
Rope, Gasmasks

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.
CoOrd: Bring The Rain: *Light AT Gun, *Mortar

==Casualties==
4 Troopers

--

The rubble collapses on itself, bricks crumbling, disjointed flickers in the air. The Security Station is rent apart and dust and smoke swirls around it.

And from the chaos, the two Eagle Guards that remain on their feet stride forward.

Trooper casualty.
Trooper casualty.
Trooper casualty.
Trooper casualty.
.

PUSH UP! We can reinforce losses as long you're near our own lines! Come on! Don't let them get you stuck in the choke-point!

--

Theurge of the Flame
Ooh! Oh no! They're coming! Rally! On your feet!

Player Phase
>>
>>3609405
==Fireteam Axolotl==
AP 3 || MP (4) || GRT 2 || REA 6 || HP 12/12 || DR 1 || MAN 5 ||
==Skills==
ACC: 9 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 12/12 ||
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
Hand2:
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> (Move) [4, 3] (MP:2/4)
> (Action) Secure that Machine gun. Prepare it to fire. (AP: 2/3)
> (Action) All hands man the MG and fire on target @ [2, 1, 2, 1, 2, 1, 2] (Action: 1/3) || ACC: 9+5+1 (Manpower: 0/5) (AP: 0/3) || Effect: +10
>>
Rolled 4, 5, 1 = 10 (3d6)

>>3609426
(Forgot roll.)
>>
Rolled 2, 5, 4 = 11 (3d6)

That there armor looks mighty heavy, studface. But I got the horsepower to shift it.

>>3609405
>6! Hookshot Eagle guard 4444, vs 16
>1! Strafe 1, drag Eagle guard into lake
>2! Face 2
>3!+2foc 10p of foam, piled on the barricade at range 2
>>
Rolled 6, 2, 2 = 10 (3d6)

>>3609405
>Assaults first followed by the Vets, Troopers and Sappers. [SPRINT Move: 4,3,3,3,4,4]
>GO GO GO. [Sprint: 4,3,3]
>ENGAGE PATHFINDERS IN MELEE, Assaults will face against external threats South.

==Jin, Fireteam {Crane}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 15
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•2 Veterans
•3 Sappers
•3 Troopers
•2 Assaults
>>
Rolled 3, 2 = 5 (2d10)

>>3609405
Shuuushushhshsh.
You hear that? A thousand little voices, in the air.
Might be tinnitus. Could never tell.

==Salmon==
AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 11
Gear 7
==Gear==
Hand1: Chirni-77 (1d6; 1/3,2; 40/40(2); 3! [R:6!])
>>
>>3609405
Pssst.
I, Eriolas, the Rajah of Assailants, was here the whole time.
Stealthily.

>Deploy

AP 6 MP 4
Ht 12 Grit 4
React 9 Focus 12
Trsh 4 Marks 0
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Handling==
Hand1: Chirni77 [40/40]x2

[Flagrant Voracity]: Gain a [Threshold] stat of 3. Roll vs Focus to Mark something for Destruction. It takes your THRESHOLD as extra damage or deals it as extra effect. It becomes HIGHLY VOLATILE. You can have THRESHOLD marks going at once. Things touched by detonations may spread the Mark automatically. You are immune to all fire and all explosives. In Close Combat, your hands disregard DR.
>>
>>3609660
Sure was, yer, Royalty. Right behind me the whole time. Mind out 2-wards. S'fulla foam now.
>>
File: SALMON PHASE.png (7.34 MB, 3628x3472)
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>>3609548
Rolled 3, 2 = 5 (2d10)
[Controlled Reaching]
“Space itself is a suggestion, at best”

Decrease or Increase distance from point to point by up to [GRIT] with 1 AP.
Reset to normal with 1 AP.
Spend 3 AP to roll vs Focus; Margin becomes the distance between two points.
-3 for +1 AoE

TA
TA the trenchers

They're getting *spooky* again!

TR Salmon and TR Eriolas can act too.
>>
Rolled 6, 5, 3, 4, 5, 2, 3, 5, 6 = 39 (9d6)

>>3609405
Curse your fate for placing you in my way!

>1!Mark hand
>Sprint active
>Move 3 4444 33
>3! Punch Eagle Guard 4 thrice (vs 12, dmg8)
>1! Kick down the banner 5
>1! Move 23 and take cover behind the altar

AP 6 MP 4
Ht 12 Grit 4
React 9 Focus 12
Trsh 4 Marks 0
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Handling==
Hand1: Chirni77 [40/40]x2

[Flagrant Voracity]: Gain a [Threshold] stat of 3. Roll vs Focus to Mark something for Destruction. It takes your THRESHOLD as extra damage or deals it as extra effect. It becomes HIGHLY VOLATILE. You can have THRESHOLD marks going at once. Things touched by detonations may spread the Mark automatically. You are immune to all fire and all explosives. In Close Combat, your hands disregard DR.
>>
>>3609703
Dodging twice? Not bad... for a mortal.
>>
>>3609548
>>3609702
Trencher, it should go without saying that if the distance between two points is 1 or less, one can interact with the the object in question even if one is, not, in a strictly local sense, next to it.

Or, alternatively, if the distance between two points is larger than one, more effort must be spent to bridge the gap.
>>
Rolled 5, 1, 2 = 8 (3d6)

>>3609702
>-move stat increase from Notice to Grit
>move 443
>decrease distance between me and 3344 by 3
>pull him into the water (2ap, vs 16)
>reset
Whup!
Surprise!

==Salmon==
AP 6 MP 3
Ht 12 Grit 5
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Hand1: Chirni-77 (1d6; 1/3,2; 40/40(2); 3! [R:6!])
>>
>>3609405

> Move [2]x3 3MP
> [Statelock Gears] Invest 4AP
> Scanner Ping -- Crank those Actives up, make some noise! Notice-19

==Pilot Iffie==
INT 35 DR 14 Mp 3
Ap 12 Focus 10/12 Pilot 2+4 Infantry
>>
Rolled 6, 2, 3 = 11 (3d6)

>>3609956
Want to help me smash this flanking group, John?
>>
>>3609961
Would be my pleasure, Miss.
>>
File: Eagle Guard Guard.png (1.12 MB, 2418x1466)
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COME ON YOU BRICK, GIVE
>>
>>3610573
Tshooot. Got some gravity onnim.
>>
File: CaveComplex Sector 4.png (7.56 MB, 3628x3472)
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GO GO GO, PUSH UP. CAPTURE THOSE TENTS BEFORE THE PATHFINDER FIND THEIR GUNS.

GO! JUST WEAVE PAST THE---- KRHH---AAA[/blue]


Trooper casualty.
Trooper casualty.
Trooper casualty.
Reinforcements inbound for Fireteam Crane.


Enemy Phase
>>
File: CaveComplex Sector 4-1.png (7.69 MB, 3628x3472)
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==Crew on Call==
Co1 | Simon, FT Fox. 1Sap/1Vet/1A/3Troop/Reinforcements Inbound
Co2 | Jin, FT Crane. 3Sap/2Vet/2A/Reinforcements Inbound
Co3 | Samson, FT Axolotl. 5Vet
Tr4 | Eriolas
Tr5 | Salmon
Tr6 | Roslin
PI7 | John
PI8 | Iffie

==Gear Allowance, 1d6 effect==
Explosive, Flash, Smoke, Stun Grenades, Fireglass Grenades
First Aid Kits
Rope, Gasmasks

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.
CoOrd: Bring The Rain: *Light AT Gun, *Mortar

==Casualties==
10 Troopers

--

The Rock will break before the Eagles do.
But. Just as well. This rock crop is gored by explosions and riddled with holes and the honorary armour is, in the end, so very heavy.

That's three Eagles down! Excellent work, Trenchers! Move up and take the security station and--

TRENCHERS! GET DOWN! THAT PATHFINDER UNIT HAS AN MG!

>Fireteam Fox loses 3 troopers. Reinforcements inbound.

--

[Monis, FT Wolf Lead]
Crane, you daft bastards! DUCK

--

Theurge of the Flame
RISE. RISE AND STAND AND FIGHT. THE DRUM OF BATTLE COME. AND IF YOU FALL, FRIENDS, FEAR NOT.

YOUR FLICKER-SELVES ARE SAFE WITH ME.

Player Phase
>>
>>3610665
Spawning as Detective "Veteran" at boxed-in campfire. Color-coded in red.
>>
Rolled 5, 3, 4, 6, 1, 3, 3, 2, 1 = 28 (9d6)

>>3610665
Burn in flames of your absolution!

>Move 23, take cover around corner
>5! Produce a 2d6 grenade, mark it, throw it around the corner to 334 (use 2 MP and 1 AP to aim, vs 13, 2d6+4)
>1! Mark my Chirni

AP 6 MP 4
Ht 12 Grit 4
React 9 Focus 12
Trsh 4 Marks 1
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Handling==
Hand1: Chirni77 [40/40]x2
GOD HAND (marked)

[Flagrant Voracity]: Gain a [Threshold] stat of 3. Roll vs Focus to Mark something for Destruction. It takes your THRESHOLD as extra damage or deals it as extra effect. It becomes HIGHLY VOLATILE. You can have THRESHOLD marks going at once. Things touched by detonations may spread the Mark automatically. You are immune to all fire and all explosives. In Close Combat, your hands disregard DR.
>>
Rolled 4, 1 + 4 = 9 (2d6 + 4)

>>3610709
Rolling for damage to clarify further tactical developments
>>
Rolled 5, 6, 3 = 14 (3d6)

>>3610665
==Fireteam Axolotl==
AP 3 || MP (4) || GRT 2 || REA 6 || HP 12/12 || DR 1 || MAN 5 ||
==Skills==
ACC: 9 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 12/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2: [MG] || Dmg: 2d6+2 || Autofire 3 || Firing zone: 60°|| 2AP per shot
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> (Brace) [4 MP converts to 4 aim for next shot] (MP: 0/4)
> (Action) All hands man the MG, split fire between the targets @ [3, 2, 3, 2, 3, 2, 3, 2, 3] and [2, 3, 2, 3, 2, 3, 2, 3, 2, 3, 2]. (AP: 2/3) || ACC: 9+5+2+4 (Man: 0/5) (AP: 0/3) || Effect: +10
>>
File: Detective Phase.png (677 KB, 2418x1466)
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>>3610682
on this BATTLEFIELD surely

a crime is happening
>>
>>3610755
(Correction.)
> (Action) All hands man the MG, split fire between the targets @ [3, 2, 3, 2, 3, 2, 3, 2, 3] and [2, 3, 2, 3, 2, 3, 2, 3, 2, 3, 2]. (AP: 1/3) || ACC: 9+5+1+4 (Man: 0/5) (AP: 0/3) || Effect: +10
>>
Rolled 3, 2, 3, 5, 6, 3 = 22 (6d6)

>>3610665
"SHUT THAT SHIT UP PRIVATE! THERES ONLY TOO MANY BECAUSE YOU THINK THERES TOO MANY. KEEP MOVING AND THAT FINGER ON THE TRIGGER I AM CALLING IN SHIT!"

>AT TEAM, ADVANCE AND GIVE SUPPORT
>Move 333
>Shoot at the Officer. Sappers throw grenades at the pathfinders South-East (-1 gear to add High Explosive) while the Assault shield us from arm.

==Jin, Fireteam {Crane}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 13
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•2 Veterans
•2 Sappers
•1 Troopers
•2 Assaults
>>
Rolled 3, 1, 3 = 7 (3d6)

Forget Eagles, I'll show you how a tank flies.

>>3610665
>2! Face 3, Strafe 2
>7! Stunt drive: Soaring MHATstrich! vs 15
>2! Jump 12
>1!+3foc 8p gas spread over range 2

Reac 9, Foc 7

Above, I interpret Stunt Drive to work such that 1! initiates the check, and further ! improve it, but it also seems like

>8! Stunt drive: Jump 12, vs 15
would accomplish the roughly the same for 1! less, assuming Stunt Drive can be tacked on to any move action. Which is correct?
>>
>>3609961
Give that Theurge a Gumball, woncha?
>>
>>3610842
It treats your Reaction as the base stat off of which Stunt Driving keys. It takes 1 AP to initiate it.
>>
>>3610850
Sure.
>>1/10 AP. Give Theurge a Gumball.

>>1+4=5/10 AP. Sneak behind both guards.
>>5+2+2=9/10 AP. Stab both guards in the back.
>>9+1/10 AP. Face towards East.
>>
>>3610850
Those things aren't AoE, I don't think it'll work with his bodyguard there!
>>
>>3610885
Statsheet:

Detective "Veteran" v.2
Action Points (AP) 10
Mana Points (MP) 30
Healthpoints/Hitpoints (HP) 45
Skypoints/Godpoints (SP/GP) 9000
Speed 100
Reaction 500
Luck 1000
Timeliness 9002
>>
>>3610665
Hey co-ordinators, do these officers need to be able to see to do their mojo?!
>>
>>3610976
>>3610665

"Not so sure...maybe If we ask HQ" (On my next turn?)
>>
>>3610976
No. You don't need to see, you just need to will it. You just have to be willing to endure the pain in order to do so.


The Pain Train will arrive in 3 turns.
>>
>>3610665
>>3610991
Well bugger, alright then. Let's clap our hands and pray!
> Move [3], [2]x2 3MP
> Aim
> Activate MG, suppress the mage-officer! Accuracy-12
> Activate Chemsprayer, Spray Smoke at the mage-officer! 4p +4 range
> Activate Statelocked Gears, Store 4AP
>>
>>3610962
Sure they are! And even if they warn't, it'd be enough to land one on the Wardstone he's drawin' from. Does plenty to poison the well.
>>
Rolled 2, 5, 1 = 8 (3d6)

>>3611011

==Pilot Iffie==
INT 35 DR 14 Mp 3
Ap 12 Focus 10/12 Pilot 2+4 Infantry
==Systems==
MG - 2d6+2, 2!, autofire 3 60degrees.
ChemSprayer 2 x ! Foam, Flame, Smoke, Gas
Statelock Gears - 2 x ! Force, unleash with Close or Engine roll
>>
>>3611013
Got it, sir.
>>
>>3611097
>> 1/20 AP Summon ["Got it, sirs" from Men of War: Assault Squad 2] on E5.
>> 1+1=2/20 AP Summon ["Oorah!"s from Men of War: Assault Squad 2] on E5.
"Got it, sirs" from Men of War: Assault Squad 2
Stats
Accuracy 900
Speed 500
Hitpoints 200
Damage 300


"Oorah!"s from Men of War: Assault Squad 2
Stats
Accuracy 5
Speed 1000
Hitpoints 400
Damage 9000
>>
>>3611133
Deploy [Vanadian Militia]. Color-coded in Yellow.
Stats
Accuracy 2000
Speed 10100
Intelligence 350
Courage 100


End turn.
>>
Rolled 131 + 999 (1d1000 + 999)

>>3611401
Move [Vanadian Militia] to "Istavald: Forest Ambush".


[End Turn].
>>
File: Watch Out, Sir!.png (957 KB, 2418x1466)
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Pilot John lands with a shuddering crack and the rock shifts and nevermind the Pathfinder beneath the crush of the MHAT

Gas rolls out and Pilot Iffie rolls in, fingers squeezing the trigger--

Bullets ricochet wildly
>>
File: CaveComplex Sector 5.png (7.77 MB, 3628x3472)
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A grenade flashes too bright, too purple - the smell of something long bleeding slinks through the cave

Eriolas feels a little sting of hunger... and is that mark Brighter, somehow?

--

Enemy Phase
>>
File: CaveComplex Sector 5-1.png (7.91 MB, 3628x3472)
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==Crew on Call==
Co1 | Simon, FT Fox. 1Sap/1Vet/1A/6Troop
Co2 | Jin, FT Crane. 3Sap/2Vet/2A/3Troopers
Co3 | Samson, FT Axolotl. 5Vet
Tr4 | Eriolas
Tr5 | Salmon
Tr6 | Roslin
PI7 | John
PI8 | Iffie

==Gear Allowance, 1d6 effect==
Explosive, Flash, Smoke, Stun Grenades, Fireglass Grenades
First Aid Kits
Rope, Gasmasks

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.
CoOrd: Bring The Rain: *Light AT Gun, *Mortar

==Casualties==
10 Troopers

--

Bloody Eagles, damnably hard to crack. She stands bleeding, heaving, armor shattered from the spray of MG fire but the Theurge charge behind is safe.

The world shifts, flames flicker-- Trap! Chemicae!

--

Rather outgunned and as the smoke clears, noticing a dire lack of local command elements, the Pathfinders in the tent camp that Fireteams Axolotl, Crane and Wolf are fighting pitch their weapons and packs into the still waters below.

Sigilcraft Bondpilot
They surrendered. Cowards. Prep Saturation! Deny the bridge!

Player Phase
>>
Pilots John and Iffie

>>3611016
>>3611013
Should be aware a grenade set off the sapper charge. Minor plating damage. 3 DR stripped from the vehicle.
>>
Rolled 3, 4, 1 = 8 (3d6)

Uhh! Huh! I'm awake, I'm awake! What were we doing what where when? Throwing me at a thing wassit? Crack on with it, yeah.

Just as soon as I catch up with fellas.

>Move 3x3
>6! Accel Wardstone Pedestal at Legio atop of Pilot John [vs 14, Accel 24

HEY BUD, CATCH
==Roslin==
AP 6 MP 3
Ht 12 Grit 6
React 9 Focus 9:12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Handling==
Hand1: Chirni77 (40)
==Special==
Things you touch (1 AP) are re-oriented along a vector you decide with an acceleration factor of your grit. Roll Close to touch people who don’t want to be touched. Give things a light tap for 1 AP, or increase the accel factor by 1 AP.
>>
Nailed it.

>>3611013
Hatch is clear!
>>
Rolled 2, 3, 6, 3, 5, 3 = 22 (6d6)

>>3611577
Much obliged!

>>3611011
G'wan, Iffie. Gumball, anywheres about the ward. I guarantee you'll love it.
--

Hey you, fancy-dress!
>>3611530
>4! Strafe 333 2
>8!+2foc Stunt Jump 233, vs 15
>-land on fancy-dress, vs 12?

reac 9, foc 5, DR 16, INT 39

Am I able to tack the landing attack onto my Stun Drive roll, or does it revert to the usual Close skill of 12?
>>
>>3611530
==Fireteam Axolotl==
AP 3 || MP (4) || GRT 2 || REA 6 || HP 12/12 || DR 1 || MAN 5 ||
==Skills==
ACC: 9 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 12/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2: [MG] || Dmg: 2d6+2 || Autofire 3 || Firing zone: 60°|| 2AP per shot
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.
> (Sprint) [2, 2, 2, 1, 2, 3, 3, 3] (MP: 0/4)
> (AP Sprint) [3, 3, 3, 2] (AP: 1/3)
> (Action) All members of Fireteam Axolotl go prone. (AP: 0/3)
>>
Rolled 2, 1, 5 = 8 (3d6)

>>3611530
"You got it Wolf. Try to build a bridge. Or plant a flag, even help the AT gun crew. Maybe all these things (Hint Hint?). Cranes were moving further up!"

>Sprint, Run, Move, Jump!: [1,2,3 Jump 3,2,3]
>[Move 3,3,3,3,2,2]
>MORE SUPER SMASH MELEE: Assaults, Troopers, Veterans get on that while the Sappers throw down Smoke Grenades to shield us from other enemies. (-1 gear) [Direction: 1,1]

==Jin, Fireteam {Crane}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 12
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•2 Veterans
•3 Sappers
•3 Troopers
•2 Assaults
>>
Rolled 1, 5, 3 = 9 (3d6)

>>3611530
>move 221
>move 2 (1ap)
>mount pilot iffie (1ap)
Clear above! I'll sit up and pretend I'm cavalry, alright? Swinging around my knife, tossing grenades, that sorta thing.
Like this!
>throw fireglass grenade at wardstone 5x{2} (4ap)

==Salmon==
AP 6 MP 3
Ht 12 Grit 5
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Hand1: Chirni-77 (1d6; 1/3,2; 40/40(2); 3! [R:6!])
>>
>>3611750
It's not a stunt to land on someone, Pilot. In stunts, people are meant to live through it!

If you make it exceptionally flashy, the close combat that follows might get a bonus. Different talent for stomping on people though.
>>
>>3611802
Shoot, Command. 'zit more spinning you want? I'll provide.
>>
Rolled 5, 5, 5, 6, 6, 1 = 28 (6d6)

>>3611530
Heh... not bad. You've made me use 2.485% of my power.

>3! Called shot burst 18 at head of Eagle 2333, assuming that the shield doesn't cover it. (+2 brace, +6 burst, -4 called shot, vs 14, 1d6+2+5)
>3! Throw 2d6 fireglass grenade 2322 (if they shot me from there there should be LOS)
>Move 65, take cover behind what's left of the altar

AP 6 MP 4
Ht 8 Grit 4
React 9 Focus 12
Trsh 4 Marks 1
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 5
==Handling==
Hand1: Chirni77 [40/40]x2 (marked 5)
GOD HAND (marked 5)

[Flagrant Voracity]: Gain a [Threshold] stat of 3. Roll vs Focus to Mark something for Destruction. It takes your THRESHOLD as extra damage or deals it as extra effect. It becomes HIGHLY VOLATILE. You can have THRESHOLD marks going at once. Things touched by detonations may spread the Mark automatically. You are immune to all fire and all explosives. In Close Combat, your hands disregard DR.
>>
Equations to Life Itself:


https://docs.google.com/spreadsheets/d/1cL31LB9MMN53aR5NZWeEAWJtkZkNxBsLdbQ-lUFmaSw/edit#gid=0
>>
>>3612331
[End Turn].
>>
>>3612352
[End Turn].
>>
>>3607782
[End map]. Victory obtained!
>>
Next map is: "Istavald: Forest Ambush. Counter-attack".
>>
>>3612352
>>3612394
>>3612396
Unfortunately, it's just not that easy. Sorry. If one could just declare victory and have it at that, the War would be over by now.
>>
Duskers from "Dust 614" rescued from the Evil Warp.
>>
File: CaveComplex Sector 6.jpg (2.54 MB, 3628x3472)
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SIR
THE FORWARD ELEMENTS HAVE EYES ON THE INFANTRY SUPPORT WALKER!


Pytherii BondPilot
Show me your mettle.
>>
File: CaveComplex Sector 6-1.jpg (2.51 MB, 3628x3472)
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==Crew on Call==
Co1 | Simon, FT Fox. 1Sap/1Vet/1A/6Troop
Co2 | Jin, FT Crane. 1Vet, 1 Trooper
Co3 | Samson, FT Axolotl. 4Vet
Tr4 | Eriolas
Tr5 | Salmon
Tr6 | Roslin
PI7 | John
PI8 | Iffie

==Gear Allowance, 1d6 effect==
Explosive, Flash, Smoke, Stun Grenades, Fireglass Grenades
First Aid Kits
Rope, Gasmasks

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.
CoOrd: Bring The Rain: *Light AT Gun, *Mortar

==Casualties==
12 Troopers
1 Veteran

--

Pytherii BondPilot
That group on the ledge. Mark them. Pathfinders, at your leisure.

--

{Fireteam Crane Veteran}
WE'VE HAD BETTER PLANS, SIR--- GET DOWN

>Casualties

--

Pilot John's vehicle goes red with approximately a hundred different warning signs as the cacophony of impacting rounds fill the interior.

And... other stuff, eating away at the metallic hull.

Player Phase
>>
Rolled 2, 4, 2 = 8 (3d6)

>>3612651
>>3611774
By my power, may your cannon be blessed!

>1! Mark Crane's AT cannon (vs 12)
>5! Overwatch burst 3 at whatever hositle first becomes visible to east (+4 brace, +2 aim, +1 burst, vs 17, 1d6+2+5)

AP 6 MP 4
Ht 8 Grit 4https:thumbs/1561825865885.jpg
React 9 Focus 12
Trsh 4 Marks 2
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 3
==Handling==
Hand1: Chirni77 [40/40]x2 (marked 5)
GOD HAND (marked 5)

[Flagrant Voracity]: Gain a [Threshold] stat of 3. Roll vs Focus to Mark something for Destruction. It takes your THRESHOLD as extra damage or deals it as extra effect. It becomes HIGHLY VOLATILE. You can have THRESHOLD marks going at once. Things touched by detonations may spread the Mark automatically. You are immune to all fire and all explosives. In Close Combat, your hands disregard DR.
>>
>>3612678
>>3608493
Correction, it's FT Fox's AT cannon.
>>
>>3612651
>Move 333 232 -2act
>Take cover -1act

==Coordinator==
AP 3 MP 3 Grit 2 React 6
Ht 12/12 DR 1
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 12(+5) Infantry 12
==Orders==
[RUSH]: Make a Close Quarters attack with bonus = hexes moved.
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
==Man==
1 Veteran 1 Sapper
1 Assault 6 Troopers
>>
>>3612695
Glad to have you with us, Coordinator.
>>
>>3612651
>Disengage melee and Sprint towards the now burning bridge (Honestly I would like to Sprint on the bridge and run towards Wolf team so I'll give the directions but I will attempt to draw a map so you can understand what I am doing) [Move?: 565556]
>YES RUN THROUGH THE FIRE AND FAST IF YOU DONT WANT TO STAY THAT WAY. YOU FELL? JUST SWIM! Drop your equipment if you have to! [Run the burning bridge/Swim 5,6,6,6,1,1
>Politely ask help from Fireteam Wolf "I require assistance =______=...The manual lied about our weight with this equipment. Help me please."

==Jin, Fireteam {Crane}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 12
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•It: 1/2 Vets
•Do 0/3 Sappers
•Not 1/3 Troopers
•Matter? 1?(0??)/2 Assaults
>>
Rolled 2, 5, 1, 4, 3, 3, 1, 2, 3, 6, 2, 6 = 38 (12d6)

Time to dust off the real tricks.

>>3612651
>1! Reload Hookshot
>5! Hookshot Chemichae, vs 15
>1! Strafe 6
>4!+2foc Stunt Jump 666 with 360 counterclockwise spin, use spin to 1) pelt everyone with cast-off bits of melting armor, and 2) lengthen tether and wrap Chemicae around Glowy eyes Legio. vs 15
>-Also landing attack, vs 12
>3foc Stunt drive: carry momentum into next turn for free counterclockwise spinning, vs 11

Reac 9, DR ?, INT ?
>>
Rolled 1, 3, 4 = 8 (3d6)

>>3612651
I got the theurge.
>decrease distance between me and 2232 by 3
>throw theurge to 5 of me (3ap, vs 14)
Now get his ass!

==Salmon==
AP 6 MP 3
Ht 12 Grit 5
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Hand1: Chirni-77 (1d6; 1/3,2; 40/40(2); 3! [R:6!])
>>
Rolled 4, 3, 4 = 11 (3d6)

>>3612651
==Fireteam Axolotl==
AP 3 || MP (4) || GRT 2 || REA 6 || HP 12/12 || DR 1 || MAN 5 ||
==Skills==
ACC: 9 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 12/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2: [MG] || Dmg: 2d6+2 || Autofire 3 || Firing zone: 60°|| 2AP per shot
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

(Action) Drop smoke grenade @ squad's current position (AP: 2/3) || ACC: 9+5+1 (Man: 0/5) (AP: 1/3) || Effect: +10
(Say) "Drop him and get moving soldier! He's safer down there!"
(Sprint) [5, 6, 6, 6, 6, 6, 1, 2] (MP: 0/4)
(Say) "Hit the deck!"
(Action) Squad goes prone. (AP: 0/3)
>>
File: Untitled.png (761 KB, 729x694)
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Heads together, gang. How're we going to break this position?

We've broken Security and denied reinforcements from two camps. Our challenge is to make further advancements against multiple lines of fire.

Battle lines stand approximately at red. Deal with a circled threat, create a corresponding improvement in our positional options.

Dark blue and dark green are most important to making a sustainable advance. The cave walls limit angles of attack, and enemy attempts to breach these walls will also remove the obstructions keeping our AT gun out of play. Until dark green's camp is eliminated, however, our AT is under threat. Therefore, it is our priority, and that falls to Eriolas and Fireteam Fox. Dark blue's mines prevent us from taking a similar beachhead against attack from Cyan.

Note that we have little incentive to deal with the Walker at Green, but plenty to keep it occupied. Once the bridge burns out, the Walker is deterring us from a route that is already barely accessible. Hold its attention there for as long as possible. If we allow it to control an area that we're actually interested in, we'll have limited options and only one angle of fire to approach it with.


>>3608057
Any intel come of this, Command?
>>
>>3613339
Pilot John, we may have . . .
>>
File: Outside Context Phase.jpg (178 KB, 1922x1076)
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>>3613424
Outside Context Phenomena. We're still working on piercing it together.

We know the Core is here, in the Tallspire. It has to be. Our intelligence is certain of it. The Wards the place, the effort to get here, the arms build up, the layers of defenses.

But it... All the guns point inwards. Almost as if the Pytherians are containing something, instead of defending it.
>>
>>3613430
Containin', huh? Figured so. Wonder if they'd accept our help killin' it.
>>
File: CaveComplex Sector 7.png (6.35 MB, 2822x2700)
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Monis, FT Wolf Lead

Back so soon?

Enemy Phase
>>
File: CaveComplex Sector 7-1.png (6.76 MB, 2822x2700)
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Rock cracks, bends, breaks - the outcrop wrenched by explosive,s by fire, by the sting of war collapses as John's MHAT slams down on top of it, and it takes a sizable part of the rock with it.

Cave in!

Pilot John is buried beneath tons of rock, and what's worse, slow seeping water begin to fill the cockpit.

--
HERE THEY COME
--

HERE THEY COME?

--
. . . COMMAND, THIS IS 13-3. WE'VE LOST SIGHT OF THE PYTHS.

14-2, SAME

WOLF LEAD, SAME

WYVERN LEAD, SAME

YEAH I GOT NOTHING

WHERE IS EVERYBODY?


--

>Coordinators in need of reinforcements could handily co-opt available ally elements, using Authority

Player Phase
>>
>>3613681
[Undercover phase.]
[Intercept enemy turn.]


[Summon "Moore" the "Tech-support guy"]. He runs the Pytherian's tech network.
[Summon "Moore" on the green crystal boxed in red. "Moore" will be color-coded in green with a green crystal on his forehead.]


[End undercover turn].
>>
Rolled 6, 2, 5 = 13 (3d6)

>>3613729
>Go To Ground (3ap)
>move 222 3 (dismount, 1ap)
>Mark MG nest (2ap, vs 11)
Got eyes on hostile MG nest, count 6 light, 2 armored, 1 theurge, patching through to coordinating elements for fire support, over.

==Salmon==
AP 6 MP 3
Ht 12 Grit 5
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Hand1: Chirni-77 (1d6; 1/3,2; 40/40(2); 3! [R:6!])
[Controlled Reaching]
Decrease or Increase distance from point to point by up to [GRIT] with 1 AP. Reset to normal with 1 AP.
Spend 3 AP to roll vs Focus; Margin becomes the distance between two points. -3 for +1 AoE
>>
(Hey OP. Regarding the ability 'What are we dealing with here?', can we add more AP to increase the odds of success? Also, am I correct in assuming that we can't put any manpower behind this task?)
>>
>>3613821
You can always add extra effort to make things easier. There are some special things locked things that have set skill levels.

And of course your men can help. They have eyes, Command is reliably informed. They get them during training. Nothing prevents them from helping you check the situation or acquire information.
>>
Rolled 2, 1, 4 = 7 (3d6)

>>3613825
(Thanks!)

>>3613729
==Fireteam Axolotl==
AP 3 || MP (4) || GRT 2 || REA 6 || HP 12/12 || DR 1 || MAN 4/5 ||
==Skills==
ACC: 9 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 11/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2:
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> (Action) Invoke 'What are dealing with here?'. (AP: 0/3) || "Command. Our advance has been stalled. Can you pull up any intel on the hostile's armored support. Specifically information pertaining to the locations of structural vulnerabilities and exposed systems
>>
>>3613838
(My action got cut off for some reason. Here's the correction.)

> (Action) Invoke 'What are dealing with here?'. (AP: 2/3) || "Command. Our advance has been stalled. Can you pull up any intel on the hostile's armored support. Specifically information pertaining to the locations of structural vulnerabilities and exposed systems." || ACC: 8+4+3 (Man: 0/4) (AP: 0/3)|| Effect: +8
>>
>>3613729
>Call artillery/mortar on Salmon's Mark>>3613801
>Plant a reinforcement flag
>Regroup with the AT team and Wolf and forge a plan to take out a Heavy Support Craft

==Jin, Fireteam {Crane}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 12
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•1/2 Vets
•0/3 Sappers
•1/3 Troopers
•0/2 Assaults
>>
Rolled 3, 2, 1 = 6 (3d6)

>>3613729
>Frag the smoke to the east, spread out the grenades. -10inf -1 act
>Dig in -1 act

==Coordinator==
AP 3 MP 3 Grit 2 React 6
Ht 12/12 DR 1
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 12(+5) Infantry 12
==Orders==
[RUSH]: Make a Close Quarters attack with bonus = hexes moved.
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
==Man==
1 Veteran 1 Sapper
1 Assault 6 Troopers
>>
Rolled 5, 1, 2 = 8 (3d6)

C'mon, now, somethin's gotta go right today... I'm gonna try clearing out the mines. Hopefully link up with Iffie if I survive.

>>3613729
>1! Retrieve hookshot
>2! Hook and reel Chemicae into water, vs 11
>9! Overwatch eject and run 65555 when Samson's fire mission hits
>>
>>3613729
Haaahhahahaha!
Hide from me, you cowards! Conceal your pathetic selves!
You can run, but you can't escape!

>Spend Focus to restore 4 HP
>3! Stealth up
>Sneak 3333
>3! Dodge

AP 6 MP 4
Ht 8 Grit 4
React 9 Focus 12
Trsh 4 Marks 3
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 3
==Handling==
Hand1: Chirni77 [28/40]x2 (marked 5)
GOD HAND (marked 5)

[Flagrant Voracity]: Gain a [Threshold] stat of 3. Roll vs Focus to Mark something for Destruction. It takes your THRESHOLD as extra damage or deals it as extra effect. It becomes HIGHLY VOLATILE. You can have THRESHOLD marks going at once. Things touched by detonations may spread the Mark automatically. You are immune to all fire and all explosives. In Close Combat, your hands disregard DR.
>>
>>3613729
All units, stop the trap in the red box!
The trap-makers are in the orange box.
>>
>>3614119
Come hop right in, seats all warm and toasty! Just... brush off the shrapnel before you sit down.
Hey hey command, sorry I whited out for a moment there. By the way! I dropped 10 Ht and 5DR from the statelock gears, does that change anything or have you already fixed that?
>>
>>3615825
We'll account for it.
>>
File: CaveComplex Sector 8.png (6.8 MB, 2822x2700)
6.8 MB
6.8 MB PNG
Vehicles can be abandoned. Equipment restored. The spirit lives on.


TRENCHERS, PULLING UP THE FILES ON THIS HEAVY.


Enemy Phase
>>
File: CaveComplex Sector 8-1.png (7.27 MB, 2822x2700)
7.27 MB
7.27 MB PNG
==Crew on Call==
Co1 | Simon, FT Fox. 1Sap/1Vet/1A/6Troop
Co2 | Jin, FT Crane. 1Vet, 1 Trooper
Co3 | Samson, FT Axolotl. 4Vet
Tr4 | Eriolas
Tr5 | Salmon
Tr6 | Roslin
PI7 | John
PI8 | Iffie

==Gear Allowance, 1d6 effect==
Explosive, Flash, Smoke, Stun Grenades, Fireglass Grenades
First Aid Kits
Rope, Gasmasks

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.
CoOrd: Bring The Rain: *Light AT Gun, *Mortar

==Casualties==
13 Troopers
1 Veteran

--

Smoke swirls and clears, the battlefield visible. The Pytherians have pulled back around the main compound. Odd flickers are in the air.

--

Pilot John has abandoned their vehicle. Perhaps another can be found? Perhaps someone else can offer a co-rider seat?

--

A trio of Pathfinders hold up the advance, firing at Fireteam Fox. Their dug in position absorbs the bullets.

--

TRENCHERS. That's a Heavy Support Walker. It has a single main cannon and linked Command & Control systems. The frontal armor is too heavy to penetrate. The sides are much weaker however.

Take out the crew manning it by BREACHING IT if you can clear out the infantry around it. A Coordinator Squad executing a Close Combat roll may be able to crack a hatch. But the Pathfinders know you will try, so they will attempt to keep you away from the vehicle access AT THE SIDES.

And the Crew will put up a fight as well! So bring guns!

If you can, the plating is weak at the rear three hexes and you can hit it with enough force to cause a MUNITIONS FIRE if you pepper that area with grenades.

PLAYER PHASE
>>
Rolled 4, 3, 3 = 10 (3d6)

>>3617555
==Fireteam Axolotl==
AP: 3 || MP: 4 || GRT: 2 || REA: 6 || HP: 12/12 || DR: 1 || MAN: 4/5 ||
==Skills==
ACC: 9 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 11/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2: [MG] || Dmg: 2d6+2 || Autofire 3 || Firing zone: 60°|| 2AP per shot
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> (Move) [1, 2] (MP: 2/4)
> (Brace) [2 MP converts to 2 ACC for next shot] (MP: 0/4)
> (Action) Use MG to fire upon targets @ [3, 3, 3, 3, 3] (AP: 1/3) || ACC:9+4+1+2 (Man: 0/4) (AP: 0/3) || Effect: +8
>>
Rolled 1, 2, 1 = 4 (3d6)

>>3617555
>decrease distance between me and 333 32 by 5 (1ap)
>drag MG onto my tile (technically the same tile, now that i think about it. this is confusing. is it 1ap or 0ap? my head hurts.)
Roslin, lend me a hand. These things need two people to crew usually.
>man the MG, wide angle spray at group of enemies (focus on eagle knight, aim through Reaching space, 3ap? i have no idea what it costs to fire this thing)
Or you could feel free to fire through the space. Could probably reach that Legio from over here.
Just don't think too hard about it, okay?

==Salmon==
AP 6 MP 3
Ht 12 Grit 5
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Hand1: Chirni-77 (1d6; 1/3,2; 40/40(2); 3! [R:6!])
[Controlled Reaching]
Decrease or Increase distance from point to point by up to [GRIT] with 1 AP. Reset to normal with 1 AP.
Spend 3 AP to roll vs Focus; Margin becomes the distance between two points. -3 for +1 AoE
>>
>>3617581
But— it— ach my head
>>
>>3617593
If you're feeling real frisky, you can step through it.
I, ah, don't know what happens if you do that, though.
>>
>>3617612
Can we shove things through it? What happens to something between if you reset while its between?

Is it... caught?
>>
>>3617617
Uh, I... don't think there is a between. Those two tiles are effectively the same tile right now.
I managed to throw someone through it earlier, so its more than likely that you can put things through it.
>>
>>3617620
So it’s there. But here. But there. But here. Fuuuuuuu...

Try setting the space between the same point to -1. Does it disappear? What if we connect a point to that point? Aaahhhh
>>
>>3617624
How it works, is... uh...
It changes the distance between points, but the volume remains unchanged, if that makes sense (it doesn't.)
I don't think negative space would work at all. I'll probably not attempt it in the middle of this Op, if only to spare all of us a headache.
>>
Rolled 5, 6, 3 = 14 (3d6)

>>3617555

>Sneak 33
>1! Loot the bodies for gear
>Sneak 33
>2! Eyes on Target 1x2 6x3 (+1Ap, vs 11)
>3! Dodge

AP 6 MP 4
Ht 12 Grit 4
React 9 Focus 8
Trsh 4 Marks 3
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 3
==Handling==
Hand1: Chirni77 [28/40]x2 (marked 5)
GOD HAND (marked 5)

[Flagrant Voracity]: Gain a [Threshold] stat of 3. Roll vs Focus to Mark something for Destruction. It takes your THRESHOLD as extra damage or deals it as extra effect. It becomes HIGHLY VOLATILE. You can have THRESHOLD marks going at once. Things touched by detonations may spread the Mark automatically. You are immune to all fire and all explosives. In Close Combat, your hands disregard DR.
>>
Rolled 3, 3, 5, 1, 5, 1, 6, 1, 6 = 31 (9d6)

Well, my MHAT's serving as something of a bridge for the time being, but I don't know what it'll bear. Maybe I shoulda done more to really lodge it in the banks...

Breaking probably still hinges on our AT. Question is our approach to getting the Walker looking north or south. Just a little bit. If it turned to face us making a token attempt at building a crossing to the south, we could breach the thin cave due east of security. If it turned toward activity in the north, we could take a shot from the existing opening just south of the thin wall.

>>3617593
A repeat of that trick with the crystal plinth would give the Legio pause just fine.

>>3617555
>1! Look at blue formations in my tile
>5! Attempt to shoot out mines in 233 with Pistol
>4! Ditto 333
>>
Rolled 5, 1, 5 = 11 (3d6)

>>3617555
Okay men, all together now!
> Turn 1 clockwise and Move [2]x2
> Activate Chemsprayer, throw out smoke cover for the infantry while moving, south and south east (don't want the sigil craft getting a good shot at them!). 10p +2 range 6AP
> Aim, burning 2 Focus
> Activate Cannon, Fire HE shell at the Eagle, east. Accuacy-14 4AP

==Pilot Iffie==
INT 20/35 DR 11/14 Mp 3
Ap 12 Focus 8/12 Pilot 2+4 Infantry
==Systems==
Cannon - 3d6(4) 4! 6reload. AP, HE or Fire Glass
ChemSprayer 2 x ! Foam, Flame, Smoke, Gas
>>
Rolled 1, 4, 4 = 9 (3d6)

>>3617555
>Get reinforced: 4 Sappers, 1 more Trooper, 1 more Veteran, 2 Assaults. (Back to max cap)
>Get the AT team over here and move everyone [3,2,3]
>Begin to make plans for a new bridge over the water. Large and Sturdy enough for the AT to cross.

==Jin, Fireteam {Crane}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 16
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•2/2 Vets
•4/4 Sappers
•2/2 Troopers
•2/2 Assaults
>>
>>3617555
>To FT Fox, leave cover and open fire on the men SE -1act -10inf
>Take cover -1act

==Coordinator==
AP 3 MP 3 Grit 2 React 6
Ht 12/12 DR 1
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 12(+5) Infantry 12
==Orders==
[RUSH]: Make a Close Quarters attack with bonus = hexes moved.
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
==Man==
1 Veteran 1 Sapper
1 Assault 6 Troopers
>>
Rolled 2, 5, 3 = 10 (3d6)

>>3618814
>>
File: CaveComplex Sector 9.png (7.11 MB, 2822x2700)
7.11 MB
7.11 MB PNG
Slow and steady. Slow and steady...

Enemy Phase
>>
File: CaveComplex Sector 9-1.png (6.99 MB, 2822x2700)
6.99 MB
6.99 MB PNG
==Crew on Call==
Co1 | Simon, FT Fox. 1Sap/1Vet/1A/6Troop
Co2 | Jin, FT Crane. 2Vet, 4Sapper, 1A
Co3 | Samson, FT Axolotl. 4Vet
Tr4 | Eriolas
Tr5 | Salmon
Tr6 | Roslin
PI7 | John
PI8 | Iffie

==Gear Allowance, 1d6 effect==
Explosive, Flash, Smoke, Stun Grenades, Fireglass Grenades
First Aid Kits
Rope, Gasmasks

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.
CoOrd: Bring The Rain: *Light AT Gun, *Mortar

==Casualties==
15 Troopers
1 Veteran

----

Something bends with the quiet insistence of a unstoppable chemical process.

--

[Monis, FT Wolf Lead]
Right, time to get this done.

--

Pytherii Bondpilot
Vigilant, Intrepid - Deployment orders. Grab the secondary kit from bay three.

--

The mines detonate with a series of concussive blasts as the troopers near pilot John join into pouring fire on them. Not the most subtle way of demolishing a mine-field.

>Pilot John takes 9 HT damage.
>The troopers near pilot John luckily have the presence of mine to apply emergency first aid kits to alleviate the pain.

PLAYER PHASE
>>
>>3620927

[The directions last post were 2 333 333, of course]

>Sneak 61
>Sneakily climb 2 (spend 2 MP and as many AP as needed)
>3! Dodge (without jumping off)
> Rest of the AP: Eyes on Target at Pathfinders 33 23 23 (vs 10+?Ap)

AP 6 MP 4
Ht 12 Grit 4
React 9 Focus 8
Trsh 4 Marks 3
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Handling==
Hand1: Chirni77 [28/40]x2 (marked 5)
GOD HAND (marked 5)

[Flagrant Voracity]: Gain a [Threshold] stat of 3. Roll vs Focus to Mark something for Destruction. It takes your THRESHOLD as extra damage or deals it as extra effect. It becomes HIGHLY VOLATILE. You can have THRESHOLD marks going at once. Things touched by detonations may spread the Mark automatically. You are immune to all fire and all explosives. In Close Combat, your hands disregard DR.
>>
Rolled 1, 4, 1 = 6 (3d6)

>>3620927
==Fireteam Axolotl==
AP: 3 || MP: 4 || GRT: 2 || REA: 6 || HP: 12/12 || DR: 1 || MAN: 4/5 ||
==Skills==
ACC: 9 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 11/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2: [MG] || Dmg: 2d6+2 || Autofire 3 || Firing zone: 60°|| 2AP per shot
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> (Move) [3] (MP: 3/4)
> (Action) Go Prone. (AP: 2/3)
> (Action) Use the MG to fire upon the three targets @ [2, 2, 3, 2, 2, 3, 2, 2] (AP: 1/3) || ACC: 9+4+3 (Man: 0/4) (MP: 0/4) || Effect: +8
> (Action) Reinforce squad. (AP: 0/3)
>>
Rolled 6, 2, 1, 6, 6, 2 = 23 (6d6)

>>3620927
>move 232 -1act
>Frag the cluster of men to the NE -1act -10inf
>Call for fire support on the heavy support craft -1act

==Coordinator==
AP 3 MP 3 Grit 2 React 6
Ht 12/12 DR 1
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 12(+5) Infantry 12
==Orders==
[RUSH]: Make a Close Quarters attack with bonus = hexes moved.
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
==Man==
1 Veteran 1 Sapper
1 Assault 6 Troopers
>>
>>3620927
>>3618047
Rff. Tighter-linked than I thought. But the way's clear.

>Move 22, enter co-pilot seat with Iffie
>-MHAT gains Reaction 8
>Request shared-MHAT rules
>>
>>3621989
Oh, hi!

>>3617644
Hey, Salmon! LETS STORM THAT COMPOUND. We can use that magic gateway bridge of yorus that hurts to look at to get over, I can knock a wall out, then you two can fuck them up while me and John round on that crawler.
>>
>>3622020
>>3622020
TWO PILOTS.
THE ICONS [I]SCREAM[/I]

YOU HAVE ACCESS TO THE SAME MACHINE AND YOU CONTROL THE SAME OUTPUT. YOU CAN USE AP ON THE VEHICLE AND IT IS RESOLVED IN ORDER OF OPERATION. AS YOU BOTH PILOT, IT WOULD BE PRUDENT TO GIVE ONE PERSON CONTROL OF THE SYSTEMS AND ANOTHER CONTROL OF THE LOCOMOTION.
>>
Rolled 1, 1, 3, 3, 1, 1, 6, 4, 4 = 24 (9d6)

>>3620927
>Move [3,3,3] Using MP
>Throw Smoke grenades to cover all the barb wires and defenses
>Build a bridge across the river (Must be VERY sturdy)
>AT team, troopers and vets overwatch and PROTECC the sappers while they remove all the barbed wire defenses

==Jin, Fireteam {Crane}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 16
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•2/2 Vets
•4/4 Sappers
•2/2 Troopers
•2/2 Assaults
>>
>>3620927
>>3622020
Wait, gotta try something first.
>step through the Reached space
>-did it work? tell me it worked.
>move 232 3
>attach some of this bush to my armor as CAMOUFLAGE (1ap, 1 effect)
>--turn may have to be revised if reachstep fails...

==Salmon==
AP 6 MP 3
Ht 12 Grit 5
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Hand1: Chirni-77 (1d6; 1/3,2; 40/40(2); 3! [R:6!])
[Controlled Reaching]
Decrease or Increase distance from point to point by up to [GRIT] with 1 AP. Reset to normal with 1 AP.
Spend 3 AP to roll vs Focus; Margin becomes the distance between two points. -3 for +1 AoE
>>
>>3622542
Ain't no place above, below or sideways ready for us.

>Do we have access to each others' Skills and Talents? Could I ping with Iffie's 11 Notice on my 'turn', or she Stunt Drive?
>>
>>3623034
HOW WOULD ONE DO WHAT THE OTHER CAN? YOU ARE IN THE SAME VEHICLE DRIVING YOU ARE NOT THE SAME ENTITY

HALF OF DRIVING IS FEEL AND UNDERSTANDING HOW WOULD YOU USE THEIR SKILLS TO ACCOMPLISH YOUR ENDS?

NO
YOU ARE ASKING THE IMPOSSIBLE FROM A FUNDAMENTAL MISATTRIBUTION

WHOEVER IS AT THE CONTROLS DOES THE THING. THAT IS ALL
>>
>>3623353
How cruelly is the heart of a powergamer put down.
>>
>>3623353
Hmph. I hear the Pythies are hiring one-and-allers.

Jokin'.
'M jokin'!
>>
>>3623397
YOU THINK THE MHAT HANDLES LIKE A DRUNK GOAT YOU WAIT TILL YOU GET YOUR HANDS ON ONE OF 'EM SIGILCRAFT
>>
>>3623397
You handle the guns and the sprayer, I'll handle the statelocks and the moving!
>>
>>3620927
>>3623397
I have faith in you, Salmon, you crazy Trencher you. The government contractors said this bad boy was All-Terrain, and if that doesn't include escher drawing warped reality, why I'd feel a bit cheated. C'mere, Trencher, don't want to step on you.
That, uhh, magic ritual down there doesn't- doesn't look like its going well. For us.


> 1MP, Face [1]
> 1AP, Pick up Roslin (if they want to come!)
> 1MP 2AP, Move [1].[2]
> 1MP, Face [3]
> 1AP, Put Roslin down through Reached Space
> 3+1AP, Scanner Ping Sense-12
> 4AP, Statelocks +8 Force

==Pilot Iffie (and John)==
INT 20/35 DR 11/14 Mp 3
Ap 12 Focus 10/12 Pilot 2+4 Infantry
==Skills==
Acc 10
Notice 11
Close 12 (1d6+Margin)
==Systems (John does these==
MG - 2d6+2, 2!, autofire 3 60degrees.
Cannon - 3d6(4) 4! 6reload. AP, HE or Fire Glass
Hookshot - 1d6+Margin, 10Range
ChemSprayer 2 x ! Foam, Flame, Smoke, Gas
Statelock Gears - 2 x ! Force, unleash with Close or Engine roll
>>
>>3623738
Okay so:
- John can fire a glass ball at the Outpost, clear off any voodoo magic (Is this necessary? It doesn't look glowy at all)
- I can switch the Statelocks and send us flying at it (or Roslin can give us a tap!)
- 90 tons of vanadian steel versus brick wall
- Then John fills the interior with lead, smoke, fire or any other nasty thing he can think of.
- Then we sit back and watch Erolias punch a Sigilcraft to death

Any input?
>>
>>3623738
Yyujjjjjjaaaaaaaaaaaaaaaa——atyeesfgjjjjj helpppppp
>>
>>3623751
I'll save the Gumball 'til we've breached the building. Want it landing right on something important. Now, what's these here wind-ups?

>>3620927
>1! Face 2
>7! Hookshot Wardstone, vs 17
>1! Reel in
>1! Face 3
>2! Statelock +4Force

Aim 11, Reac 9, Foc 0
>>
File: CaveComplex Sector 10.png (6.99 MB, 2822x2700)
6.99 MB
6.99 MB PNG

Sir! The Trenchers report eyes on the second LightCraft. The Hunter Variant is lying in wait near the main compound.

The Pathfinders appear to be pulling in close around the Infantry Support Walker.

We're getting a signature spike - the Pytherii chatter is increasing. Get us a read on that? No. Unsure.


Scholae Fer (Addressing Pathfinders near the main compound)
Put down your weapons and take me to your commander or die where you stand.

Good choice.

Enemy Phase
>>
>>3625802
OwO what's this? Internal struggle in the opposition camp?
>>
File: CaveComplex Sector 10-1.png (7.85 MB, 2822x2700)
7.85 MB
7.85 MB PNG
==Crew on Call==
Co1 | Simon, FT Fox. 1Sap/1Vet/1A/6Troop
Co2 | Jin, FT Crane. 2Vet, 4Sapper, 1A
Co3 | Samson, FT Axolotl. 5Vet
Tr4 | Eriolas
Tr5 | Salmon
Tr6 | Roslin
PI7 | John
PI8 | Iffie

==Gear Allowance, 1d6 effect==
Explosive, Flash, Smoke, Stun Grenades, Fireglass Grenades
First Aid Kits
Rope, Gasmasks

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.
CoOrd: Bring The Rain: *Light AT Gun, *Mortar

==Casualties==
27 Troopers
4 Veteran

--

SECOND COMPANY REPORTS HARD CONTACT.

we need armor support! Where's the Captain!?
fucking legio got him! Shit! Put some pressure on that wound!

ENEMY TENT CAMP NEUTRALISED. THEY WON'T BE WAKING UP ANY TIME SOON.

Push up! There! Near the crates! Open up---- ach!

They're doing somethin-- HUSK! HUSKS! WHAT DO WE DO?!

--

A small party of soldiers with the stoic bearing of people too used to battlefields to be overly concerned with the rapid sound of machine gun fire nearby march into the compound. Salmon, form his perch, can only see the backs of the men and the agitated movements as they raise weapons in response to what they find.

Scholae Fer
What is the meaning of this? You are in reckless disregard of your duties, you maddened dog. What preposterous artifice has let you slip your damnable leash?

ArchTheurge Crowwing
Hahahahahaha you'll seee, it'll be good, grand, great, I promise! I promise! They just need... a little longer!

Scholae Fer
They? No. No. NO. Stop this at once!

The Faithful Swords arranged in protective stance around the arch-theurge shift subtly, empty hands held at the ready. Scholae Fer's men raise their weapons in response.

--


THE ENEMY HEAVY CRAFT IS COMING UP. OUR WEAPONS AREN'T EFFECTIVE AGAINST THE SHELL! SOMEONE BLOODY DAMN WELL PATCH RISI BACK TOGETHER! WHERE'S THE AT?!


--

Player Phase!
>>
Husks are fallen, brought back to a semblance of activity by the will of the theurges and the Empyreal Flame.

Their hearts beat fire, their lungs breathe ash and their eyes inevitably pop like scorched jelly given the heat of their falling physical forms.

But while short-lived wildfires, they are undeniably effective:

They take minimal wounds from ballistic weaponry as they cannot bleed, have no vitals to harm and do not rely on organs that can be pierced.

The explosive force of grenades can rend them apart, but rarely so and the fragmentation and concussive forces does nothing to dissuade them. Incendiaries will do if you have them, as the Flame inside them will resonate with the flames and there is only so much heat a human form can take.

The easiest way to disable them is to destroy them in melee combat by rending them apart.

But in melee combat, their fire-raking claws and desire to spread their Inner Flame to you makes them a dangerous opponent.
>>
>>3618814
>>3621016
The troopers have lost contact with their Captain.

It falls to local coordinating elements to prevent a rout and direct the soldiers.
>>
>>3624355
>>3623751
It occurs to you that your machine is about to tear itself apart, given 90 tons of vanadian steel servos have been put under unconscionable pressures for vast amount of time.

The smell of burning metal and oil is starting to fill the cockpit.

>YOUR STORED FORCE IS WAY PAST THE INTEGRITY OF THE VEHICLE. THIS IS NOT GREAT.

It also occurs to you that waving the Wardstone, which exacerbates thaumatheurgical forces around near the shimmering hole in the world that Trencher Salmon punched between the Here and There is precisely the sort of thing that might make local space-time coordinates act up calamitously and cause your brains to be moved to Uthan while your vehicle ends up somewhere in the local galactic cluster..

This is further compounded by the immense stored kinetic energy of your statelock servos, which are currently having some trouble stabilising the dampener systems given that half of them appear to be in geostationary orbit and a non-zero chunk has convinced itself that it is on the other side of a sandbag gap.

In short:
You have managed to turn on every single warning light in your vehicle at once, including that odd little red one in the top right the mechanic swears he put in as a joke.

You should probably fix this before you turn into a spatially confused rapidly expanding cloud of gears and blood.
>>
>>3625822
Good. GOOD! Now I can use my full power!

>Run along the rock protrusion to the east and jump on top of the Sigilcraft. Use DR-ignoring hands to make handholds if needed. Spend AP as needed to bring the required TN up to 14.
>Find the top hatch and punch out the lock
>Get inside and punch the pilot and everyone I see with 1d6+5 damage.
>Since I'm not sure of AP costs and required rolls, please spend Focus as needed.

AP 6 MP 4
Ht 12 Grit 4
React 9 Focus 8
Trsh 4 Marks 3
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Handling==
Hand1: Chirni77 [28/40]x2 (marked 5)
GOD HAND (marked 5)

[Flagrant Voracity]: Gain a [Threshold] stat of 3. Roll vs Focus to Mark something for Destruction. It takes your THRESHOLD as extra damage or deals it as extra effect. It becomes HIGHLY VOLATILE. You can have THRESHOLD marks going at once. Things touched by detonations may spread the Mark automatically. You are immune to all fire and all explosives. In Close Combat, your hands disregard DR.
>>
>>3622711
Coordinator, if smoke grenades are thrown, the At team, the troopers and the vets overwatch and protect the sappers while they remove the barricades...

Who is building the bridge?

You assign ACTIVES to carry out AN ORDER. To build a bridge, ask 5 troopers to get out the shovels and weigh-bearing calculations. This generates 15points of Environmental Manipulation, which would be 5 points per tile and get you a 3 tile bridge of relatively decent HP.

If you ask 10 troopers, they generate 30 points, which would get you 10 HP a tile.

If you ask someone to throw grenades, some to overwatch, some to remove barricades, some to protect the others nothing gets done.

You only have so many Actives to assign to Orders, and they cannot do more than that. With an 8 man squad, you could build a bridge of 24 points, +2 for veterans, 28, and this would consume the turn. You could make a more rickety construction if you simply tasked 2 troopers to "DO SOMETHING" and they'd construct a 6point bridge, giving you 2 points/tile for a 3 tile gap.

>your bridge is rope they hastily throw.

That would leave the rest of your squad to do other things.

It is important to keep in mind that you can accomplish a vast amount of things as a Coordinator, but you will need to specify which ACTIVES are used to do things.

Alternatively, you can always direct local elements with your Authority and 1 AP. "Fireteam Wolf, build us a bridge!" makes Fireteam Wolf build you a bridge and gives you 2 AP to do something with your squad.
>>
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Hup!
>>
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The hatch yields, like all other things. A profusion of tubes carry scalding liquid along arcane strands and there in front, nestled in their command cradles, the pilots lurk like fat flies caught in the centre of their web
>>
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>>3625847
Of course, damnably, the Pytherii Infantry Support Walker needs must have assigned squads of infantry to support. Most have disgorged, but some lamentable few remain behind, waiting for the order to advance.

>Eriolas has 2AP and 8 Focus.
>What... is your plan here?
>>
>>3625890
>2! 1F Produce a 4d6 bunch of grenades and drop it to 3
>Be immune to explosions
>>
>>3623738
Beggin' your pardon Miss, this here crystal I took's gotta go. Way I see it, the Statelocks can crash it through the temple wall, and it'd be a Fireglass shot of its own. Or I drop it and we crash with the craft as planned. Your call.
>>
>>3625822
>AT GUN! Fire at the mark!
>MORTAR! Fire at the mark!
> All 4 sappers and 1 trooper Build the bridge in direction 333

==Jin, Fireteam {Crane}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 16
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•2/2 Vets
•4/4 Sappers
•2/2 Troopers
•2/2 Assaults
>>
>>3625822
==Fireteam Axolotl==
AP: 3 || MP: 4 || GRT: 2 || REA: 6 || HP: 12/12 || DR: 1 || MAN: 4/5 ||
==Skills==
ACC: 9 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 11/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2: [MG] || Dmg: 2d6+2 || Autofire 3 || Firing zone: 60°|| 2AP per shot
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> (Action) Invoke 'Trust me on this one'. || "All Sappers and ten troopers start fortifying this position immediately! I want this ground locked down so tightly that Empyreal itself couldn't so much as scratch it. Hustle men, I want it done five minutes ago! Ten troopers relocate to the eastern rally point, deploy a cluster of smoke grenades in front of the enemy armor and then pepper it with blindfire! Hold the line until our Anti-armor emplacement can line up a solid shot! All veterans and remaining troopers move to the western rally point! Take cover and hurl explosive grenades at the incoming abominations until either they are gone or the ground beneath them is gone Double time Soldiers! Go! Go! Go!" || Target:: 8+(Actionable Intel)+5+2 || Effect: +10
>>
Rolled 4, 4, 6 = 14 (3d6)

>>3626099
(Rolling.)
>>
File: ActionReport#6.png (7.68 MB, 2822x2700)
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>>3626099
>>3626102
(Image-related)
>>
Rolled 4, 1, 4 = 9 (3d6)

>>3625822
Is that hunter moving towards me?
uh um
>move 211
>mark the Hunter Variant (3ap, vs 12)
Hunter Variant, mark mark! Someone call the rain if you got the time.

==Salmon==
AP 6 MP 3
Ht 12 Grit 5
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Hand1: Chirni-77 (1d6; 1/3,2; 40/40(2); 3! [R:6!])
[Controlled Reaching]
Decrease or Increase distance from point to point by up to [GRIT] with 1 AP. Reset to normal with 1 AP.
Spend 3 AP to roll vs Focus; Margin becomes the distance between two points. -3 for +1 AoE
>>
>>3627406
I think I see it...

>>3623738
Target of opportunity!

>>3625822
>10! Release Statelock, 28 force to throw Wardstone at Hunter via spaceslip, vs Close 21
>2! Statelock 4 force
>>
Rolled 2, 6, 1 = 9 (3d6)

>>3627912
>>
File: CaveComplex Sector 11.png (7.52 MB, 2822x2700)
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That's not a good sound.
>>
File: CaveComplex Sector 11-1.png (7.21 MB, 2822x2700)
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==Crew on Call==
Co1 | Simon, FT Fox. 1Sap/1Vet/1A/6Troop
Co2 | Jin, FT Crane. 2Vet, 4Sapper, 1A
Co3 | Samson, FT Axolotl. 5Vet
Tr4 | Eriolas
Tr5 | Salmon
Tr6 | Roslin
PI7 | John
PI8 | Iffie

==Gear Allowance, 1d6 effect==
Explosive, Flash, Smoke, Stun Grenades, Fireglass Grenades
First Aid Kits
Rope, Gasmasks

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.
CoOrd: Bring The Rain: *Light AT Gun, *Mortar

==Casualties==
30 Troopers
5 Veteran

--

Scholae Fer
You traitorous madman! What have you DONE?!

--

Something lurks from the shadows, vast.

player phase
>>
Rolled 2, 6, 6 = 14 (3d6)

>>3628535
>Move 222 [Use MP]
>Deconstruct the defenses with 4 Sappers, 2 Veterans
>Crew the Heavy Craft with 4 Sappers,1 Veteran and 1 Assault (Clear the Craft and repair as need be
>CALL THE MORTAR ON THE MARKED POINTS ON THE MAP

==Jin, Fireteam {Crane}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 16
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•2/2 Vets
•4/4 Sappers
•2/2 Troopers
•1/1 Assaults
>>
Rolled 6, 2, 1 = 9 (3d6)

>>3628535
Ahhahahahahaa!
The Negus of Martials claims more souls for his throne!

>3! Restore 3 Focus for the guys I downed inside the sigilcraft
>3! Eyes on Target at eldritch abomination 6 tiles to 3 (+2 AP, vs 12)

AP 6 MP 4
Ht 12 Grit 4
React 9 Focus 7
Trsh 4 Marks 3
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 3
==Handling==
Hand1: Chirni77 [28/40]x2 (marked 5)
GOD HAND (marked 5)

[Flagrant Voracity]: Gain a [Threshold] stat of 3. Roll vs Focus to Mark something for Destruction. It takes your THRESHOLD as extra damage or deals it as extra effect. It becomes HIGHLY VOLATILE. You can have THRESHOLD marks going at once. Things touched by detonations may spread the Mark automatically. You are immune to all fire and all explosives. In Close Combat, your hands disregard DR.
>>
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Rolled 6, 6, 5 = 17 (3d6)

>>3628535
> (Action) Invoke 'Trust me on this one'. (AP: 2/3) || "What are you all looking so pleased about?! Loafing around with the body language of men not in immediate danger of being reduced to a charred paste! Form up! Unit Alpha: Extend the western fortifications to the waterside and take up firing positions! Unit Bravo: Tear down that thin section of wall and fortify the resulting hole! Unit Charlie: Thicken all fortifications, Secure this position! Unit Delta: Spread out across the defensive line and lay down suppression fire on every red shape you see!" || Target: 8+(Actionable Intel)+5+2 || Effect: +10
>>
>>3629276
Don't you need an AP per discrete order?
>>
>>3630645
Yes.
>>
>>3630913
>>3630645
Sorry, I didn't realize.
Is it fine if I just compound the two fortification orders together?
>>
>>3630969
Oh, never to worry, the troopers will just improvise
>>
Rolled 4, 5, 3 = 12 (3d6)

>>3628535
Hm, all these spooky fireglass explosions got me thinking.
Not the proper kind of thinking though. The kind of thinking those two pilots got up to earlier, that'll do.
>decrease distance between me and 333 34 by 5
Hi ho!
>throw a bundled fireglass grenade at that ritual circle (3 gear [3d6 effect], 4ap, vs 11)
>reset to normal
I have NO idea what's about to happen.
I suppose it's for the best that nobody else does as well.


==Salmon==
AP 6 MP 3
Ht 12 Grit 5
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 3
==Gear==
Hand1: Chirni-77 (1d6; 1/3,2; 40/40(2); 3! [R:6!])
[Controlled Reaching]
Decrease or Increase distance from point to point by up to [GRIT] with 1 AP. Reset to normal with 1 AP.
Spend 3 AP to roll vs Focus; Margin becomes the distance between two points. -3 for +1 AoE
>>
>>3628535
I, uhh, hope this isn't the 'ever expanding' type of spacial anomoly. How about we, uhh, we uhh back up a bit. That sounds like a good-
Oh god what is THAT Co-ordinators what the hell is THAT? Call command, call hazer support, they'll know what to do!
Oh geeze its three times bigger than the MHAT.

> Scan the dimensional rift, maybe, uhh, maybe command can do something with the data. Notice-20
> Back away from it, [6],[5]
> Face [2]

==Pilot Iffie (and John)==
INT 20/35 DR 11/14 Mp 3
Ap 12 Focus 10/12 Pilot 2+4 Infantry
==Skills==
Acc 10
Notice 11
Close 12 (1d6+Margin)
==Systems (John does these==
MG - 2d6+2, 2!, autofire 3 60degrees.
Cannon - 3d6(4) 4! 6reload. AP, HE or Fire Glass
Hookshot - 1d6+Margin, 10Range
ChemSprayer 2 x ! Foam, Flame, Smoke, Gas
Statelock Gears - 2 x ! Force, unleash with Close or Engine roll
>>
Rolled 2, 1, 2 = 5 (3d6)

>>3631737
John, there's that Chemicae that blew up your MHAT!
>>
>>3629276
After-action report: SMASHING SUCCESS!
After-action report to High Command: we're ready, willing, and fully enabled!
>>
>>3631898
>> Post-mission action: Talk to Duskers and recruit them as Vanadian Mercenaries (Mercs).

"The Duskers are on my side, we fought in the Dusk Wars years ago." Says General John Vanadian.


-- General John Vanadian approves of this message.
>>
Rolled 5, 4, 6, 5, 3, 2 = 25 (6d6)

>>3628535
>8! Hookshot Chemicae 2-ward, vs 18
>1! Face 1
>1! Reel in
>1! Toss Chemicae on bridge 111. Close 12? Acc 11?
>1! Loudspeakers on: "Cause no trouble!"

Acc 11, Reac 9, Foc 0
>>
>>3631901
We're now a part of the Benevolent Soviet Union (BSU). Here's my war chest! This war chest is for emergencies, contigencies, and anything relating to combat, conflict, or fights.
>>
Rolled 1 (1d100)

>>3635519
Roll for initiative. 1d100. Each 1 point on a 100 die roll equals 10 Vanadian Troopers.
Each 10 points equals 1000 Vanadian Troopers, 10 Special Operatives, or 50 Anti-tank (AT) soldiers.
>>
Rolled 34 (1d100)

>>3635524
Rolling a 1d100 to unblock CAT's life to summon her here on the battlefield. If I roll at least a 1 I succeed!
>>
Rolled 3 (1d6)

>>3639533
"General Vanadian ##VA" has entered the battlefield with "General Genie ##GE".
Rolling 1d6. 1 point = 1 person entering the battlefield. General VA > General Genie > CAT > Genie's accomplices.
>>
. . . Re-establishing command link.
>>
>>3631737
What are these readings?
>>
File: CaveComplex Sector 12.png (5.82 MB, 2822x2700)
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[Fireteam Crane Trooper]

S-sir! The darkness! It's too thick! We can't get through!
>>
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Can ANYONE tell me what in the name of the screaming, keening void in the world JUST HAPPENED
>>
File: CaveComplex Sector 12-3.png (3.52 MB, 2822x2700)
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Mission End.

--

Unexpected Infantry Survivors may, as always, benefit from increasing a stat or a skill by 1.

No, you cannot increase your AP.

Unexpected Ace Pilots may restock their vehicle's full complement of integrity and DR, change enabled modules and experimental systems and increase A SKILL by one. Alternatively, you may practice your Talents.

You may force R&D to make another roll on the Experimental Systems Table, but this means the gear has to be field-tested on your vehicle during the next operation

--

All players may roll 3d6 vs a skill or stat of their own choosing for downtime activity. Specify what you are trying to do / investigate / train / learn.

Teamwork adds +2 per additional pair of helping hands, embeds you in the consequences and outcome.

Trenchers can practice their Talents.
Pilots can practice their Talents.
Coordinators may train their Squad

Perhaps training together might teach you interesting tricks?

>As a word of advice, trying to simply increase your stats will result in failure. This is not a free level up, it's a post-combat interaction action.

--

==Casualties==
32 Troopers
5 Veteran
4 Sappers
>>
==Post Mission Briefing==

As always, comments, suggestions and bright ideas are welcome.

==Memorial==

TR | Alice [Exploded]
TR | Duck [Shot]
TR | Grommet [Soul Lost]
TR | Spider [Exploded]
TR | Deadman [Exploded]
TR | Bob [Shot]
TR | Pinwheel [Shot]
TR | Dimas [Shot]
TR | Hardrada [Burnt]
TR | Fatman [Eaten]
TR | Killjoy [Burnt]
TR | Lukar [Eaten]
TR | Zero [Eaten
TR | Skantarios [Eaten]
TR | Mysterious [Eaten]
TR | Stump [Shot]

Pi | Dimas [Breached]
Pi | Arnold [AT]
Pi | Brontide [Breached]
PI | Chuck [Explosives]

Re | Sloth [Shot]
Re | Kari [Shot]
Re | Cube [Shot]

Te | Tatiana [Husked]
Te | Ukarl [Eaten]
Te | Karla [Eaten]
Te | Blargh [Eaten]
Te | Alice [Eaten]
Te | Cross [Shot]

Hz | 126 | [Lost]

124 Trooper Casualties
16 Veteran Casualties
4 Sappers Casualties
4 Hazer Casualties
1 Vehicle Scuttled.
>>
File: RESONANCE OPERATIVE.png (1.47 MB, 1359x1054)
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Perotil, set up a field station and see what you can do to stabilise the locality of space-time. Someone recklessly went and made it questionable.

{resonance specialists}
==Name==
AP xx MP xx
Ht xx Grit xx
React xx Focus xx Threshold 1
==Skills==
Acc xx Close xx Channeling xx
Bright xx Notice xx
Gear xx
==Gear==
Hand1: WEAPON
>>
thanks for playing!
>>
>>3644266
>thanks for runni-
wait.
command.
Where did I go? Where... am I?
>>
>>3644272
we're trying to find out, Trencher

Pretty unbelievable you can even receive this signal

can you sense HZ 126 anywhere? We're getting some pingbacks that cannot be real because no one is supposed to be inside a star
>>
>>3644278
Yeah, but I'm not getting a readback on direction, just strength.
Wait, it just disap-
>>
>>3644233
Victory is never in question while I, Eriolas, Pharaoh of Tusslemakers, walk the battlefield!

Hmmm. That giant macabre mystical thing might make a worthy opponent one day.
I'll let it escape today so it can get strong enough.
That's the only reason it got away.
The only one.
>>
>>3644233
>Increase React
>Try to determine if some dark power is sealed in my left eye in addition to my right hand.

AP 6 MP 4
Ht 12 Grit 4
React 10 Focus 12
Trsh 4 Marks 0
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Handling==
Hand1: Chirni77 [40/40]x2
>>
Rolled 5, 3, 2 = 10 (3d6)

>>3644233
*static*
>increase grit by 1
>try to find out where i am

==Salmon==
AP 6 MP 3
Ht 12 Grit 6
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 6
==Gear==
Hand1: Chirni-77 (1d6; 1/3,2; 40/40(2); 3! [R:6!])
[Controlled Reaching]
Decrease or Increase distance from point to point by up to [GRIT] with 1 AP. Reset to normal with 1 AP.
Spend 3 AP to roll vs Focus; Margin becomes the distance between two points. -3 for +1 AoE
>>
Rolled 1, 6, 2 = 9 (3d6)

>>3644494
>>
>>>3644620

Sure is dark in this place



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