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File: Trenchers Title.png (1.5 MB, 1655x785)
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This should be a relatively straight forward operation.

But I think I've said that before.
>>
File: Manor_1.jpg (1.3 MB, 3633x2605)
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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.
>>
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.

==Name==
AP xx MP xx GRIT REACT
Ht xx Grit xx
React xx Focus xx
==Skills==
Acc xx Close xx
Bright xx Notice xx
Gear xx
==Gear==
Hand1: WEAPON
>>
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.

==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 or HE
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 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

>http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=trenchers
>>
>>3599748
Fireteam BADGER, ready to advance, infiltrate, and hopefully blow some things up by the time this day's out.

==Sokolai==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 14
==Gear==
Hand1: Sepento [1d6; hit every 1m; 1AP]
2 Sappers
2 Veterans
4 Troopers
>>
>>3599697
Not sure what to put for MP or focus, I noticed coordinators don't have any listed if I'm not mistaken.

The human symbol is manpower/orders right? Do you start with a squad as coordinator, I noticed it has several men as opposed to the specialist with one.

What activities does assigning specialists replace? Are you restricted by using them?

==Coordinator==
AP 3 MP 0
Ht 12 Grit 2
React 6 Focus 0
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 10
==Gear==
Armor: ATAP-1
Hand1: Sepento
>>
Rolled 9, 8 = 17 (2d10)

>>3599874
Looks like you fancies get 3 mp base, sames me. No focus.
>>
>>3599874
You start with 10 brave* Troopers who follow you into combat. They can do things that you would expect any soldier with a gun and a shovel could do, such as build, shoot, throw grenades, etc.
Replacing your loyal** and unerring*** Troopers with Specialists gets you different squad compositions. Specialists are capable of different things than troopers, but some of them can't do the same things troopers can (like shooting people well).
MP is movement points. You don't get focus.
>>
>>3599748
Here's a quick fix, so what does the man symbol mean is it 6 men max per act when giving an order?

==Coordinator==
AP 3 MP 3 Grit 2 React 6
Ht 12/12 DR 1 Man 6
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 12
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
Hand2:
==Men==
1 Veteran
1 Sapper
1 Assault
6 Troopers
>>
>>3599977
Indicates 10 actives, the base squad size for your rank. Is also your “authority” stat, should you wish to compel allies and leverage leadership
>>
>>3599989
So will using specialists lower my base or is their price just the limiter.
>>
>>3599998
It’d be right daft if adding a veteran or two to your team lowered your leadership, Co-Ord.

You can just only manage so many elements at once. That’s the cap you reach. You want a ten man sapper group? It ain’t pretty but it may be perfect. You want a five man veteran squad? Sure-wise. You want yon ten riflemen because by good great gears you’ll do this by the book? That’s that, then.

You want 10 veterans? You can’t handle ten veterans! You just don’t have the authority!
>>
>>3599721
Pilot Iffie, present and unsure! Does 'Pay [!] to activate wpn systems' mean... I have to spend more than 2! to fire the MGs? How much does the hookshot cost to fire?

==Pilot Iffie==
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 or HE
Hookshot - 1d6+Margin, 10Range
ChemSprayer 2 x ! Foam, Flame, Smoke, Gas
>>
Rolled 1, 5 = 6 (2d10)

>>3599721
Mhmyeah, just get me into the unit. No bells, no whistles. I'm blowing up on the /enemy's/ terms today.

>How does activating weapons work? Max 2 active at once? Are the listed AP costs for both activating and firing? How much AP associated with the Hookshot?
>>
Rolled 8, 4 = 12 (2d10)

>>3600035
Hello!
>>
>>3600041
Pleasure to meet, or my name ain't John Deere.
>>
>>3600055
Do you think the 'raise one stat by 1 point immediately' applies for us, too?
>>
>>3600065
Fair bet that's so.
>>
>>3600021
I totally missed that part of the section, I just went over it again. Can I raise my infantry score to 11? Will I get another trooper?
>>
>>3600082
Now you're getting into the spirit of things, Coordinator! That's precisely what would happen if you went and did that.
>>
File: Intro Event.png (619 KB, 2418x1466)
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You ever wonder why we're here?
>>
File: Intro Event 2.png (622 KB, 2418x1466)
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Because I nicked the Theurge's favorite boots last week, Sorotovalin. That's why we're here. On guard duty. With no food.
>>
>>3600086
Ok some more quick fixes to my sheet, another quick question is the sepento a 2 handed weapon? As in a rifle or a pistol?

==Coordinator==
AP 3 MP 3 Grit 2 React 6
Ht 12/12 DR 1
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 13 Infantry 11
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
Hand2:

==Infantry==
1 Veteran, 1 Sapper, 1 Assault
7 Troopers
>>
File: Intro Event 3.png (635 KB, 2418x1466)
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You have the best ideas. You should have seen his face!

Hah!

This post... Nothing ever happens. Why are we here? Why would they even put a Guardstation in this end of the complex? It's near abandoned. I swear by the Flame, the Commander has been drinking again.

Shut up, I think I heard something

Heard something? In this place? You're paranoid. Ooohooo, I bet the bushes are full of Trenchers. Ooohooo.


12-6-Spanner

Ahem.
>>
>>3600080
Wicked, I'll go for the model with the extra large cockpit
> +1 Pilot stat
>>
File: Intro Event 4.png (1.18 MB, 2418x1466)
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Excited you could all make it, fellas. Good to see a friendly face in this here all-you-can-dig exhibit.
>>
File: Intro Event 5.png (1.36 MB, 824x1158)
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Command asked me to sell you the what-for, so here's how it goes.

This place is BIG. So we'll have to take it in steps. RIGHT NOW, we need to get to the Ward Chapel up ahead. I've sniffed it out, have a looksee. Marked as ONE, it's where the main patrols for this area congregate. We take that, this section is ours.

Point TWO is a camp for the sleepy. Guard Change is right now and they're working the poor buggers hard. Secure it before all the quiet little dreaming pathfinders wake up screaming and tear us all a new one in their bloody underpants.

Point THREE is the eastern access security station. It ain't essential. AVOID IT. We take that later. Right now, it's just a housing for a few officers and some maps. If we get their attention, reinforcements will flood in from the other sections.

A nice knock-out grenade oughta do the trick, or if you're some kind of SPECIAL FORCES BASTARD, maybe you can take 'em all quiet-like.

This section is guarded by PATHFINDERS and LEGIOS. Pathfinders are lightly armed and armored but quick. Legios are heavy, shielded and soak fire. Grenade 'em if you want to put a dent.

There's a bunch of their THEURGES skulking around. This lot is all Brightsworn Adherents. Pyromancers, that is, and they'll DIRECT the others. Take 'em out if you get eyes on 'cause otherwise they'll be all organised.

Any questions?
>>
>>3599902
Rolled 9, 8 = 17
[ Questionable Inertia ]
“ Rock beats laser, but only because the rock is going at mach 4”
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.

>>3600031
It means you pay 2! to use the MG. That's what it costs to activate the MG. Hookshot costs the Minimum Amount, which is 1!. However, that is to FIRE IT. Once the hook lands, it is another ! to reel, or swing, or spool, or... And it is yet another ! to detach the Hook and spool it back for another shot.

>>3600035
Weapons are always active. You spend the AP to "use them", as it were, which we refer to as "activate" because it is more appropriate for some of the .... other... designs. So 2! to use the MG, 4! for the cannon (which then needs to reload for 6).

Spend 1 Ap freely for +1 to hit, which is pretty useful.

1, 5
Stunt Driving Practice
“And now, if we execute a smugglers turn and and accelerate, we’ll totally make it over the yawning pit!”

Against all odds, your know how to make a vehicle dance and be nimble enough to react. Your vehicle gains [Reactive] and a Reaction stat of 8. This implies that you're somehow able to make a tank dodge incoming fire, and you can roll against Reaction to accomplish speedy things.

>>3600031
7, 2
[Slick Wheelster]
Your vehicle has Movement Points. You start with 3. Movement Points are spent to move, and you can move any direction and orient to any facing for 1 MP.
>>
>>3600222
Yeah, Command. Can this stomper handle the path 2-wards without scraping the paint or falling in the drink, or am I gonna have to make a new route?

Also, beam me my invoice for review. I don't recall which of my talents I'm being paid to provide. >>3600035

==John==
INT 45 DR 19
Ap 12 Focus 12
==Skills==
Acc 11
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
>>
>>3600227
>>3600237
But hey, it's nothing that a little of whatcha paid for can't fix.

>>3600122
>>3599918
Anything I oughta know, tac-co?
>>
>>3600227
So if the veterans are always on overwatch can they not initiate combat on player phase? Do I have to order the troopers to go to overwatch? If I were to use veterans to breach a building or enter unscouted territory would they roll reaction fire from overwatch?
>>
>>3600222
Yeah, whazzat, uh...
That green glowy crystal thing? Smells of importance.
>>3600246
Yeah, you might feel invincible up there but those damnable 'finders got some grenades what they call a flashfly or somesuch. That'll tear your can open if they can surround you, don't let them do that.
Also, that looks like a standard issue MHAT. Too chicken to take the experimental one? Aheheh.
>>
>>3600237
Paint will scrape a nudge but it can be fixed. Your Vehicle occupies 1 full Hex, and cannot squeeze into smaller areas. Infantry occupy 1/4th a Hex and can squeeze through tight spots.

Plenty of paths are available. And do remember, Pilot: In the eternal battle of high capability reinforced engine power versus rock, engine wins nine times out of ten. So sometimes you can, in fact, squeeze through a tight gap too.

>>3600251
The Veterans are always overwatching because they know that being shot is likely if they don't shoot the other bastards first. They're simply so damn good you don't even need to tell them to keep their guns up. On your phases, they function just like other troopers. On the enemy phase, even if the veteran in question was upside down blinded on fire grappled by a beast while homesick the Veteran would still count as overwatching.

But you do have to tell normal troopers to overwatch, yes. They're... They're just not as keen. And nope, they would use their normal accuracy to fire. Think of it as a delayed attack.

You are right that versus some things that are very fast, they would have to roll reaction first to see if their overwatch goes off.
>>
==Crew on Call==
Co1 | Sokolai, FT Badger. 2Sap/2Vet/4Troop
Co2 | Simon, FT ???. 1Sap/1Vet/1Ass/6Troop
TR3 | Roslin
PI4 | John
PI5 | Iffie

==Gear Allowance==
Explosive, Flash, Smoke, Stun Grenades
First Aid Kits
Rope, Gasmasks

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.

--

The rushing waterfall falls from an outlet high above, showering us all with the cold spray of the mountain...

Player Phase
>>
>>3600246
This place is a little too cramped for our detachment. We should split in half, I'm gonna move north towards the encampment. How about one of you pilots tag along?


>>3600282
Fireteam Fox
>>
>>3600259
Mhmyeah laugh it up, dustgullet. My life belongs in Khor's hands and enemy's. Add the techies' and it's an unholy trinity like just ain't proper.
>>
>>3600286
Orders are to avoid the officer tent at all costs, co-ordinator!
>>
File: CaveComplex Section 1.png (5.55 MB, 2324x3472)
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>>3600282
Gear Allowance?

Infantry has Consumables. Use cost is listed (3 AP Trencher, 1 AP + 1 Active Coordinator). Using a Consumable consumes a point of Gear from your unit.

Gear can be restocked on the field via lucky scavenge or friendly re-supply.

Effect is 1d6 per Gear spent (A Explosive Grenade is thus 1d6 EX, a First Aid Kit heals 1d6). Gasmasks and Rope just do their thing, depending on what you're trying.
>>
>>3600292
Officer's quarters being Point 3, pard. But how 'bouts you head step north and ping the trees, and I'll take the east?
>>
>>3600286
>>3600259
Wondering how to wrangle a full squad of troopers? They're loyal, they'll stick to you. The highlighted unit in your squad is... you. Everyone else will follow that one. Movement and actions occur from yourself.
>>
>>3600296

>>3599902
>>3599918
That a transmission? Someone tellem it was a rabid squirrel or something.
>>
>>3600322
What a Bright Idea, Pilot...
>>
Rolled 6, 3, 1 = 10 (3d6)

>>3600292
your, uh, other north, iffie.
>>3600322
Get the Trencher on it, he's a lot smarter than I am. Roslin?
>>3600296
Alright, men, shake a leg!
>sappers, grab the MG (2 actives)
>query: command, what do the crystals do? (vs 9)
>move 111
>everyone else, get some cover up facing 1 (6 actives)

==Sokolai==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 9 Notice 8
Gear 12
==Gear==
2 Sappers
2 Veterans
4 Troopers
>>
Rolled 4, 2, 6 = 12 (3d6)

>>3600331
>>3600322
You want me to practice my Fanciful Learning, do you. Yesssirrr.

>Respond: It was just a squirrel. Real big one! [Bright vs 17]

==Roslin==
AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
Improbable Inertia. 1 AP directs touched vector at grit-accel.
==Handling==
Hand1: Chirni77
>>
Rolled 1, 5, 5 = 11 (3d6)

>>3600331
Oh I get you, top idea. Hey John! That way's clogged with Infantry, let's both swing through the middle?
>>
Arright, who's out there? Got your witness protection right here...

>>3600296
>5! Produce 1 foam, apply to Hookshot
>1! Move 2
>7! Ping vs 14

==John==
INT 45 DR 19
Ap 12 Focus 8
==Skills==
Acc 11
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
>>
>>3600296
>To FT Fox, move North/Northeast towards the tents and open fire on the men near the banner. The Shield takes point followed by the veteran.
8 Bright + 8 Notice
-1act -9 inf?(not sure if it works this way)
>Move 221
-1act
>Throw stun 11121
-1act -1inf
Accuracy 8 + Gear 13

Whoops I thought the map stayed the same.

==Coordinator==
AP 3 MP 3 Grit 2 React 6
Ht 12/12 DR 1
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 13 Infantry 11
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
Hand2:
==FT Fox==
1 Veteran
1 Sapper
1 Assault
5 Troopers
>>
File: CaveComplex Section 2.png (5.04 MB, 2324x3472)
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==Crew on Call==
Co1 | Sokolai, FT Badger. 2Sap/2Vet/4Troop
Co2 | Simon, FT Fox. 1Sap/1Vet/1Ass/6Troop
TR3 | Roslin
PI4 | John
PI5 | Iffie

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

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.

--

A scuffle ensues as some 17 soldiers try to move into a path that allows 2 abreast. A few shoves solve it, mostly.

Good plan to send the Veterans and Assault up ahead, but they're as fast as a Coordinator - and only have 3 movement. They won't make it much further than anyone else.

We've got eyes on one of the sweepers. Two veterans line up shots, fingers near triggers.

Do we shoot?

[Player Phase]
>>
Huh. Louder sooner.

>>3600349
Well, Ros, might be we ain't hushing this up for long. Best we can manage is make 'em think we're hitting amphibious from due east, not the south.
>>
>>3600331
Looks like they're Wardstones. Provide light to see by and protection for the properly attuned. The Theurges can also draw on them for power if they're looking to do extra fanciful tricks.

Think of them as batteries.
>>
>>3600386
You're doing fine. Keep in mind your squad moves with you. You can actually roll Trust Me On This One to set a plan in motion, which they will do their best to execute. They aren't much faster than you, however, so they can't make it as far.

Try again! You've got this.
>>
>>3600389
We got this. I can do an accent real real good. No sweat!!

>>3600388
Now since no one can seeeee meeee.

>Go to Ground to enter stealth
>Move 122
>Move 111

==Roslin==
AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
Improbable Inertia. 1 AP directs touched vector at grit-accel.
==Handling==
Hand1: Chirni77
>>
Rolled 5, 3, 5 = 13 (3d6)

>>3600388
>move 121
Three- no, four in the open.
Tired of not seeing any action. Let's DO THIS.
>set up the MG, facing 1
>get some troopers on the MG
>fireteam, open fire! (8 actives, vs 14, use the MG?)
Everyone else, ADVANCE, we have the heavy weapons.

==Sokolai==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 9 Notice 8
Gear 12
==Gear==
2 Sappers
2 Veterans
4 Troopers
>>
Rolled 6, 2, 1 = 9 (3d6)

>>3600388

> Run [2]x7 3MP 4AP
> Aim
> Activate MG fire on the Officer plus 2 north by northeast. Accuracy-16

==Pilot Iffie==
INT 45 DR 19 Mp 3
Ap 12 Focus 12 Pilot 2+4 Infantry
==Systems==
MG - 2d6+2, 2!, autofire 3 60degrees.
>>
>>3600417
Forward the cannons! Ahryah! Come on John, maybe throw some foam over that rock, slow down reinforcements from Zone 3?
>>
>>3600412
Git 'r done. Might, uh, want to cover the receiver if you spot anyone.

>>3600388
>4! Move 22
>7! Overwatch Hookshot if Roslin reveals a lone target, vs 15
>1! Reel target in
>>
>>3600401
Did I do somthing wrong? I thought I did trust me on this one, is actionable intel not "notice"?
>>
File: CaveComplex Section 3.png (4.9 MB, 2324x3472)
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Scratch 4 Pathfinders and an Officer. Excellent shooting.

--

Theurge of the Flame
TRENCHERS

Enemy Phase
>>
File: CaveComplex Section 4.png (4.96 MB, 2324x3472)
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==Crew on Call==
Co1 | Sokolai, FT Badger. 2Sap/2Vet/4Troop
Co2 | Simon, FT Fox. 1Sap/1Vet/1Ass/6Troop
TR3 | Roslin
PI4 | John
PI5 | Iffie

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

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.

--

Theurge of the Flame
RALLY
AND SOMEONE GET ME A NEW LUNG.

YOU DOLTS. RETURN FIRE.

--

Trooper[/b]
That one touched my cheek! Holy crap!

Player Phase

>>3600438
Nothing wrong at all. Your men simply could not make it that far in one go.
>>
>>3600433
I like the way you think, buddy!
>>
>>3600458
Look at them run! Alright, watch out Roslin Momma spies a nice fortified emplacement ripe for a HE round.
>>
>>3600417
>>3600386
Fireteams Fox and Badger, havoc in Point 2. We'll take care of that MG.
>>
Rolled 5, 6, 5 = 16 (3d6)

>>3600465
Ooooh

Calling! Calling! Mark at position...

>Eyes On Target mark MG ( vs 15 )
>—Duck

==Roslin==
AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
Improbable Inertia. 1 AP directs touched vector at grit-accel.
==Handling==
Hand1: Chirni77
>>
>>3600458
Holy shit!
>sappers, throw up some fortifications facing that MG (2 actives)
>someone get a mark on those tents (1 active)
>everyone else, overwatch for people exiting the tents (5 actives, vs 13)
FT Fox, get advancing, we've got you covered.
Suggest you tear down that flag, maybe throw up one of our own.
>>3600473
Not quite, Ros! I'll call in the rain on your next deg, just make sure to clean the marker first.
>>3600466
I'll trust your judgement on that one.

==Sokolai==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 9 Notice 8
Gear 12
==Gear==
2 Sappers
2 Veterans
4 Troopers
>>
Rolled 4, 2, 2 = 8 (3d6)

>>3600458
>>3600473
Ooh-Rah!
> Strafe [1]x2
> Spray Gas at the Pathfinder, 2AP 2 Focus
> Turn counter-clockwise
> Fire the cannon at the MG emplacement! Accuracy-16
>>
Rolled 6, 2, 3 = 11 (3d6)

>>3600458
Looks like Badgers got it covered, im swinging around back towards the east.

>Move 433 -1act
>Head east, those of you near Badger sprint to catch up with us, someone secure the contents of the chests 43 and 4445 of my position. -1act -10inf
8 Bright 8 notice

==Coordinator==
AP 3 MP 3 Grit 2 React 6
Ht 12/12 DR 1
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 13 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
>>
>>3600490
Nevermind that actually, sometimes I forget the cannon takes 4AP as well. Computer, inject more caffeine.
>>
>>3600479
It's just way too crowded with everyone tripping all over each other. One well placed explosive or frag and were all goners, I suggest your men spread out at bit as well.
>>
>>3600506
What explosives? We have point 2 on lockdown.
Is it... is it because you're jealous of my MG? Aheheheh
>>
>>3600514
I don't know, that's the point and I sure as hell ain't taking any chances. Maybe we should ask command what they're packing.
>>
Rolled 6, 6, 6, 5, 4, 4 = 31 (6d6)

>>3600458
>5! Strafe 1222 2
>7! Stunt Driving Face 1, vs 14
>5foc Overwatch Hookshot for MGs or guys dressed funny. vs 15

Assuming 1! strafing is denied by any facing change at all in the turn.
>>
File: CaveComplex Section 5.png (5.07 MB, 2324x3472)
5.07 MB
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Befuddled Pathfinders spring from tents with weapons in hand but do not make it very far.

Iffie puts a HE round right on the emplacement just as they zero in on Badger-Three who thanks his lucky stars for the sudden explosion.

John bounces off of a wall but manages to turn it into a sweet pivot, near-gliding.

Come on! Push up before they rally proper!

Player Phase
>>
>>3600529
You can actually strafe inbetween facing turns, but there's a slight chance it will cause a Complication if you strafe then spin around.
>>
>>3600479
>>3600490
T-this hardly ever happens to m-me! Promise! It’s just anxiety is all I’ve got this

WHAT
WHAT I CAN’T HEAR YOU
>>
>>3600498
It turns out these crates are full of Pathfinder supplies and munitions restocks. Good find.

>+4 Gear this map
>>
Submit standing orders for later pickup, Command is taking a pause here
>>
>>3600543
I said: NICE CALL TRENCHER!
>>
Subtle maneuver,

>>3600537
>1! turn 3
>2! Strafe 11
>1! Snag crystal with Hook
>3! Strafe 111
>5! Fire MG, vs 13

Down 5foc
>>
Rolled 5, 3, 4 = 12 (3d6)

>>3600537
>throw some more cover up (3 actives)
>return fire with the mg (4 actives, vs 12)
>sapper, see if you can torch the flag from here (1 active)
We don't want the tents totally obliterated, they might have something cool in them.

>>3600574
These pathfinders don't give up, huh? Hey, Iffie, see if you can hail them on your loudspeaker or something. Spot of intimidation couldn't hurt, yeah?

==Sokolai==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 9 Notice 8
Gear 13/14
==Gear==
2 Sappers
2 Veterans
4 Troopers
>>
>>3600581
Hell yeah, send them running them shoot them in the back! Hey how about I toss some gas on the camp? Should be able to make it, if I up the pressure. Could do fire too!
>>
>>3600593
Gas'll work. Fire... might be a bit too destructive.
Just set up an overwatch net, we can advance in (probably just the trencher, to be honest) and take the point if the enemy is too suppressed to poke their heads out.
>>
>>3600593
>>3600581
Trenchers, while your spirit is commendable and your ferocity is inspiring Oversight frowns on using incendiary weapons on non-combatants..

You're going to bury the unit in an avalanche of paperwork if you do which will likely have consequences

But it's your choice.
>>
>>3600620
You didn't say anything about non-combatants in the briefing, HQ. Fiiiine, no burning the camps. I'll probably go, err, northeast. UNLESS YOU WANT A LIFT SOMEWHERE, TRENCHER?!
>>
Rolled 5, 5, 4 = 14 (3d6)

>>3600537
>Move 222 -1act
>Head northeast and take out that gun emplacement -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 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
>>
>>3599870
>>3600537
>-Fireteam Crane, Higlighted in Blue arrives
>Heading towards the tents

==Jin==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 14
==Gear==
Hand1: Sepento [1d6; hit every 1m; 1AP]
{Fireteam Crane}
•2 Sappers
•2 Veterans
•2 Troopers
•2 Assault
>>
>>3600630
I’LL CLIMB IN THE CO-SEAT
>>
File: Crane Phase.png (1.38 MB, 1119x1257)
1.38 MB
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>>3600739
You arrived just in the nick of time, Coordinator Jin. Team deployed and on point... feel free to act.
>>
>>3599697
>>3600537
>==Name==
>AP 3 || MP 3 || GRT 2 || REA 6 ||
>HP 12/12 || DR 1 || MAN 6
>==Skills==
>ACC 8 || CLO 8 || BRI 8 || NOT 8 || GEA 12 ||
>==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
Hand2:
==Men==
(3) Veterans

>Deploy
>>
>>3601016
Presuming each Veteran ranks 2 Authority, one could squeeze in 5 in a team.

... Or are you simply so well oiled a fighting machine you merely need a trio of hardened killers?
>>
==Crew on Call==
Co1 | Sokolai, FT Badger. 2Sap/2Vet/4Troop
Co2 | Simon, FT Fox. 1Sap/1Vet/1Ass/6Troop
Co3 | Jin, FT Crane. 2Sap/2Vet/2Ass/2Troop
Co4 | Samson, FT ???. 5Vet
TR5 | Roslin
PI6 | John
PI7 | Iffie

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

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.

--

Getting a little full in this here cave. Be real mindful of grenades now.

Player Reinforcement Phase. New deployments can act
>>
>>3601037
(Yep. We're so competent that we don't even need a full squad, but I suppose we should fill out the squad properly so that the other fireteams get slightly less embarrassed when they see the titanic amounts of ass that we will be kicking... because we're ~so~ competent and definitely know how many troopers are in a standard squad."
(*Desperately alters Fireteam composition*)

==Name==
AP 3 || MP 3 || GRT 2 || REA 6 ||
HP 12/12 || DR 1 || MAN 6
==Skills==
ACC 8 || CLO 8 || BRI 8 || NOT 8 || GEA 12 ||
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
Hand2:
==Men==
(5) Veterans

>Deploy
>>
>>3600537
"Alright, lets get moving squad."
>>>3600961
>-All moves made from the Blue Highlighted element.
>Assaults in front. Move 222
>Move 221
>Clear/Capture Tent area. Shoot hostiles who attempts to harm us.

>~Question: Can you give separate orders to members of the squad while still in cohesion using 1 AP? Example: >Veterans and Troopers shoot X target. Assaults bash X target, Sappers defuse/plant bomb?

==Jin==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 14
==Gear==
Hand1: Sepento [1d6; hit every 1m; 1AP]
{Fireteam Crane}
•2 Sappers
•2 Veterans
•2 Troopers
•2 Assault
>>
>>3601079
Yes Coordinator, you can. Given that your Actives help you accomplish orders, and the orders you give are what you want to accomplish it is entirely and utterly reasonable to go

>Grenade that target (2 Veterans, vs 10)
>Bring shields to front (3 Assaults)
>Everyone else, covering fire (3 Troopers, vs 11)

you just assign which actives does what went you tell 'em what to do. Don't need to micro-manage them, as such. General orders are fine and expected.

If you move, the squad also tries to organise in a way that's effective. So the Assaults will place themselves towards enemy fire, troopers will seek cover. If you want to be specific, you can give a general order as you move at no cost as part of the move

>Everyone hustles 4444, stack up against the wall


>>3601077
Presciently, the tactical assistant fixed your paperwork in transit, you utter and complete crew of total dead hard warriors what fear no bullets or contractual small print.
>>
>>3601066
==Name==
AP 3 || MP 3 || GRT 2 || REA 6 ||
HP 12/12 || DR 1 || MAN 6
==Skills==
ACC 8 || CLO 8 || BRI 8 || NOT 8 || GEA 12 ||
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
Hand2:
==Men==
(5) Veterans

> (Move) 2, 3, 2 (MP: 0/3)
> (Action) Hunker down behind the sandbags. (AP: 0/3)
>>
>>3601111
>>3601079
Command may have misunderstood the grammar of that query.

Individual orders are still 1 AP the order. So even if the squad is in cohesion, you cannot execute

>>Veterans and Troopers shoot X target. Assaults bash X target, Sappers defuse/plant bomb.

As as single 1 AP order. You'd have to organise the elements individually. Otherwise you have to be more general and let your soldiers handle it.

>All actives: Protect the sappers as they work on defusing the bomb (skill x + actives involved)

Now I have 2 AP left, but, of course, my Actives are assigned to an order already, so I'd have to do whatever I want to do myself.

And Actives can only ever be assigned to one thing a turn. Otherwise They Get Confused.

This is because 10 Actives is pretty low and once you start controlling ally elements, you can have 20 actives going. Don't micromanage yourself to death for efficiency gains, stick to general orders and assign actives to them.
>>
Rolled 10, 4 = 14 (2d10)

>>3601152
Cower in awe, for I, Eriolas, the King of Warriors, have arrived! I will amuse myself with this insignificant engagement.

AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Handling==
Hand1: Chirni77
>>
>>3601152
Of course I, Eriolas, Sultan of Combatants, possess a perfect mastery of the movement system, but I wish to quiz your knowledge of it, Command.

So, is it
a) Move 3 hexes per turn;
b) Move 3 hexes per AP;
or
c) Move 3 hexes then one per AP?
>>
Rolled 4, 5, 2 = 11 (3d6)

>>3601066
HATCH IS ON THE TOP

>>3601066
> Reload Cannon 6AP
> Evaluate
> Scanner Ping! Notice-13
> Move [2]

==Pilot Iffie==
INT 45 DR 19 Mp 3
Ap 12 Focus 10/12 Pilot 2+4 Infantry
==Skills==
Acc 10
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
>>
>>3601575
C. I want to go with C. I've used my lifelines and I quizzed the TAs and they say C too. It has to be C.
>>
>>3601808
This answer is acceptable.
>>
>>3601752
I think this turn is just for the new folks, since "last turn's" actions haven't been processed yet.
>>
>>3601898
That's the trick

But speaking of...

HEY TA, ARE THEY ALL DEAD YET
>>
File: CaveComplex Section 6.png (5.31 MB, 2324x3472)
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==Crew on Call==
Co1 | Sokolai, FT Badger. 2Sap/2Vet/4Troop
Co2 | Simon, FT Fox. 1Sap/1Vet/1Ass/6Troop
Co3 | Jin, FT Crane. 1Sap/2Vet/2Ass/1Troop
Co4 | Samson, FT ???. 5Vet
TR5 | Roslin
TR6 | Eriolas
PI7 | John
PI8 | Iffie

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

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.

==Casualties==
2 Troopers
---


SIR

Fireteam Crane has captured the tents! Enemy prisoners have been pacified and disarmed! No reinforcements from that sector!

SIR!

Fireteam Badger reports the destruction of a Pytherian Rally Standard! Pathfinder Morale is sure to suffer!

SIR!

Fireteam Crane is taking fire from a Legio Heavy Patrol! Trooper Casualties, Sir!

TRENCHERS!
Legios are armored soldiers with great dicipline! Flank them or use grenades to fray off their protection! Or concentrate overwhelming fire to blow through their defenses! Their stormshields are even better than ours, so you'll need a LOT of firepower to go through the front!

SIR!
Pilot Iffie reports the pingback signature of a Scorpio Light Class AT Emplacement!

PLAYER PHASE
>>
>>3601506
10, 4
"Boom"
[Flagrant Voracity]
You made a Bond with the Other. It lives in your essence. 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.
>>
>>3602019
The dark power hidden in my right arm will obliterate all!
>>
>>3602020
>>3602023
SIR, this TRENCHER is VERY SCARY. Are we sure its acceptable to use people who can MAKE THEIR OWN GUNS SHOOT FIRE and make TANKS BLOW UP WITH THEIR MINDS and ENCHANCE THEIR ALLIES or MAKE ROCKS INTO GRENADES fight on our side?

They might even try to MARK THEIR OWN ARM and PUNCH THROUGH A TANK.
>>
>>3602033
Flattery will get you nothing from the Emperor of Belligerents!

Yet you may continue, I'll allow it.
>>
>>3602033
>>3602039
Speaking of grenade rocks, I'm holding somethin' of a battery crystal here. Lend a neighbor some juice?
>>
Rolled 1, 1, 4, 4, 2, 5, 4, 3, 1 = 25 (9d6)

>>3602010
>>3602059
I will awail you of a pittance of my power.

>Spend free stat increase on Threshold
>Move 212
>1! Mark the crystal John is holding
>1! Mark my Chirni fo massive damage
>1! Aim
>3! Burst 9 at Legio 7x1


AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
Trsh 4
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 10
==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.
>>
>>3602084
SIR
MINOR CHANCE WE COMPLETELY AND UTTERLY FORGET YOUR MASSIVE DAMAGE, SIR, IF YOU DON'T, SIR, TELL US HOW MUCH IT IS, OH SULTAN OF WAR AND THE SHA OF STRUGGLE

IN THIS CASE IT IS 4
SO YOUR CHIRNI DOES 1D6+6

WHICH I ONLY REMEMBERED BECAUSE I JUST CHECKED

ALSO FOR BURSTING YOU MAY HAVE FORGOTTEN YOU JUST USE EXTRA AMMO, SIR, AND IT ADDS TO SKILL

SO FOR THE CHIRNI IF YOU BURST 9 ROUNDS, EVERY 3 BULLETS ADDS +1 TO SKILL SO YOU SHOOT VS 13 (10+3)
>>
>>3602118
I sometimes forget how feeble mortal minds are. I will strive to note my stats going forward, for I am benevolent.

Remember though that I aimed, so I shoot vs 14.
>>
File: Power Phase.png (267 KB, 949x872)
267 KB
267 KB PNG
>>3602084
I'M SURE THAT'LL BE OF GREAT INTEREST TO THE PEOPLE YOU SHOT
>>
File: Power Phase Fire.png (284 KB, 975x1049)
284 KB
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>>3602134
I REITERATE MY TACTICAL SUGGESTION:

HEAVY SHIELDS AND HEAVY ARMOR IS DIFFICULT TO PUNCH THROUGH FROM THE FRONT
>>
Rolled 2, 3, 1 = 6 (3d6)

>>3602154
How 'bout from the side?

>>3602010
>2! Face 1
>10! Crystal Hookshot at crystal east of Legio, vs 20

Down 5 foc
>>
Battle's over. The Legion surrendered and joined us Vanadians.
The war has ended.
The next one will be "Hexxers".
>>
>>3602188
It's not unlikely
>>
Rolled 2, 3, 4 = 9 (3d6)

>>3602010
Okay Roslin, let's go kill some pythies. Infantry, you can move up behind us!

> Move [2]x3, [1]x3 3MP 6AP
> Aim
> Activate MG, Suppress Pathfinders! 2AP Accuracy-12
> Activate Chemsprayer with 4p Flame if any of them get too close 2AP

==Pilot Iffie==
INT 45 DR 19 Mp 3
Ap 12 Focus 10/12 Pilot 2+4 Infantry
==Skills==
Acc 10
Notice 10
Close 12 (1d6+Margin)
==Systems==
MG - 2d6+2, 2!, autofire 3 60degrees.
ChemSprayer 2 x ! Foam, Flame, Smoke, Gas
>>
Rolled 2, 5, 6 = 13 (3d6)

>>3602010
>Move 122 111 -2act
>Everyone double time it! Stay in formation and find some cover. -1 act -10 inf, 8 bright 8 Notice

==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: 2h
==Man==
1 Veteran 1 Sapper
1 Assault 6 Troopers
>>
Rolled 4, 3, 5, 4, 1, 6 = 23 (6d6)

>>3602010
Hum. Hum hum hum.
Fireteam! Listen up.
>trust me on this one: get the MG firing armor piercing rounds to foil legio armor (8 actives, bright idea vs 17)
Can one of you lucky TRENCHERS get a MARK on those legios? Nothing like a light mortar barrage to open the infantry up.

PILOTS, that AT has direct line of sight to your cans. I have no idea how accurate that thing is, but if it gets your range, it's all over.
>HQ, does that AT cannon pose a reasonable threat to our pilots from here? (bright idea vs 9)
CRANE, you need to fall back. I'll see what I can do with my MG, but I don't trust Badger-Six's fire enough to spray through you.

==Sokolai==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 9 Notice 8
Gear 13
==Gear==
2 Sappers
2 Veterans
4 Troopers
>>
>>3602288
SCORPIO LIGHT AT GUNS ARE PINPOINT ACCURATE AT LONG DISTANCES BUT TAKE A WHILE TO RELOAD.

THREAT RATING: GET AWAY! GET INTO COVER PILOT
>>
>>3602294
Oh no, my baby!
>>
>>3602288
Field Expedient Modifications are possible with the use of Multitools. Sappers are better at this task.

In this case, we can reload the MG with some slightly better rounds at the cost of performance degradation over time.
>>
Theurge of the Flame
ADVANCE
>>
File: CaveComplex Section 7.png (5.69 MB, 2324x3472)
5.69 MB
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==Crew on Call==
Co1 | Sokolai, FT Badger. 2Sap/2Vet/4Troop
Co2 | Simon, FT Fox. 1Sap/1Vet/1Ass/6Troop
Co3 | Jin, FT Crane. 1Sap/2Vet/2Ass/1Troop
Co4 | Samson, FT ???. 5Vet
TR5 | Roslin
TR6 | Eriolas
PI7 | John
PI8 | Iffie

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

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.

--

Woosh

ANd then the Legio simply . . . disappear.

--

The Pathfinders, suppressed, pop smoke grenades and go to ground. Behind them, their allies drag forwards one of the MGs.

The Scorpio fires! A perfect critical shot! Pilot John feels his vehicle fair shift beneath the sudden impact! Spalling fills the cabin with metal fragments!

DR reduced! Integrity compromised!

player phase!
>>
Rolled 6, 6, 6, 4, 2, 2, 3, 5, 4 = 38 (9d6)

>>3602427
An unholy ritual is underway! We should hasten our advance.
Call for your mundane artillery, Coordinators. I'll guide the missiles.

>Move 166
>1! Eyes on Target Scorpio
>1! Eyes on Target Pathfinder 7x1 2x2
>1! Mark for Destruction Pathfinder 7x1 2x2
>3! Burst 9 at Pathfinder 6x1 3x6 (vs 13, 1d6+6)

AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
Trsh 4 Marks 1
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 10
==Handling==
Hand1: Chirni77 [31/40]x2 (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.
>>
>>3602427
Command, am I seeing this right? Legio up in smoke, and my hookshot severed?
>>
>>3602489
Quite.
That was... rather explodey
>>
>>3602489
You shouldn't play lightly with powers such as mine.
Hahhhahahahaha!
>>
>>3602522
I'll pay week in the hangar for a couple-thou manhours off the enemy, all right.

>>3602525
You talk big game fer a guy with tennis elbow from God, but you got a point.

>>3600938
>>3602298
Might be I shouldn't pick that crystal up again with non-precision instruments, but Ros could zip it right into the Chapel.
>>
>>3602427
==Fireteam Axolotl==
AP 3 || MP 3 || GRT 2 || REA 6 ||
HP 12/12 || DR 1 || MAN 6
==Skills==
ACC 8 || CLO 8 || BRI 8 || NOT 8 || GEA 12 ||
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
Hand2:
==Men==
(5) Veterans

> (Move) 2, 1, 1 (MP: 1/3)
> (Action) Throw smoke grenades @ [6, 6], [6,5], [6, 6, 6], and [6, 6, 5] (Man: 1/5) (Gear: 8/12) (AP: ???)
> (Action) Examine the red gun thing @ [4, 4, 3, 3] (Man: 0/5) (AP: ???)
>>
>>3602489
Not to worry, the Hookshot System didn't suffer damage. Just reel it in and attach a new hook and you're fine.
>>
Rolled 1, 1, 4 = 6 (3d6)

>>3602427
>troopers, get a smoke grenade to where those legios were (6 actives, vs 14)
>pick up the MG (2 actives)
>doubletime it, men! (sprint)
>move 112 22
Fireteam Axolotl, you're getting awfully close to the objective that we were explicitly told not to assault.
...
See if you can burn their flag over there.

==Sokolai==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 9 Notice 8
Gear 13
==Gear==
2 Sappers
2 Veterans
4 Troopers
>>
Rolled 4, 3, 3, 4, 5, 5, 5, 6, 3, 1, 2, 4, 4, 6, 4 = 59 (15d6)

>>3602544
(Mhm. I probably should roll for at least one of those things. 3d6 for actions and there are five people doing things, so...)
Rolls for smoke toss and observation.
>>
I could end this fight in an eye's blink, but, as the Cacique of Armed Personnel, I don't wish to deprive you of the excitement of battle! I'll rest and observe for a while. Don't disappoint me.
>>
Rolled 3, 2, 5, 3, 5, 3 = 21 (6d6)

Oh, you THOUGHT I wouldn't find out about you!

>>3602427
>7! Stunt drive: Leaps and bounds! vs 15
>5! +1foc Run 6x1
>2foc fix hookshot
>4foc hookshot Scorpio vs 14

34 INT, 15 DR, 0 foc
Reac 8, Acc 11
>>
Rolled 5, 5, 6, 3, 5, 2 = 26 (6d6)

>>3602656
>>3602543
Armoured division, let's make some space!

> urn clockwise 1AP
> Strafe [1]x3, [2]x2 4AP
> Flame the pathfinders in the Smoke, 8p, on the way
> Flame the pathfinders on the MG, 6p, after moving


==Pilot Iffie==
INT 45 DR 19 Mp 3
Ap 12 Focus 10/12 Pilot 2+4 Infantry
==Skills==
Acc 10
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
>>
Rolled 3, 3, 1 = 7 (3d6)

AAAAHHHHH

>Increase Acceleration of bullets
>Shoot Pathfinders (1d6+6, burst 21, vs 17)
>Ready grenade

==Roslin==
AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
Improbable Inertia. 1 AP directs touched vector at grit-accel.
==Handling==
Hand1: Chirni77
>>
File: CaveComplex Section 8.png (6.01 MB, 2324x3472)
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Push up! Don't give them a chance to re-orient!

The Pilots have eyes on the access to the Ward Chapel! Looks like the Pathfinders are digging in!

SIR??
HOSTILE LIGHT CRAFT SPOTTED! PATIENT HUNTER VARIANT!

Enemy Phase
>>
File: CaveComplex Section 9.png (6.34 MB, 2324x3472)
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Pytheri Craft-Bonded
Forward. Full engagement. Take us through the rock.
--

The Scorpio fires off another shot, which glances across Pilot' Johns armor. The Pathfinders follow up with a barrage of sapper grenades before they break and scatter into available cover.

From the other side of the section an MG opens up, the bullets pinging off of the tank armor. Trencher Roslin near takes six slugs. Glancing up, the trencher spots an advancing group of Legio who are looking to get written up as exemplars of valour by breaching into the vehicle.

Trencher Roslin bars the hatch with his body.

--

DON'T LET THAT LIGHT HUNTER ZERO IN ON THE PILOTS. IT'S SLOW, YOU CAN WEAVE AROUND IT BUT WHAT IT LACKS IN ARMOR IT MAKES UP FOR IN CANNON--

TA, WHAT'S THE THAUM SPIKE?
WHAT? WHAT DO YOU MEAN SWORD OF THE FAITHFUL

WHAT DOES THAT MEAN.

TRENCHERS! ANYONE GOT EYES ON A FANATIC LOOKING HERO-SEEMING TYPE?
>>
Rolled 2, 1, 3 = 6 (3d6)

>>3602872
I see a small angry woman with a big glowing sword, Sir!

>Focus for 9, Eyes On the Faithful Sword (vs 18)

>==Roslin==
AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
Improbable Inertia. 1 AP directs touched vector at grit-accel.
==Handling==
Hand1: Chirni77 (19)
>>
File: Faithful Phase.png (1.01 MB, 1671x900)
1.01 MB
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>>3602897
That's the one, Trencher.

Don't let that non-sword cut you. Tear the soul right out of your eyes.
>>
Player phase!
>>
Rolled 6, 1, 2, 4, 1, 2, 2, 6, 5, 6, 5, 5, 3, 2, 3 = 53 (15d6)

>>3602872
==Fireteam Axolotl==
AP 3 || MP 3 || GRT 2 || REA 6 || HP 12/12 || DR 1 || MAN 6 ||
==Skills==
ACC: 8 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 11/12 ||
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
Hand2:
==Men==
(5) Veterans

> (Move) 1, 1 (MP: 1/3)
> (Action) Hurl flashbang grenade @ [1, 2, 1, 2, 1]. (5 man) (AP: 0/3) (Gear: 10/12)
>>
>>3602897
Gonna be writing YOU up for exemplar of valor, soon enough. Why ainchu co-piloting with Iffie and pluggin' yer bleed-holes?
>>
>>3602925
We may need to offer some REMEDIAL COMBAT INSTRUCTION, you DEAD HARD KILLER SQUAD of STONE COLD VETERANS

You give AN ORDER with ONE ACTION (!)

You add ACTIVES to the ORDER to get +Effect and +Skill.

VETERANS are DEAD HARD and add +2 Effect, +1 Skill.

>Stevens, Rogers, take out that machine gun! (Acc 8+2, +4 Effect).

This consumes 2 Actives and 1 Action Point

You have 2 more action points and 3 more actives in a 5 man veteran squad.

You only need to roll once.

For "FLASHBANG THAT GROUP OF LEGIO" you ask your 5 man squad to do it and direct it carefully with your last 2 action points.

So

>Hurl Flashbang Grenade 1 2 1 2 1 [Acc 8 + 5 +2 fromAP, Effect + 10. -1 Gear]

Roll once vs 15.

You throw it into smoke past a large obstacle at slight range increase, total -4, vs 11, roll 9, flashbang hits.

If you want to THROW MORE FLASHBANGS, you SPEND MORE GEAR

If you want, say, be smooth

>Johnson, flashbang that group of legio (Acc 8 +1, Effect +2. Costs a gear)
>Rogers, Stevens, get us some cover (Effect +8)*
>Wilson, Orshias, gun down those pathfinders (Acc +2, Effect +4

*3 base per active, +1 per veteran, so 4 per veteran is 8 cover.

In any case, you roll 3d6 vs your core stats + modifiers. The modifiers come from your actives helping and the situation. When 5 soldiers work together, you add +5 to your base skill. When you have 2 extra AP, you add +2.
>>
>>3602897
>>3602918
Do I shoot it? Shoot it with the CANNON?
>>
Rolled 6, 6, 1, 6, 3, 6, 3, 5, 3 = 39 (9d6)

>>3602945
Shiiiiiiiiii thisss hurtssss

Iffie! Beautiful! Make rooom!

>Touch Legio, Accel 6 (vs 14, 2 focus)
>Touch Legio, Accel 6 (vs 14, 1focus, 1a)
>Touch Grenade, accel at Faithful Sword ( vs 13)
>Swing inside MHAT, Bar hatch


==Roslin==
AP 6 MP 3
Ht 3/12 Grit 5
React 9 Focus 0:12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 6: 7
Improbable Inertia. 1 AP directs touched vector at grit-accel.
==Handling==
Hand1: Chirni77 (19)

==Roslin==
AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
Improbable Inertia. 1 AP directs touched vector at grit-accel.
==Handling==
Hand1: Chirni77 (19)
>>
>>3602978
Yes!! Of course!!
>>
>>3603001
>>3603008
Or... wait. If its Unity, we should just kill all the rest of them first, right?
>>
File: 1532394999343.png (862 KB, 856x824)
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Rolled 5, 2, 3 = 10 (3d6)

>>3602872
>>3602924
Roslin, you top notch legend.
>call a fire mission on Roslin's mark
Infantry in the open! Shrapnel shells, as many as you can send!

FT Crane, you there? We need to flank around to the West -- {6}-wise, if you would -- and hit the tank from behind. Watch the MG, and keep your eyes peeled; they'll have defenses for sure, but not as much as this entrenched frontal area.
This MG has an AP belt, should be able to grate the light craft from behind.
Ready?
>shake a leg, we're moving! (sprint)
>move 656 661
>fireteam, throw some cover up! (8 actives, 26 effect)

==Sokolai==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 9 Notice 8
Gear 13
==Gear==
2 Sappers
2 Veterans
4 Troopers
>>
>>3602969
(Ooooh!... Ahem, I mean- of course. Naturally, we already knew that. We were just warming up earlier, stretching our legs before we dive in you know.)
>>
>>3603015
Reliably that is how that works.
>>
File: Bring The Rain.png (531 KB, 954x1233)
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>>3603024
Acknowledged.
>>
File: Package Deployment Phase.png (574 KB, 2418x1466)
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-- Receiving.
>>
Rolled 2, 2, 1 = 5 (3d6)

There won't nobody stand with you, knowin' what's good forem.

>>3602872
>3! Strafe 222
>9! 18p gas, 3-wide column 1-ward out to range 4. 14p effect?

INT 29, DR 12, foc 0
Aim 11, Reac 8, Reactive
>>
Rolled 5, 1, 5 = 11 (3d6)

>>3603015
>>3603001
>>3603026
Okay got it Command, Roselin! PILOT IFFIE MAKING ROOM, HELP US OUT INFANTRY!

> Activate the Chemsprayer, Gas the Legio! 8p
> Rotate clockwise, Move [2]x2 3MP
> Aim and
> Fire the Cannon at the MG! Accuracy-14


==Pilot Iffie==
INT 45 DR 19 Mp 3
Ap 12 Focus 10/12 Pilot 2+4 Infantry
==Skills==
Acc 10
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
>>
File: package away.png (568 KB, 2418x1466)
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I was beginning to think I set all this up for nought.

Package away! Reloading!
>>
==Jin==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 14
==Gear==
Hand1: Sepento [1d6; hit every 1m; 1AP]
{Fireteam Crane}
•2 Sappers
•2 Veterans
•2 Troopers
•2 Assault

>Move 661
>Move 611
>Veterans and Assaults Charge the Pathfinders while the Sappers and Troopers get some cover going?
>>
File: CaveComplex Section 10.png (6.1 MB, 2324x3472)
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Cannon shot out! Dammit! They're barricaded in! Miss! it stunned the pathfinders but the MG is still up!

Scorpio is reloading!

The Legios are pushed away by Roslin, and the Gas will see to them!

Hold on!

Enemy Phase
>>
File: CaveComplex Section 11.png (6.05 MB, 2324x3472)
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Trooper casualties
>>
File: CaveComplex Section 12.png (5.95 MB, 2324x3472)
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==Crew on Call==
Co1 | Sokolai, FT Badger. 2Sap/2Vet/1Troop
Co2 | Simon, FT Fox. 1Sap/1Vet/1Ass/6Troop
Co3 | Jin, FT Crane. 1Sap/2Vet/1Ass
Co4 | Samson, FT Axolotl. 5Vet
TR5 | Roslin
TR6 | Eriolas
PI7 | John
PI8 | Iffie

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

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.

==Casualties==
7 Troopers

--

TRENCHERS, THE PILOTS ARE EXPOSED AND ON THEIR OWN. GIVE THEM SOME DAMN COVER.

THREE OF THE CONVOCANTS JUST EXPLODE. THE FAITHFUL IS CHANNELING THE BACKLASH THROUGH THEM.

FIRETEAMS BADGER, CRANE, WATCH OUT FOR THOSE PATHFINDERS! THEY HAVE MORE GRENADES. ICE THEM AND GET SOME MUNITIONS ON THAT HUNTER VARIANT BEFORE IT PUNCHES THROUGH THE MHAT ARMOR.

PILOT JOHN, YOUR VITALS JUST WENT wonky.
>Did someone just steal a part of your soul?

PLAYER PHASE
>>
Rolled 6, 5, 2, 1, 5, 4 = 23 (6d6)

>>3603213
fuck fuck FUCK
>move 61
>get some grenades on those pathfinders! (2sap, 1trp, -3 gear, vs 11)
>veterans, get on that MG and start firing at the Hunter (2 actives, vs 10)
>hq, any chance of medical backup? we're dying out here!
FT Crane, take care of that Legio crawling up on our ass.
Maybe the rest of you can do it? I know FT Axolotl and FT Fox have sightlines on those bastards.

==Sokolai==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 9 Notice 8
Gear 10
==Gear==
2 Sappers
2 Veterans
1 Troopers
>>
Rolled 4, 4, 3, 1, 6, 1 = 19 (6d6)

>>3603213
==Fireteam Axolotl==
AP 3 || MP 3 || GRT 2 || REA 6 || HP 12/12 || DR 1 || MAN 5 ||
==Skills==
ACC: 8 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 10/12 ||
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
Hand2:
==Men==
(5) Veterans

> (Action) Hurl fragmentation grenade @ [1, 1, 6, 1, 6, 1] (Man: 2/5) (Gear: 9/12) (AP: 2/3) || ACC: 8+3+1 (AP: 1/3) || Effect: +6
> (Action) Fire upon target @ [1, 6, 6, 6, 1, 1, 6] (Man: 0/5) (AP: 0/3) || ACC: 8+2 || Effect: +4
>>
Srsssly los- rrrrroom to run, here! Bastard hit me like my armor wasn't there... but it still is.

Means that sword don't cut tangibles.

I'm gonna bind that hero up in foam. Need the rest of you to keep grenades off me and the foam.
>>
Rolled 5, 5, 1 = 11 (3d6)

>>3603213
>Move 122 211 -2act
>Everyone open fire -1act -10inf
8 Bright 8 Notice

==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
>>
Stay light, stay light, stay light...

>>3603213
>1! Face 2
>1! Strafe 5
>6! 12p foam hero-ward, range 2
>4! Stunt drive: Dodge vs 11

INT 22, DR 10, foc 0, HP 4
Aim 11, Reac 8, Reactive
>>
>>3603213
>Move 122
>Move 223
>Sapper Plant Demo Charge on Light Craft (Use like...4 Gear for bomb?). Make sure that everyone on our team has the detonation code frequency [1234]. Everyone else Cover the Sapper.

==Jin==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 14
==Gear==
Hand1: Sepento [1d6; hit every 1m; 1AP]
{Fireteam Crane}
•1 Sappers
•2 Veterans
•0 Troopers
•1 Assault

==Jin==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 14
==Gear==
Hand1: Sepento [1d6; hit every 1m; 1AP]
{Fireteam Crane}
•1 Sappers
•2 Veterans
•0 Troopers
•1 Assault
>>
Enter map. 3 hexes above center-lockbox.
>>
>>3603528
I kind of recognise that call-sign.
>>
>>3603528
>>3603565
I may require a standard deployment form if you wish to take the field.
>>
HOLD ONNNN
>Touch Mech, accel to [2]
>Overwatch accel [5] if attacked

==Roslin==
AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
Improbable Inertia. 1 AP directs touched vector at grit-accel.
==Handling==
Hand1: Chirni77 (19)
>>
File: CaveComplex Section 13.png (6.29 MB, 2324x3472)
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Is it safe to move vehicles like that?

ENEMY PHASE
>>
File: CaveComplex Section 14.png (6.07 MB, 2324x3472)
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==Crew on Call==
Co1 | Sokolai, FT Badger. 1Sap/2Vet/1Troop
Co2 | Simon, FT Fox. 1Sap/1Vet/1Ass/4Troop
Co3 | Jin, FT Crane. 1Sap/1Vet/1Ass
Co4 | Samson, FT Axolotl. 4Vet
TR5 | Roslin
TR6 | Eriolas
PI7 | John
PI8 | Iffie

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

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.

==Casualties==
12 Troopers

--

Trooper casualties.

--

The stunned Pytherian MG crew recover and begin filling the air with bullets - most ping off of cave walls, some find the dirt and sadly, some find us.

--

One section of the defenses rally and they surge forward to re-capture one of their guns, then, manning it, attempt to cut down Fireteam Fox.

--

COME ON, TRENCHERS. HOME STRETCH
>>
Rolled 3, 6, 6, 1, 2, 6 = 24 (6d6)

>>3603664
==Fireteam Axolotl==
AP 3 || MP 3 || GRT 2 || REA 6 || HP 12/12 || DR 1 || MAN 5 ||
==Skills==
ACC: 8 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 9/12 ||
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
Hand2:
==Men==
(5) Veterans

> (Action) Hurl Flash bang @ [1, 6, 1]. (Man: 2/5) (Gear: 8/12) (Act: 2/3) || ACC: 8+3 || Effect: +6
> (Action) Fire on targets @ [1, 1, 6, 1]. (Man 0/5) (AP: 1/3) || ACC: 8+2+1 (AP: 0/3) || Effect: +4
>>
Rolled 3, 5, 4 = 12 (3d6)

Iffie, keep that hero suppressed for me, wouldja? I'm reengaging northwest.

>>3603664
>2! Strafe 56
>1! Face 1
>9! HE Cannon 6x1 vs 16

INT 22, DR 10, foc 0, HP 4
Aim 11, Reac 8, Reactive
>>
>>3603720
>>3603503
>>3603266
Fox and Crane, that's the MG shocked. Take out that vehicle!
>>
Rolled 6, 1, 3, 2, 3, 1 = 16 (6d6)

>>3603732
"Got it!"
>>3603664
"Come on Cranes! Almost there! Just a little more! We almost got this one in the bag! Push that f*cking objective!"
>From thr Square of the Lead Blue Highlighted unit. Move: 122
>While Vet and Ass play Super Smash Bros with the AT gun and Minigun positions respectivily. Sap blows the Demo charge inserting frequency [1234]
>More melee boys and capture the AT gun

==Jin==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 14
==Gear==
Hand1: Sepento [1d6; hit every 1m; 1AP]
{Fireteam Crane}
•1 Sappers
•1 Veterans
•0 Troopers
•1 Assault
>>
>>3603761
(Proper sheet)
==Jin==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 10
==Gear==
Hand1: Sepento [1d6; hit every 1m; 1AP]
{Fireteam Crane}
•1 Sappers
•1 Veterans
•0 Troopers
•1 Assault
>>
Rolled 2, 5, 3, 2, 2, 3 = 17 (6d6)

>>3603664
>Move 444 -1act
>Keep firing, focus on the easier targets -1act -10inf 8 bright 8 notice
>fire at the nearest Legio -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 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
>>
Rolled 1, 2, 1, 4, 3, 4 = 15 (6d6)

>>3603664
Right, sick and tired of this bullshit.
>focus fire on the light craft! (4 actives, vs 13)
Tear 'em apart, boys!
>get a smoke grenade between us and the MG (1 sapper, vs 8)

==Sokolai==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 9 Notice 8
Gear 9
==Gear==
1 Sappers
2 Veterans
1 Troopers
>>
Rolled 1, 6, 2, 1, 4, 3, 2, 2, 5, 6, 1, 4 = 37 (12d6)

>>3603664
I, Eriolas, the Tlatoani of Militants, have returned! Tremble, mortals!

>1! Mark my hand
>Sprint activated
>Move 1121
>3! Punch Legio 2 three times (vs 12, 8dmg, ignore DR)
>1! Move 222
>1! Punch one of the Pathfinders 6 if any are still alive (vs 12, 8dmg, ignore DR)

AP 6 MP 3
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 [31/40]x2 (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.
>>
Orbital ion-cannon strike on the center of the green spiral on the top-middle of the map.
>>
>>3603832
Sorry, you aren't cleared for access to the ICE SPIKE Project.
>>
>>3603834
Access code: Zephyr.
>>
Hexxers was completed. Slack wasn't used, sorry about that folks.
Next thread is "Hexxers: Divided Republics." CompanyCommand will dictate for us that thread.
>>
>>3599683
I started a Discord server for everyone. It's set to never expire. It's me, ur spymaster:
https://discord.gg/4KHrzVr
>>
>>3604543 >>3599683

On second thought, here's the actual Skirmish server:
https://discord.gg/FbCHxVu


The next thread that I'll set up with the others will be "HexStalker". I'll link the thread once it's up.
>>
File: CaveComplex Section 15.png (5.94 MB, 2324x3472)
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They're breaking! Keep up the pressure! Someone get that Theurge!

Excellent work, Badger![/blue
>>
File: Veteran Phase.png (1.14 MB, 2418x1466)
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Ah shit those bastards just don't quit do they!
>>
File: CaveComplex Section 16.png (5.88 MB, 2324x3472)
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==Crew on Call==
Co1 | Sokolai, FT Badger. 1Sap/2Vet/1Troop
Co2 | Simon, FT Fox. 1Sap/1Vet/1Ass/4Troop
Co3 | Jin, FT Crane. 1Sap/1Vet/1Ass
Co4 | Samson, FT Axolotl. 4Vet
TR5 | Roslin
TR6 | Eriolas
PI7 | John
PI8 | Iffie

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

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.

==Casualties==
12 Troopers

--

Ninth Faithful Sword defeated.
No Pytherii Officers alive on the field.

Legio Retreat.
>>
>>3604650
it's up:

>>3604692
>>
File: CaveComplex Section 17.png (3.51 MB, 2324x3472)
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Trencher Op End

Commander Gerean:
Excellent work, people. Get the wounded to the triage stations and reload.

Touch and go there for a moment.

Someone get Pilot John and Trencher Eriolas to the infirmary. Being hit by an Intangible Sword carries Complications.

Round up the Prisoners and hand them over for processing. We'll get them out of the area and to a camp for management and medical treatment.

I must admit... I was expecting you would burn the tents. To see that you have not is commendable. This war might have made monsters of our old neighbours. It does not have to do the same to us.

Thank you.
>>
>>3604715
Woo!
>>
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.

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.
>>
==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]

92 Trooper Casualties
11 Veteran Casualties
3 Hazer Casualties
>>
>>3604746
Thanks for running OP!
Eagerly awaiting the next installment.
>>
>>3604741
Mhmyeah nurse, wasn't first precisely, won't be last. Jes' make sure I don't wake up from the procedure with extraneous new competencies. Like knittin' or concert cello. Ohhhh, the guff the guys give me, nurse...

>Reac->9
>>
File: Sector Overview.jpg (2.18 MB, 4843x3472)
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>>3604760
The rest of The Tallspire Cave Complex remains. Patrols, wards, guards, embedded defensive positions.

All hewn from the rock with one singular purpose.
>>
>>3604741
When you say we can increase a stat or skill by 1, does that include AP and MP?

Also, when you say 'teamwork' do you mean teamwork between Players, members of a single Player's fireteam, or both?
>>
>>3604715
For me, Eriolas, the Emir of Fighting Men, this injury is but a trifle. I'll only grace the infirmary with my presence because the nurses there adore my visage.

>Increase MP by 1

AP 6 MP 3
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.
>>
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>>3604784
Containment and Direction.
>>
>>3604741
>Questions and concern
1. Can I increase the personnel assigned to my squad?

2. What happened to the AT gun we "captured"? Will we be able to keep it and use it for next phase?
>>
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>>3604808
MP is fine. It is your movement stat. Increasing it makes you faster, which has all kinds of knock-on consequences. Increasing AP takes something else entirely.

And Coordinators and Trenchers and Pilots. While the Troopers are effective, they aren't very good at displaying them there "initiative" qualities, so they do not help you overmuch when doing the non-standard.

>>3604834
You increase Authority.

It is right there. The engineers are looking into it.
>>
>>3603801
>>3603764
>>3603822
Hey Majesty. While I got your audience from this here adjacent infirmary bed, how's about you and me and some sappers try and rustle up some special cannon ammo, with more of them juiced-up crystals for payloads?

Last time a theurge tried some tricks with a tampered crystal in the vicinity, he took out hisself and a squad of Legio instead. Throw one of these things hard enough and you'll get a real purty explosion. But maybe better, we givem a cloud of fallout that the theurges gotta tread carefully. Waddya say?
>>
>>3604847
How amusing! Very well, I'll provide you with my company.
>>
>>3604839
Command, my squad's looking a bit thin. The machinegun nests did a number to my ranks.
Any chance of reinforcements?
>>3604847
Hell, wouldn't be the first "Field Expedient Modification" (pfhaw) that I've had my boys do today.
Or, uh, just one boy. The other sapper croaked it, poor guy.
>increase Acc
Maybe name this MG after him, soon as we find his tags. Damn thing blew up a tank, did you see that?
>>
Anyone want to buddy up for some downtime Accuracy training?
>>
>>3604741
>>3604870
How about something a bit more practical, like recon! Command says your troopers won't be much help because they are too slow, but that hazer is still around we can totally drag him on it.

> Increase Notice by 1
>>
Rolled 3, 6, 2 = 11 (3d6)

>>3604741
>Increase infantryfrom 11 to 12

Any coordinators want to team up and try to raise their Infantry skill?

>>3604870
How about you?
>>
>>3604911
Infantry skill?
Are you referring to Close, Grit, or Manpower?
I'd be interested in improving Manpower, but not the other two.
>>
>>3604878
HAZ126 Spanner has a todo list a mile long. Inquire into their availability if you wish them along.

>>3604863
Reinforcements and resupply happen during downtime or at resupply stations. Specify your new squad composition from available troopers and specialists.
>>
>>3604928
Right, then.
>2 sappers, 4 veterans
Get some real flanking work done, what with less men to fit through the gaps, yeah?
Maybe put some of the boys to work repurposing that AT cannon. Who knows.
>>
Got Eriolas on board for Project uhhh... Gumball. Just need firm a yes/no from any Coordinators before I roll.
>>
>>3604839
>Increase Autority/Infantry from 11 to 12
(Will post final squad soon)

>>3604945
Sure i'll help out (yes)

==Jin==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Autority 12
Gear 10
==Gear==
Hand1: Sepento [1d6; hit every 1m; 1AP]
{Fireteam Crane}
>>
>>3604715
> Improve ACC from 8 to 9.
> (Waiting to see what other Players do before choosing Downtime training.)

==Fireteam Axolotl==
AP 3 || MP 3 || GRT 2 || REA 6 || HP 12/12 || DR 1 || MAN 5 ||
==Skills==
ACC: (8 => 9) || Close: 8 || Bright: 8 || Notice: 8 || Gear: 9/12 ||
==Gear==
Armor: ATAP-1
DR 1, Consumable is 1act+1man
Hand1: Sepento
Dmg 1d6, Burst 1, 1AP per shot
Hand2:
==Men==
(5) Veterans
>>
>>3604863
Shaped charge had summin' to do with it too, but I ain't arguing with results.
>>
>>3604922
Yea manpower/command/infantry I already rolled just go ahead and roll too.
>>
Rolled 4, 3, 2 = 9 (3d6)

>>3604976
>>3605039
Alright.
Here it goes!

>Fireteam Axolotl spends their downtime training Manpower in joint exercises with Fireteam Fox. || +2 for Teamwork.
>>
>>3604863
You confirmed on board for Project Gumball, or you got something else in mind, like them Pythie lockboxes or fitting your new guns?
>>
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>>3605071
>>3604976
>https://www.youtube.com/watch?v=qHsfWZYzCuA

Combat. Ten parts waiting to one part panick.
The jaded violent hearts too many ambushes distant to recall what it was like to have a dream, a hope or a family waiting are not too keen on mingling with the new troopers. Their boots aren't even worn out yet. But they did well enough for a gaggle of entirely too raw recruits, someone grumbles, grudgingly.

Everyone would much rather be asleep, or eating, or somewhere far sunnier, away from the constant damp, out of the line of fire of Pytherii marksmen. What kind of harebrained, overzealous officer organises additional training in the hour after a firefight? Someone mentions fragging. That leads to a debate; new ones don't know what the term means. That gets a few laughs and overly creative ideas involving snakes and tents or wasp hives in boots.

Eventually, someone gets the bright idea to find a tattered ball of leather. There's not too many nets down here. A few shovels improvise a dividing line.

It does - inevitably - turn into a brawl.

But it's a good-natured sort of brawl, at that.

>You order your troopers to engage in additional training.
>Now they all know where the term officer fragging comes from, curtsy of a few too well-informed old hats.
>Doesn't That Make You Feel Safe?

>Fireteam Fox and Aoxolotl learn a special order!
>[RUSH]: Make a Close Quarters attack with bonus = hexes moved.
>>
>>3605290
Yeah, I'll come give a hand. Sappers need something to do anyways, last time I left some unoccupied, they had a distillery functional by the hour.
These men, I swear.
>>
Rolled 6, 3, 6 = 15 (3d6)

>>3604741
Arright, fellas, let's get to work.

>Work with Eriolas, Jin and Sokolai to produce Wardstone cannon-loads with what's available. Aim 11+6 to make sure they're up to spec, I guess?
>>
Rolled 6, 2, 2 = 10 (3d6)

>>3605420
"I guess I am supposed to help? Though this may or may not be my expertise..." (Refer to casualties taken)
>Squad arranged

==Jin==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Autority 12
Gear 10
==Gear==
Hand1: Sepento [1d6; hit every 1m; 1AP]
{Fireteam Crane}
•2 Veterans
•3 Sappers
•3 Troopers
•2 Assaults
>>
>>3605464
>Wrong gear

==Jin==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Autority 12
Gear 15
==Gear==
Hand1: Sepento [1d6; hit every 1m; 1AP]
{Fireteam Crane}
•2 Veterans
•3 Sappers
•3 Troopers
•2 Assaults
>>
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The Wardstones are arranged in a pattern. This we can understand. The Theurges draw on them to share their light with the world. It is a network.

So they've gotta have replacements for the crystals that break, that stands to reason, innit? Whole loada gimmicks don't just lie around the dirt and stained stone. Maybe the Ward Chapel is where they keep the local supplies. And they went real big real bright boom, yeah!

So's we's just find our way to the storage, chip the lot down, have a sapper or two shape the remains into a good powder and then sprinkle it among the shells and that's a GREAT PLAN, mixing Pytherii Thanatonic Immanence with good old Vanadian smarts.

--

Four eyes in the Ward Chapel. One floor stone is out of place, cracked from the concussive force that blew the Theurge in this room apart. Her still-whole fingers on her not-so arm grasp a small round key that fits in the indentation on the worked stone.

Perhaps there is something worthwhile down below?

>Yes. And if it all goes wrong the squad is right behind us!

>Ward Chapel? In the dark? Without a tank? When six people died here? No thanks, I know how this goes.
>>
>>3605506
Ah, fuck it. Four of us can't be wrong, yeah?
>Yes. And if it all goes wrong the squad is right behind us!
Got a pistol, John? Might need it. Aheheheh.
>>
Well, uh. Let's weigh it up, fellas. We got four Wardstones in the area we captured. If we just fit them with propulsion, we can give about four Theurges a tragic case'a overperformance. Seems plenty to me. I only /got/ one cannon shot off this last fight.

We take this basement if we want intel or spares.
>>
>>3605506
>Yes. And if it all goes wrong the squad is right behind us!

>>3605548
"What could possibly go wrong? Right Sokolai?"
>>
>>3605506
>>3605548
>>3605561
Pucky. Well, /you/ all're taking point. I was just in this fer some Theurge-killers.
>>
>>3605506
>>3605610
>Maybe. And if it all goes wrong, I'm closest to the door!
>>
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Who profits if not they who are willing to venture into darkness? The Ward Chapel contains a reinforced sub-layer, dug into the strata of the earth by Pytherii engineers. Candles flicker against the walls to cast illuminating lances of light across swirling Sarethian Cruciform. The shadows dance oddly.

Wardstone crystals throw the light strangely. Stray glimmers of ghost-light flicker. Corpses litter the ground. Most are dead by their own, ritual daggers in vitals. The blood is fresh. Pytherii Fantatics, willing to transcend the mundane for the sake of unified glory. The retinue of the Faithful Sword we fought outside.

Two of them have sat down in complete serenity to leak vital fluids near the centre of the chamber where a crystal stands. This one pulses with light that jar the nerve and scar the eye. It fragments, sidereal on the retina.

In Unity

We all heard that. But the first admit it, wellll... You hear voices in odd places, Command is liable to write up reports containing the words "Reckless endangerment" and "volatile", which will do your career no favours.

One for all. All for one.

There's enough Wardstones here to give ourselves a fair supply. The sappers could take this entire place apart.

One for all. All for one. Let us... Be. sings the shadows with an accentuating of martial drums.

But that larger slice that floats in six places and seems too close to be so far. It has a connection with the others. If we pluck the smaller ones from their pedestals, whatever network the Pytherii set up to channel into that larger one will be disrupted. Hard to say what will happen. The resonance specialists are busy. They always are, when you need someone to stick their digits into the metaphysical fire.

We could. . . steal it ? If the others remain in place, they will keep channeling to it. An almost perpetual font of potential.

The Ninth Faithful Sword is gone. The adherents are here, potential amassed, but masterless. That little slice of Manifest Other could lend its weight to a thousand designs.

Sokolai knows to be the head of the pack allows a hundred things, long hours with maps and soldiers have taught Jin that many hands make light work. To be the driver of an engine of such ferocious output... That'd be a real stunt, thinks John, to himself.

>Maybe leave the entire teetering soul-network alone? [Go Away]

>We can pry the small ones off of the pedestal. There's enough here for the entire unit! [Salvage Wardstones]

>That Big One... Let's get it [Salvage Sigilheart]

>We could... use one of these ritual knives, right? Dab a touch of blood on the big one, right? That's how it works. Then the Adherents have to listen to us! [Complete ritual, take Control of the Network]

>... I have a good idea! Just listen to... [ ?? ]
>>
>>3605649
Command what's the...
aw, shucks
shucks shucks shucks.
um.
Crew. Grab the big crystal, we'll let someone smarter than us figure out what to do with it.
>That Big One... Let's get it [Salvage Sigilheart]
>>
>>3605649
>>3605687
"Hum...Ok, but lets be very careful. Though we should have just taken what we came for" *Sweat*

>That Big One... Let's get it [Salvage Sigilheart]
>>
I say we leave this place alone, mostly. Let the Pythies think we didn't discover it. But we rig the place up so's we can disturb the little ones remotely, mid-fight, if we have to.

I wanna learn if this place is unique, or if they got more, before we do more to it than we gotta.
>>
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The Big One. Let's get it. And if it all goes wrong, well, John is closest to the door.
>>
Everything immediately goes wrong.
>>
John is immediately out of there.
>>
>>3605687
>>3605792
"Welp...It was good to know you Sok. To the end..."
>>
>>3605815
>>3605792
I'm gonna FIND whoever made this crystal and PUNCH THEM IN THE FACE.
WITH A BULLET.
>>
Jin pries the Hardened Fireglass from its pedestal, hand momentarily slipping into four places as Jin grasps the ungraspable. It comes loose from its mooring, a mountain held in Jin's palm with the weight of a moon.

Sokolai helps shift it, the two stepping back, shadows cast into grand relief across the cruciform that swirl and dance and slither on the walls.

That is not yours the voices query.

Time to go.

We are not yours they insist

Definitively time to go. John casts a glance at the rope they came down and the cracked stone above. Close enough to make it up first.

Sokolai and Jin move down the pedestal and then Jin stops. The serene pair of Adherents that sat down and breathed out and bled out have stood again. Flames dance in their eye sockets. They cast no shadow. Husks.

All for one. One for all.

Later Jin and Sokolai will wonder... Who shot first? The gunshots ring out so close together it becomes near impossible to tell. The Husks do not fear bullets but the impact will slow them down. Retreat a step. Fire. Retreat a step. Fire. Push the crystalline mountain. Make it to the rope. A pair of fingers trailing voracious smoke as the nails burn and break and crack from the pressure and presence of the Empyreal Eye rake at Jin's boots!

John is out of there in a flash, up the rope and through the hatch and never anyone mind fire support. This is no battlefield and what is a pilot with just a pistol?

Sokolai grasps the rope, Jin shatters an arm with the rifle clicking empty, and the way out is high above and just close enough and--

Ah shit

Two hands for the rope.
No hands for the Fireglass Sigilheart
>>
>>3605815
>>3605826
I WARNED YOU. Didn't know what would happen but I WARNED YOU. Puddat thing down and git up the rope!
>>
>>3605834
>>3605837
Idea
>Put it in the bag then climb
>>
>>3605834
>>3605837
Nono, fuck I...
I got a plan!
You climb up, get some guns pointed down here, I need to stay down to lift the crystal up out of here.
If I fuckin' die trying to secure this, I'll do it. I don't give a shit.
>>
>>3605873
We, like, chain it up, yeah? I lift it up, you pick it up from up there, I get the hell out.
This better be fuckin' worth it.
>>
>>3605834
>Call the troopers over, fer all the durn good it does.
>>
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Well this it it, then.

There will be Inquires. Reports. Write ups. Smart, steel-spined intelligence officers will describe the situation using vicious phrases such as poorly informed, inadequate training, and grand lapses in judgement from local commanding presences.

But no one dies alone. The Empyreal Eye will share its wildfire heart. Both Jin (Slamming a husk with combat knife) and Sokolai (Pistol in hand, out of bullets but it makes an adequate st of brass-knuckles) will join them. Husks spread the Fire with each bite and scratch. Once your body dies, your soul will burn.

Jin kicks one back. It's shattered teeth make it half a meter before they combust as tiny fireworks above the throng. Sokolai finds a bag. The Sigilheart will fit in there and then... Someone else can pry it from this place once the flames snuff out. Jin makes it up the rope, Sokolai shoves the Husk of an elderly man away, its sweat boiling into steam. Then one of the bastards gets it hand on the rope and begins to pull and Jin swings, off-balance--

A stained leather glove wraps around his wrist before he falls.

SIR. WATCH OUT

Three men pull. One soldier prepares a grenade. Two others, older, more used to this kind of thing have found long blades from the racks of equipment the Pytherians left behind and bear wry, tight smiles.

Pilot said you'd stuck your hand in it again. You ever take a day off, Sir?

Took them long enough.

---

>1x [SigilHeart] acquired
>Fireglass Loads for Cannons acquired
>Fireglass Grenade Gear acquired
>>
>>3605915
"Take a day off? *Snickers* *Laughs* Didnt you hear when you joined this unit? I'm a workaholic! Now lets get going..."
>>
>>3605915
Right, now we need to find where they get this fireglass so I can punch someone.
With a bullet, even.
Wonder what the theurges'll think of our new payloads? Aheheheh.
>>
==Sigilheart==
You can heart faint sounds of far voices when you listen close

Sapper can use this to modify pieces of gear by wiring up some Wardstones and forcing the Sigilheart to channel some extra juice into them. Don't ask them how, they get real catty about explaining the technical details.

Infuses equipment with Empyreal. This converts whatever the normal output is to Empyreal-Fire, which burns a lot more than just mundane material.

The Techies suggest a cannon or an mg (for vehicles, adds +2d6) or an engine (for vehicles, gives +3 MP and +3 Engine).

They might be able to work up enough modified Serpentos for a fireteam if someone can find a few roll of duct-tapes and no one terribly minds their guns exploding (Adds +1d6, malf 16-18).

They might be able to fireproof armor.
The Chirnis are too complex to be modified in this manner.

Anything modified in this way is going to be a beacon for Husks and Theurgical Pyromancy, however.

--

Fireglass Loads: Overloads aetherial energy in a target zone, causing a Feedback event. 3d6(4), 1 AoE.

Fireglass Grenades: Overloads aetherial energy in a zone, causing a feedback event.

Feedback events are only harmful if you have an active conduit to the Other. Most normal, non-warded troopers will just sneeze a little at the sudden infusion of powder and maybe get cancer in five years.
>>
>>3605987
Wait, cancer in five years?
Command. I was touching that thing. Are my fingers gonna fall off? Can't shoot a gun without fingers, y'know.
>>
Khorsaken tinheads I shoulda jiggered the shells my own durn SELF I shoulda tied that key with a rock and LACED it into the drink I shoulda turnt right around I shoulda SHUT the door and hoped the autopsy weren't incriminatin' I wasn't contracted to this outfit to be the sensible one go an' give yer heavy machinist a drinkin' problem why don'chu Drippin' FANGS, I'm upset MMMMM

MMMMmmmhmwell, you just know someone on the other side felt what we just did. Both other sides. Hope we hurtem worse than we madem mad.
>>
>>3605915
Those zombies are on my side. Please don't shoot them.
>>
>>3606011
You will be okay. Mostly.

>>3606301
What a confusing man you are.
>>
>>3606995
You're right.

>>3605915
I terminate the zombies and lay them to rest.
>>
Rolled 6, 1, 2 = 9 (3d6)

>>3604741
>>3604928
Just me left, then? Well okay. I don't feel like trying scouting just by myself, so instead I'll try boxing/ wrestling with the dead light tank. Just how hard /is/ it to rip the gun off of those things, to force the hatch open and take the pilot out by force? The Legio seemed to think they could do the last to me, and they aren't a giant robot. Can I pick it up? How far can I throw it? Does hookshotting it first make a difference? If I really try, can I punch through their front armor? How about their sides, the rear?

> Iffie spends her downtime unwinding by tearing the other vehicle apart. Rolling Close-12
>>
Charsheet for my bro, John.

"John the Journeyman"
Action Points (AP): 35
Mana Points (MP) 45
Hitpoints (HP) 65
Damage Points (DMG) 75
>>
>>3607734
I see he's an effective person.

>>3607257
Rend it down and break it apart and crunch. Breaching vehicles is possible if one is focused, violent and capable in equal measure.

To shift a light craft is impossible but to slam it so it moves or to pry apart the plating and ravage at the pilots within, that is more reasonable.

With enough careful destruction, Iffie learns a few things!

>You could perform a Called Shot at -4 per severity tier to attempt to wrench important objects apart or reach into places
>You can rip the gun off, if you align your servos just right and give them a proper grounding
>One could take out the pilot, if the compartment they are secured within is damage sufficiently. This requires destroying the DR by a called shot.
>To hookshoot it, you could pledge engine against engine and attempt to drag it. But if it beats you, it drags you!
>The side is weaker than the front and the rear weaker still.

{Jackhammer Talent}
3! or -3skill, adds +1d6 to next Close.
>>
>>3607782
Report in.



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