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Post by kyquell on Jun 17, 2014 17:50:46 GMT -6
These racers are foolish, inefficient, clumsy, and cowardly. They only attack when there is no threat, no fear of reprisal. After they dispose of the last bomb, Sivu feels that he will be obligated to end this menace. For once, he will take great pleasure in work not involving machines.
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Post by Art Teach on Jun 18, 2014 8:48:16 GMT -6
You sneak into the government center and cringe as the swoop gang zooms by zig zagging around the screaming civilains. You estimate about 40 gang members, they looked mostly unarmored, with small arms, and swoop bikes that do not have weapon mounts (unlike yours). Your group moves around the grey circular tower with 3 brown wings and look around the south of the building. The bomb has been decorated with gaffitt as is the entire area. The swoop races passes over the bomb one building south of you and goes east. You know you have about 40 seconds (4 rounds) before they return.
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Post by kyquell on Jun 18, 2014 21:06:18 GMT -6
"We have 40 seconds to disarm the bomb before the next lap." Sivu says.
"Fortunately, between Boom's expertise and my own, we only need 30. Logic dictates we go now, while we know the window is available." Sivu flies his speeder to the bomb's location and dismounts by the bomb. He will be able to make the check next round.
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Post by Art Teach on Jun 19, 2014 9:34:18 GMT -6
You pull up next to the bomb and Sivu and Boom dismount and approach it. Gammer and your scouts stay on the speeder bikes with their blaster cannons pointed toward the race path. They know they can't just go full auto with civilians on stakes in the road way.
The civilians closest to you are calling and pleading for you to save them.
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Post by kyquell on Jun 19, 2014 18:55:33 GMT -6
Sivu thinks to himself "I am saving them, just not in the way they desire." and begins to work on the bomb. He disarms it neatly, making Boom's attempt at removal even easier.
Mechanics: 4P vs 2C1D. Net result 1 triumph, 3 advantages.
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Post by stewalker on Jun 19, 2014 19:18:52 GMT -6
Boom cannot believe how rudimentary these bombs are. Sivu and him should be able to clean this mess up quite quickly. He begins work collecting some more of the bomb materials. He easily dismantles the bomb and gathers up the pieces.
Mechanics: Mechanics - 2P v 1C = Net 3 Success 1 Advantage
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Post by Art Teach on Jun 20, 2014 12:29:18 GMT -6
Your bombs in dismantled and the explosives are removed. Boom now has 2 really big booms he can make or a dozen makeshift grenades.
The swoop race is still 20 seconds away and you could leave and not be noticed.
The civilians are still pleading for help.
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Post by stewalker on Jun 20, 2014 14:17:52 GMT -6
Booms heart goes out to the civilians tied to the poles. He knows if he had time he could teach those swoop bikers a lesson, but not without hurting the civilians. He looks around trying to see if there is any way he can quickly set up a grenade to explode as the gangs passes in the area. It wouldn't have to be too sophisticated, but maybe something to scare this barbarous gang.
OOC: Do the swoops come anywhere near where we just diffused this bomb? I would like to set up either a quick trip wire or some type of trap that can look like the bomb itself blew when the swoops come near. Just a big enough explosion to catch some of them in the blast and perhaps scare off the rest.
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Post by Art Teach on Jun 20, 2014 16:11:11 GMT -6
You could take the speeders north and drop a bomb that will collapse a building on top of blocking the swoop gang. They could notice you. You could set one after the civilians but the gang will get one more run through them.
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Post by kyquell on Jun 20, 2014 21:53:33 GMT -6
"Boom, if you are willing to take the risk, so am I. The two of us make a good enough team that the swoops will never know what hit them. However, I know you also take pride in your work, so I will leave the decision to you."
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Post by stewalker on Jun 21, 2014 2:12:13 GMT -6
"Boom friend help," Boom expresses his gratitude for Sivu offer of help. "Follow," he says as he gets on his speeder. He speeds north, and Sivu follows closely behind, to a nearby building that has been heavily damaged and hides his speeder. They sneak around the corner, and he quickly begins to place detonite near one of the load bearing beams. Sivu adds a timer so that they can be free of the building when the bomb goes off.
"Okay Boom, we're all set. Let's clear the area" Boom and Sivu quickly leave the area and as the swoop gang approach the building, the detonite explodes (How close to the gang based on Sivu roll for placing timer) in a glorious fireball of orange and yellow fire. As the building comes tumbling down, Boom is smiling broadly. Ha can barely contain his joy and looks as if he euphoric.
Mechanics: Stealth: 2P2A = 1 Success 5 Advantage (Used to speed movement while sneaking) Demolitions roll - 2P2A vs 2D = 1 Net Success 4 Advantage (activate crit)
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Post by Art Teach on Jun 21, 2014 8:20:11 GMT -6
You place the bomb on a 15 story building just north of the craters (one of the four long narrow residential buildings just north of the craters). The building shows o heat signatures and is already partially destroyed by a crater hit. You know it will need to come anyway so you are just helping it along. Your security team waits to the east in the street well away with cannons ready for any survivors. Setting the charges you zoom over to them as you hear the swoops closing.
The swoops rush south down the road that cuts north to south between the residential building and ?? Sivu roll a mechanics check vs. 2d to see what number of the swoop gang are in the blast radius. (every success is 10 riders, every advantage is 1 extra rider they will all take 20 wounds and die with what ever crit happens to them) Gammer has declared the area a kill zone so anything that moves out of the rubble is to be fired upon.
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Post by kyquell on Jun 21, 2014 18:03:42 GMT -6
Sivu sets the timer and makes sure all the wires connect just right for a perfect tansmission. As the explosives detonate, Sivu looks at Boom and says "Well done." As the swoop gang is massacred, you can tell from the bend in the breather mask that Sivu is smiling.
Mechanics: Demolitions 4P vs 2D. Net Result 2 triumphs 2 successes. Wow!
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Post by Art Teach on Jun 22, 2014 8:50:50 GMT -6
The group of 2 score swoop bikers are racing close together toward the finish line as the building explodes. 15 stories of building collapse in a fiery mass on the screaming swoop bikers. The dust and rubble blows out into a cloud and as it clears you see no swoop bikers remain. They are crushed and buried beneath the explosion.
Gammer orders the scout to spread out and scout for survivors then begin freeing the citizens. The survivors are none.
As you cut the citizens from the posts, they collapse weakly to the ground and then shakily stand and surround you looking for your next directives.
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Post by kyquell on Jun 22, 2014 14:12:23 GMT -6
Sivu will allow those more adept in public relations to deal with the civilians. He sneaks off to avoid causing trouble and begins searching through the rubble in the hopes of finding some salvageable parts or any weapons and other personal equipment the bikers were carrying that could still be usable.
Mechanics: Stealth Check to avoid the crowd. 3A vs 2D. Net result 1 success 2 advantages. Boost die applied to Perception roll to find equipment. Perception Check 1P2A1B vs ??. Sivu's roll 2 successes 4 advantages. Hopefully we find something good!
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