Jungle Fever Side Quest: Starve the Children!

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Freemage
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Posts: 1927
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Jungle Fever Side Quest: Starve the Children!

Post by Freemage »

Spurred to action by the Edienos report and Herra's chilling addendum, Fox gives the remaining Moon-Hunters and Longtooth their orders, sending them to harry the flank of the bug-swarm furthest away from the captives, so as to draw off as many of the creatures as possible.

Then the party moves swiftly as possible through the terrain. There are a few relatively inconsequential exchanges of gunfire--knowing you have a heavy battle ahead, you stick to the vehicular lasers for this run, so as to conserve ammo.

Coming around a bend, you see them--three huge carts, each stacked with scores of unconscious captives, being dragged through the jungle by nonets of Xiticix, occasionally taking flight just to help ease the carts over the uneven terrain. Each insect in the dragging groups has two hands pulling the ropes, and the other pair of hands holding a rifle. The six trios providing air-coverage for this grim convoy carry both a rifle and a pair of hooked swords.

Fox's overwatch capabilities come into play, here, and he's able to direct both Kutter and Snackhappy into advantageous positions to strike swiftly.

OOC Comments
Important intel:

SnackHappy Ranges to the nonets are 29 (purple), 34 (black), 37 (green)
Fox's Ranges are 23 (purple), 27 (black), 38 (green)
Kutter's Ranges are 30 (purple), 26 (black), 28 (green)

Of course, movement before shooting could lower these a bit.

Stats:
Xiticix have Parry 6, Toughness 10 (4)

The pre-X group consists of SnackHappy, Fox, Zakkael, and Kutter. I'll roll for Kutter's missles after the other area attacks have gone off--he'll go for any group that is still surviving. Zakk, don't forget to roll for the Brodkil using his laser-rifle through the porthole; Blue X1 is at 27" and Blue X4 is at 24".

Since Snack got the Joker from Fox, everyone gets a Benny, and Snack does +2 to hit AND +2 damage, remember.

As noted in Hangouts, right now a well-placed SBT can take out 4 bugs; MBT can take out 9. If any of you has an LBT, in theory it could be placed to hit the entire black group, PLUS the frontmost red trio (it would need to be set on the upper corner between black X8 and X9), though I'd rule both the Red and Black X1s are on the very edge of the blast, so might receive bonuses to their evasion rolls.

Final ruling note--I'm going to say that Xiticix who are hauling the carts cannot effectively dodge until they've released the ropes, so they cannot roll Agility to evade missile fire.

After those four have all posted, I'll do the Xiticix response, including [DELETED FOR SECURITY REASONS] and then we can move on to the
Attachments
RescueMapRound1.png
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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PFC Fox Simmons
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Re: Jungle Fever Side Quest: Starve the Children!

Post by PFC Fox Simmons »

Fox calls over the radio, "I am marking the fronts of the carts."

"Snack and Kutter. Targets will be marked."

"Kutter we will need Sally in as close you can get her to those carts."

"Zakkeal, Growler, Echo, and Calyx. Keep the path clear as Kutter will need to bring his ride in close for us to hook up the carts."
Northeast Cart
  • Shooting - Frag 7, success - Damage 15, AP 2
  • Shooting [dice]0[/dice] (+2 )
  • Wild [dice]1[/dice]
  • Damage [dice]2[/dice] (+1) AP 2
West Cart
  • Shooting - Frag 17, success, 3 raises - Damage 28, AP 2
  • Shooting [dice]3[/dice] (+2 )
  • Wild [dice]4[/dice]
  • Aced Wild [dice]6[/dice]
  • Aced Aced [dice]8[/dice]
  • Damage [dice]5[/dice] (+1) AP 2
  • Bonus Damage [dice]7[/dice]
  • Aced Bonus [dice]9[/dice]
  • Aced Aced [dice]10[/dice]
Southeast Cart
  • Shooting - Frag 20, success, 4 raises - Damage 26, AP 2
  • Shooting [dice]11[/dice] (+2 )
  • Aced Shooting [dice]14[/dice]
  • Wild [dice]12[/dice]
  • Damage [dice]13[/dice] (+1) AP 2
  • Aced Frag Damage [dice]15[/dice]
  • Bonus Damage [dice]16[/dice]
  • Aced Bonus [dice]17[/dice]
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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SnackHappy
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Posts: 191
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Re: Jungle Fever Side Quest: Starve the Children!

Post by SnackHappy »

OOC Comments
Each Railgun will go into a separate group of bugs. Each shot designated for its own bug. Shooting at the far ones.

Right Arm 1st Railgun
Bonus: Joker, Rock and Roll, Twin linked
Penalty: -2 MAP

1st Shot: [dice]0[/dice]
1st Damage: [dice]1[/dice]
Raise(From wild die) Damage: [dice]27[/dice]
Additional Damage Ace: [dice]28[/dice]

2nd Shot: [dice]2[/dice]
2nd Damage: [dice]3[/dice]

3rd Shot: [dice]4[/dice]
3rd Damage: [dice]5[/dice]
3rd Shot Raise Damage: [dice]21[/dice]

Wild Die: [dice]6[/dice]
Ace: [dice]26[/dice]

Right Arm 2nd Railgun
Bonus: Joker, Rock and Roll, Twin linked
Penalty: -2 MAP
1st Shot: [dice]7[/dice]
1st Damage: [dice]8[/dice]
1st Shot Raise Damage: [dice]22[/dice]

2nd Shot: [dice]9[/dice]
2nd Damage: [dice]10[/dice]
2nd Shot Raise Damage: [dice]23[/dice]

3rd Shot: [dice]11[/dice]
3rd Damage: [dice]12[/dice]

Wild Die: [dice]13[/dice]

Chest Railgun
Bonus: Joker, Rock and Roll
Penalty: -2 MAP
1st Shot: [dice]14[/dice]
1st Damage: [dice]15[/dice]

2nd Shot: [dice]16[/dice]
2nd Damage: [dice]17[/dice]

3rd Shot: [dice]18[/dice]
3rd Damage: [dice]19[/dice]
3rd Shot Raise Damage: [dice]24[/dice]
3rd Shot Damage Ace: [dice]25[/dice]

Wild Die: [dice]20[/dice]
Damages
Right Arm 1st Railgun Totals:
8 to hit 33 Damage AP14,
7 to hit 22 Damage AP14,
9 to hit 24 Damage AP14

Right Arm 2nd Railgun Totals:
8 to hit 24 Damage AP14,
10 to hit 23 Damage AP14,
7 to hit 20 Damage AP14

Chest Railgun Totals:
5 to hit 20 Damage AP14,
5 to hit 25 Damage AP14,
12+ to hit 39 Damage AP14
SnackHappy smiles obviously impressed with Fox's display of firepower and him as an addition to the team. As he steps up he shouts out "They sure don't like missiles! Let's see how these bugs swallow railgun fire!" Then he fires into the furthest three groups trusting in his team's close quarters capability and knowing the bugs didn't know who they were messing with.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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PFC Fox Simmons
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Posts: 156
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Re: Jungle Fever Side Quest: Starve the Children!

Post by PFC Fox Simmons »

Fox is tracking the shots from the team as they solve the retrieval issue at hand. Watching Happy's shots, "Nicely placed groupings, there Snack."

Greatful for the quick response of the team, he remembers a question he had had, but forgot to ask. "Anyone have a feasible solution to the stun venom or will we need to just wait the effects out?"
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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Zakkael
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Location: Castle Refuge

Re: Jungle Fever Side Quest: Starve the Children!

Post by Zakkael »

Zakkael
Moving in flight 9" east/northeast to overcome range penalties on furthest southwest triad of bugs
Faith - 4 bolt onslaught - fire & brimstone
X1 - add 5 for EE - hit with raise
[dice]0[/dice]

Fire & Brimstone damage with raise - X1
[dice]7[/dice]

Benny to reroll damage with Elan
[dice]12[/dice]

X2 - add 5 for EE - hit with raise
[dice]1[/dice]

Fire & Brimstone damage with raise - X2
[dice]8[/dice]

X3 - add 5 for EE - hit with raise
[dice]2[/dice]

Fire & Brimstone damage with raise - X3
[dice]9[/dice]

one ace
[dice]11[/dice]

X4
[dice]3[/dice]

Wild Die - replaces X4 - add 5 for EE - hit with raise
[dice]4[/dice]

Fire & Brimstone damage with raise - X4
[dice]10[/dice]

Benny for Extra Effort with Elan
[dice]6[/dice]
Zakkael continues his flight towards the enemy. "Blessed be the Light, my refuge, who trains my hands for war and my fingers for battle. Strike out with wrath and vengeance and show the Light is mighty to save!" As he finishes his prayer, four streaks of fire and brimstone lance out from his outstretched fingers, striking four of the bugs. X1 and X3 are immolated in fire and brimstone. X4 is seared and shaken, but manages to survive the blast. X3 took only a glancing blow and remains unscathed. "You shall not escape justice, vermin! The Light of Heaven shall deliver you into my hands!"
Choklat
Shooting X5
[dice]5[/dice]
Chok'lat has less success even than Zakkael. He jams his rifle out the porthole to fire at X5, but cannot maneuver well. The shot flies wide. He offers some very colorful and choice curses at the bug and the rifle, but cannot reacquire the target in time to take another shot.
Last edited by Zakkael on Wed Mar 14, 2018 8:12 pm, edited 1 time in total.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever Side Quest: Starve the Children!

Post by Freemage »

Kutter
Shooting [dice]0[/dice]
Wild Shooting [dice]1[/dice]

Damage Blue X5&X6:

AP 6 [dice]2[/dice]

Kutter pulls the APV forward, then fires the missile at the only remaining 'cluster' to be hit. Two more of the insectoids go down. And then there were two.

The bugs, however, are fanatical in the defense of their Hives, and they immediately turn to the attack. Both fire first, then rush to engage in melee--one attacking Zakkael, the other going directly for Fox, Slayer of Many.
OOC Comments
Vs. Zakkael
X2 Shooting [dice]3[/dice]
Hit: Damage: [dice]15[/dice]
Aces Running Total: [dice]19[/dice]
DAMAGE 20 Ranged, no AP = Shaken!
X2 Fighting Wild Attack Left [dice]4[/dice]
X2 Fighting Wild Attack Right [dice]5[/dice]
Both Miss, thanks to the Shield.

Vs. Fox
Spirit [dice]6[/dice]
Wild Spirit [dice]7[/dice]

Shooting Called Shot [dice]8[/dice]
Wild Shooting [dice]9[/dice]
Hit: [dice]16[/dice]
Ace Running Total: [dice]20[/dice] MD
Bounces

Fighting Wild Attack Called Shot Right [dice]10[/dice]
Fighting Imp. Frenzy Wild Called Shot Attack Right [dice]11[/dice]
Wild Fighting Right [dice]12[/dice]
Forgot +2 for Matter of Size, so attacks are 9/0/W3
Extra Effort Benny w/Elan: [dice]17[/dice]
Final Totals: 12/W6 = Raise, then Hit
Damage Raise: [dice]21[/dice] (Str) + [dice]22[/dice] (Raise/Called Shot) = 19, AP 1
Damage Frenzy Hit: [dice]23[/dice] (Str) + [dice]24[/dice] (Hit/Called Shot) = 11, AP 1

Fighting Wild Attack Called Shot Left [dice]13[/dice]
Wild Fighting Left [dice]14[/dice]
Again, forgot MoS: 8/W4
Benny Extra Effort w/Elan: [dice]18[/dice]
Total: 11 = Raise
Damage Raise: [dice]25[/dice] (Str) + [dice]26[/dice] (Raise/Called Shot) = 15, AP 1

ALL BOUNCE

.
The shot at Zakkael is partially deflected by the Shield, causing him only a minor distraction, and the two sword strikes fail to bypass the Shield entirely.

Fox is attacked more furiously--the laser, two strokes with one sword and another with the second. All four attacks strike home, clearly aimed for the head or vital organs--but ultimately, they are unable to pierce the shell of the SAMAS armor, despite the expertise of the attacker.
Final Outcome
Zakkael is Shaken; Fox takes no Damage.

Fox should roll Knowledge: Battle, as he's just had a chance to learn something, beyond the fact that he found the Wild Card Xiticix.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
PFC Fox Simmons
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Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever Side Quest: Starve the Children!

Post by PFC Fox Simmons »

Fox is surprised by the blows that assail him. Not certain how or why SAMAS's sensors didn't warn him of the danger. Fox has no intention of letting SAMAS TAKE any more damage, if he can avoid it.

"Hidden Enemy. Be alert."

Show Yourselves__
  • K/Battle - 7
  • K/Battle [dice]0[/dice]
  • Wild [dice]1[/dice]
  • Investigation - 5
  • Investigation [dice]2[/dice] (+2)
  • Wild [dice]3[/dice]
  • Notice - 7
  • Notice [dice]4[/dice] (+2)
  • Wild [dice]5[/dice]
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever Side Quest: Starve the Children!

Post by Freemage »

Fox realizes two things in assessing the attack he just dealt with: 1: This particular Xitcix is the leader of the hunting band, and thus an exceptional specimen in terms of skill, though not otherwise distinguishable from the rank-and-file to visual inspection--in future conflicts, the party will need to watch for displays of ability, not special markings or other signs of command. 2: The bug's attacks were... lopsided, one distinctly more skilled than the other. Given the normally symmetrical nature of their attacks, this would suggest that the difference lies not in the wielder, but in the weapons themselves--perhaps they've been enhanced, and even enhanced in different ways?
OOC Comments
Short form of Fox's analysis: LOOT!

Silent Death Relevant Stats:
Parry: 8; Toughness: 10 (4)
1 Wound
No Personal Bennies
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Jungle Fever Side Quest: Starve the Children!

Post by Echo »

Seeing things going well for the team Echo focuses a sphere of electrical distortion on the bug engaged with Fox, then causes a ball of lightning to explode around the bug above the vehicle.
Bug Engaged w/Fox suffers 7 to hit, -2 to all trait rolls, or -4 on a raise
Echo has selective so the penalties will not affect fox
Spirit [dice]0[/dice]
Wild Die [dice]1[/dice]
Benny to Reroll
Spirit [dice]7[/dice]
Wild Die [dice]8[/dice]

Success causes the target to be -2 to all trait rolls, raise is -4 to all trait rolls.
Bug Above Vehicles 10 to hit and 16 damage
Spirit [dice]2[/dice]
Wild Die [dice]3[/dice]

Success inflicts [dice]4[/dice] (Not mega Damage)
Raise Damage [dice]5[/dice]
Raise Ace Damage [dice]6[/dice]
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely 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.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever Side Quest: Starve the Children!

Post by PFC Fox Simmons »

Subconsciously flipping on the general comma, "Enhanced. It has to be enhanced."

"Got a wild card here Jokers. It is somehow enhanced. This one I would like to neutralize and study, before it dies."

Fox does what he can to keep SD in between himself and Sally.

"Kutter you close enough to hook up to those carts? If not, how much further?"

"Happy. Zakkeal. Take overwatch while those in Sally attach the tow cables."
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
User avatar
Growler
Diamond Patron
Diamond Patron
Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Jungle Fever Side Quest: Starve the Children!

Post by Growler »

Notice 9
Notice: [dice]2[/dice]
Wild: [dice]3[/dice]
Ace: [dice]5[/dice]
Result: 9
Shooting Heavy Laser 19AP15
(Possible Unstable Platform due to Moving Vehicle) at the Wild Card Xitcix (-2 Called Shot to the Legs, to slow it down, but the Penalty is Negated for Growler)
Shooting: [dice]1[/dice]
Wild: [dice]0[/dice]
Ace: [dice]4[/dice]
Result: 11 - Hit with Raise (Even with possible -2)
  • Damage: [dice]6[/dice]+[dice]7[/dice](Raise)=19AP15 to the Legs
WIP
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever Side Quest: Starve the Children!

Post by Freemage »

Growler and Echo finish off the last two Xiticix. With the SET's rapid victory, the group is able to quickly hook up the carts and drag them to the relative safety of the barbarian horde's base camp, where the Edienos are able to organize a massive healing chain that gets the unconscious warriors back up and running. With this victory, the spirits of the barbarians are massively uplifted, bolstering the morale of the troops that were considering abandoning the field.

There is, however, precious little time left once this is done before you must deal with the surging forces of the Xiticix, who have decided to address the hostile forces come to raid their new home.
OOC Comments
Back to the main thread. Will try to get the post up tonight so folks can post over the weekend.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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