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Post by darthtater on Jun 3, 2014 21:59:38 GMT -6
Thirteen jacks into a maintenance port on one of the anti-aircraft turrets control panels. Slacker knows imperial maintenace protocol, because he used to work for them. He schedules the anti-aircraft turret for an immediate emergency maintenance shut-down and executes a safety lock-out with a password only he knows.
Mechanics: Mechanics check two yellows- 2 successes and 1 advantage Computers check two yellows- 1 success
Thirteen acts droid-like nobody notices droids.
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Post by darthtater on Jun 3, 2014 22:15:53 GMT -6
Slacker begins filing fake maintenance reports to legitimize the shut down and his presence working on the turret. Fake imperial maintenace reports are Slaker's specialty.
Mechanics: Mechanics two yellows and a boost - 1 success and 3 advantages.
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Post by Art Teach on Jun 4, 2014 5:20:36 GMT -6
Initiative Slot Order: 4 slots players (PC) 2 for them (GM) 2 for PC 1 for GM 4 PC 2 GM 2 PC 5 GM 1 PC 1 GM 2 PC 2 GM 5 PC 2 GM 3 PC 2 GM 1 PC 1 GM 2 PC 1 GM 1 PC
What do you need to know from this, just that I will place in slots based on common sense then by who posts first.
For example the first round the SRV must go first because it is firing to start it all. Then Stev, Boom, and PD13 in that order because they are the first action posts. PC that are controlled by players will normally go before ones not controlled by players. My troops will go as their slots come up.
Again this is posted for those who like to know the mechanics. If you are a story guy just know the mechanics are going on behind the story.
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Post by Art Teach on Jun 4, 2014 6:26:55 GMT -6
The SRV fires a round of cannon blasts into the forest north of the fort.
As Stev and Kl'aal climb they can hear the troopers rushing to the north end of the roof of the gatehouse. Kl'aal slides over the wall and pads to the trooper group at the west side of the gatehouse roof. Stev crouches in the battlements and flips PD13 Frisbee style at the turret. In the blasts and call to fire no one notices the scrape of metal on wood as PD13 skids under the turret.
PD13 extends his uplink out of his dome and into a maintenance link under the turret. (I added a boost from the mechanics check to the computer check for the advantage. The mechanics check would just be to know where the jack was at not to really do anything. You will make the maintenance reports next round) The turret goes into maintenance shutdown and will not fire at this moment.
One of the Troopers marked with a Sergeant insignia orders the turret to target the firing position to the north and blast whatever rebel scum dares threaten them.
The turret operators begin trying to make it fire. They report to the Sergeant that the turret is malfunctioning and attempt to slice past the password. PD13 didn't get a real chance to fully build his lockout before they attempted to use the turret and they are able to restart the system. He was able to analyse what he did and the opening in the programming they used (boost on your next computer check which is an 3 difficulty roll). The turret hastily fires over the SRV and into the trees north of them creating a 12m crater where a group of cute little forest animals use to make their home.
After leaving a little package at the base of the wall (last round will cause 4 vehicle damage if it is set off by remote) Boom climbs the rope to the battlement next to Stev. He rolls a incendiary grenade on the ground at the feet of the Sergeant and group of 4 troopers around him. It explodes splattering each with the sticky substance that burns through armor, flesh, and bone. The Sergeant screams in agony as his armor is on fire. The troopers each have spots of fire on them as the back away instinctively and begin to try to put out the flames.
Fang crawls the wall and leaps into the squad of troopers on the southern west side building. Landing with a roar he rips one trooper from neck to groin blood and gore splattering the other three. The three other trooper step back a moment of fear passes over each of them. One backpedals to the other side of the rooftop not firing in his fear. The other two take off balance back-steps get a hold of themselves and fire on the raging Cathian. The hit him with a grazing bolt (4 damage) just adding to the scars that cross cross his body.
Samarian jogs from one tree to another toward the wall. Seeing a trooper run and stand at the west end of the building Fang leaped onto he takes the shot downing the trooper who falls to the ground below.
Next? I will give Gunther, Gammer, and other players a chance to use the next slots before I go to the other NPC in your group.
Gammer can see the top of the head of the turret gunner in his scope (2 difficulty, and 1 setback for cover).
Gunther sees his friend Fang jump on the building and see men dressed like the ones who tortured him for (days, weeks, years??) on the building attacking Fang. He is 24m from the wall and could move then charge the wall trying to break his way through. It has some really weak spots. (2A3P2B vs. 4D to damage the wall and make a passageway.) With his power his giant club does a base of 10 damage (1 vehicle damage) with a 4 crit and he can hit anyone within 4m (20 feet).
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Post by snaykeeiyes on Jun 4, 2014 7:41:07 GMT -6
Gammer takes a deep breath to hold his rifle steady. He figures he can still make the shot even though the gunner is mostly out of view. He pulls the trigger and, with no surprise to him, hits the gunner right in the head.
Mechanics: Ranged Heavy 1 proficiency, 3 ability, 2 difficulty, 1 setback with net of 5 successes.
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Post by kinnison on Jun 4, 2014 10:07:46 GMT -6
bad men in white shiney stuff. BAD MEN IN WHITE SHINEY STUFF! Gunthar charges towards the wall with the hurt stick over his head and smashes into the wall. A large portion of the wall flexes and then the center collapses creating a nice Gunthar sized hole. (1 success, 4 advantage) Gunthar catches his breath and waves Que over. Gunthar stays behind part of the uncollapsed wall, and waits for Que to join him, before he heads into the fray
OOC: what does Gorak see, and can he move forward using the cover of the trenches?
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Post by Art Teach on Jun 4, 2014 19:02:25 GMT -6
Gammer takes a deep breath to hold his rifle steady. He figures he can still make the shot even though the gunner is mostly out of view. He pulls the trigger and, with no surprise to him, hits the gunner right in the head. The Gunner slumps onto the controls of the turret his fellow Gunner looks in shock as his buddies body slides sideways.
Mechanics: Ranged Heavy 1 proficiency, 3 ability, 2 difficulty, 1 setback with net of 5 successes.
On the west wall the troopers on the roof north of the building Fang is on move to the southern edge and fire on the Cathian. They triumph striking Fang's leg. He is limping from the injury but shrugs off bolts that would down a normal man. (no damage due to soak but hamstrung)
The troopers on the ground move over to the building and prepare to enter it when...
Bad men in white shiney stuff. BAD MEN IN WHITE SHINEY STUFF! Gunthar charges towards the wall with the hurt stick over his head and smashes into the wall. A large portion of the wall flexes and then the center collapses creating a nice Gunthar sized hole. (1 success, 4 advantage) Gunthar catches his breath and waves Que over. Gunthar stays behind part of the uncollapsed wall, and waits for Que to join him, before he heads into the fray.
The wall shatters at the Troopers that were entering the building the turn to see Qesya burst through the smoke and rubble. Her E-Web blazes to life. The four troopers are blasted against wall all are dead before the pieces land.
A Sergeant to the West moves up to the roof that Fang is on from the level below (he was in the building). He is screaming a situation report over his comms as he draws his blaster.
The trap door to the inner levels of the gatehouse pours 4 troopers and an Imperial Officer. He bellows for someone to get on the gun and they slide into cover to the south wall not noticing the scout Stev and Boom hanging from ropes just over the edge. The fire in the area the living gunner describes the shot was fired from filling the zone with blaster fire. Gammer is clipped by one of the bolts (2 wounds) but the troopers have leaned out well beyond their cover.
The Tanks attempt to scan and target the power signature of the SRV. The first misses it's cannons shooting well wide of the vehicle. The second barely misses the SRV blasting a chunk in the ground next to the SRV splattering it with dirt and bark.
Lowgrrr runs toward the blasts, smoke, and battle frustrated that no target presents itself to him.
Sasha fires at the troopers hanging over the edge and they jump back into the Biv's sights he hits two troopers and they fall forward off the gatehouse and to the ground below.
Two of the Trooper Units to the east follow their Sergeant into the trenches to finish off the local units.
Three of the unit to the east are double timing toward the big hole in the wall and the response to the Sergeant's call for reinforcements on the west wall.
The sniper team ready the PMLs Scourne and Vallens their missile overshoots the tanks blasting the ground at the foot of the building Fang is on,
Thanis launches his missile lands solidly on the tank bursting through the TX-130s shields. (4 damage to hull)
Tola and Kaiya each fire on the same tank as the Thanis their missile follows pounding the tank again the tanks engines smoke and the craft drops to the ground with a loud thud it's repulsorlift not functioning. (4 damage to the hull)
The last trooper unit on the gatehouse moves to the turret and surrounds the last gunner. They have not detected Kl'aal in the shadows of the gatehouse.
The SRV-1 Unda revs the engines and movves off road and into the trees moving toward the west. He veers around the craters formed from the tanks fire and move away. "So chief do we get to anything but shoot trees and run like a bunch of spooked nerfs?"
The local militia is running north up the trench using the chaos to retreat.
OOC The turrent is not out, but PD13 will have a chance with a boost to slice and close it down again.
next,
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Post by Art Teach on Jun 4, 2014 19:42:50 GMT -6
The SRV is 1km north evading in the trees. If Gorak would like he could jump onto his speeder and rush to the battle. The local militia are rushing north.
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Post by kinnison on Jun 4, 2014 19:45:54 GMT -6
Gorak replies to Unda: I dont think the SRV could survive tangling with those tanks. Maybe you can find someplace to attack them from the east
Ooc: going to grab some macrobinoculars amd hop into a speeder to see if I can rally the locals near the battle
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Post by darthtater on Jun 4, 2014 20:26:00 GMT -6
Thirteen slices the fire control PLC in the control panel. Thirteen adds minus signs and random number functions into the calculations that control the actuators that aim the turret. Slacker know this from his "make work" experience that the turret will functions counterintuitive and randomly. Organics will not be able to aim the gun at all. Then he adds a maintenance password. PD13's clock speed is much faster than a humans. Next he physically unplugs the PLC from the network. This is completely reversible from the control panel.
Mechanics: Mechanics check 2 yellows to know how to jack up the turrets control system. 2 successes and 2 advantages. Applies advantages to bonus for computer check. Computer check 2 yellows and 2 blues. 3 successes and 3 advantages. Uses advantages to help computer check.
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Post by kyquell on Jun 4, 2014 21:42:09 GMT -6
Stev needs to pull the heat off the rest of the party and keep those Imps away from the turret, so he runs up the wall and onto the first alcove on the west. He then throws two stun grenades, one at the group of Stormtroopers closest to him (luckily not close enough to put him in the blast) and another at the group to the west of him, near Kl'aal (once again, not that close).
The grenades go off in a spectacular fashion. In fact, maybe a bit too spectacular. Stev has a strong feeling that Boom was tinkering with the team's grenades before the mission, not that he's complaining. After the smoke clears, all of the members of both squads are lying on the ground unconscious.
Stev's glad to see the grenades worked, but he'd prefer not to be standing right in front of the Sergeant, so he pushes himself a little faster to move west to the next alcove and takes cover behind the battlements. Hopefully that'll keep the Imps busy...
Mechanics: Maneuver to move into close range of 1st squad and normal range of 2nd squad. Double attack takes the higher difficulty plus one die, for a total of 3D.
Athletics 2P2A vs 3D. Net score 1 triumph, 1 success, and 2 advantages. The triumph and advantages are used together to make a successful double attack and to activate the Blast 8 quality. The stun grenades deal 10 damage minus 5 soak for the stormtroopers for 5 net damage, with equal damage applied to the rest of their squads. Stormtroopers have a W Threshold of 5, so they're all down.
Stev then takes 2 strain to use an extra Maneuver to move into cover further away from the Sergeant.
OOC: Oops, I forgot this part!
As Stev settles into cover, he thinks to himself "Finally, this time the grenades are on MY side!"
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Post by Art Teach on Jun 4, 2014 22:38:47 GMT -6
OOC that is greatest use of RAW and legal manipulation I have ever seen. Bravo!
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Post by stewalker on Jun 5, 2014 0:31:31 GMT -6
Boom sees the Stev knock out all of the humans in the shiny white armor. "Well I say - one wanted to bloh up those brutes. But one see Stev appreciates the extrah punch one added."
He sees the Seargent still standing, but know Kl'aal is too close. He has found that his new friends don't enjoy being in the blast from his toys. Fortunately, he sees some of the shiny white men down in front of the turret. "Time for ah laaargah than normal boohm. " He gleefully throws a splat grenade down on them as he moves behind the turret. The grenades lands between two of them. They look at each other surprised, and then the grenade explodes, covering them in burning gook. "This is great fun, by george" Boom exclaims, But all any one else hears is "Boom! Boom! Boom!"
Mechanics: Ranged (Light) 1P3A vs 2D (Normal Range) = 3 Success.
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Post by hcook on Jun 5, 2014 1:18:39 GMT -6
''Muvon to Aegis, requesting security detail at Domaz City. Possible hostiles and possible explosives in the area, as well as fires, and one confirmed explosive. We are trying to land and bring medical aid, but the area may be too hot. When can we expect backup?''
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Post by kinnison on Jun 5, 2014 1:38:54 GMT -6
Gunthar gives a bellow and heads into the fight "GUNTHAR!"
(If Gunthar don't see someone bad near him, he is likely going to be heading towards one of the tanks and start smashing it with his stick)
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