[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


The rest of The Tallspire Cave Complex remains. Patrols, wards, guards, embedded defensive positions.

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

But something broken lurks in the heart of this place. The Tallspire casts deep shadows that seem darker than shadows could be, the light bends, laughter from unseen sources flow through the caverns.

There is a way forward.
There has to be.

>https://www.youtube.com/watch?v=pnZV7lbYpNw
>>
File: Trencher Rules Short.png (194 KB, 1475x599)
194 KB
194 KB PNG
Trenchers takes place in a loosely connected universe. You may have seen some threads before - they are not required reading.

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. If you're a Coordinator, then one order is an action. If you're a Trencher or a Pilot or something else, it'll be a bit different.

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. It's best to consider that nothing here is ever /free/ unless you're very lucky.

In case you want some more reading, there's now a Field Manual that covers things.
>https://docs.google.com/document/d/1JfHizcBpidAa9wTr447aq0W-VQ3X4tO8Q2Uws2ZwYEw/edit?usp=sharing

Here's some archives
>http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=trenchers
>>
File: Trencher Assault Units.png (1.98 MB, 2215x1356)
1.98 MB
1.98 MB PNG
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. You might not be good at magic or have benefited from the gruelling Advanced Urban Assault Course command offers to people who think a six on one fight is a nice warmup, but you do have a radio-link to the artillery section and a dedicated off-map support group. So you've got that going for you, which is nice?

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

{coordinators,
==Name, Fireteam {Name}==
AP xx MP xx
Ht xx Grit xx
React xx Authority xx {Man symbol}
==Skills==
Acc xx Close xx
Bright xx Notice xx
Gear xx
==Gear==
Hand1: WEAPON
>>
File: Trencher Pilot Units.png (2.65 MB, 2215x1995)
2.65 MB
2.65 MB PNG
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 chassis are not the easiest of equipment to manage. If you can make them 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.

If you're keen to strap yourself into what R&D describes as a "walking explosives accident waiting to happen", you may attempt to utilise our new Weapons, Exploration & Bombardment units. R&D told me to tell you in the briefing that if the little red light in the upper half of the cockpit starts blinking, hit the ejector seat.

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

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

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

The Hookshot rolls vs Close to do its thing, such as reeling, pulling, swinging, etc. You can drag objects or targets.
The MG fires in a cone.
Your cannon has one shot before it needs to reload. Pick shell when you fire.

==Name==
INT 30 DR 12 Seats 1
AMMO 6
Ap 12 Focus 12
==Skills==
Acc 10
Notice 10
Close 12 (1d6+Margin)
==Systems==
TwinMG - 2d6+2, 2!, autofire 4 60degrees.
WLaunch - APxD6,
Webber - MultiHook
Scyther - roll close-4, hit fronthexes. If hooked target, no penalty.
SysLink - AoE Mark, 2AP for +1AOE. Marked Targets can be hacked using Bright

Oh boy, this thing has an user manual six hundred pages long in the prologue and a start up sequence of two separate key systems. That bodes well.
>>
File: RESONANCE OPERATIVE.png (1.47 MB, 1359x1054)
1.47 MB
1.47 MB PNG
When everything is going wrong and the world is buckling at the seams, you can usually blame local resonance specialists. Your job as a thaumatheurgical operative is to deflect, defray or destroy hostile thaumatheurgical operations and work your own.

Your Channeling Array allows you to attune to local elements and wield them, while long study of odder things might allow you to speak the Old Words. And that... has some benefits.

You either manipulate elements around you, or get tricky. It should be noted that if you just want to "harm" someone, the best magical device to learn to use is the wonderful invention called a gun. Simply trying to harm or kill people by hitting them with lots of force is usually going to get you bad return on investment. Bullets work better. Magic is a subtle kind of thing.

But if you want to bend a rock to your will to turn it into a prowling wolf with obsidian claws and granite blood to sent it hunting against those that would harm you, well, for that kind of thing a gun just won't cut it.

{resonance specialists}
==Name==
AP xx MP xx
Ht xx Grit xx
React xx Focus xx Threshold 1
==Skills==
Acc xx Close xx Channeling xx
Bright xx Notice xx
Gear xx
==Gear==
Hand1: WEAPON
>>
File: Laughter In The Dark.png (1.54 MB, 2046x843)
1.54 MB
1.54 MB PNG
. . . Can't see a damned thing with the shadows being this thick. Someone, bust out the flashlights.

Establish a perimeter, get the wounded to the triage station, reload and SOMEONE tell me what is going on.
>>
>>3644691
>...deploy?
Hello? C-can anyone read this?
Hello?

==Salmon==
AP 6 MP 3
Ht 12 Grit 6
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 6
==Gear==
Hand1: Chirni-77 (1d6; 1/3,2; 40/40(2); 3! [R:6!])
[Controlled Reaching]
Decrease or Increase distance from point to point by up to [GRIT] with 1 AP. Reset to normal with 1 AP.
Spend 3 AP to roll vs Focus; Margin becomes the distance between two points. -3 for +1 AoE
>>
>>3644691
I'm busy setting things up on Discord, but I'll be around as needed.
>>
Rolled 1, 10, 8 = 19 (3d10)

>>3644683
"The place was dark, stifling shadows wrappind around me as if trying to bury my mind under smothering stillness. Times like these, I would much prefer sitting at my favorite bar, sipping whiskey in a flickering light of the fireplace. Yet, here I was.

Slowly, I took a step ahead, then another one. The dark ahead was as uninviting as ever, but I could not afford to stop.

I came here to dig out the truth."

>Deploy
>Monologue.

==Detective Forth==
AP 6 MP 3
Ht 10 Grit 2
React 7 Focus 12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 7
==Gear==
Hand1: C7 pistol (12/12)
>>
>>3644630
>Level up MP 3==>4
>Downtime activity: Martial arts training. Featuring Big Boss.
>Deploy

==Jin, Fireteam {Crane}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 16
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•3 Veterans
•3 Sappers
•3 Troopers
>>
File: Marksmen.png (699 KB, 1743x640)
699 KB
699 KB PNG
Bring the heavy gear.
>>
>>3644766
Finished setting up my Discord. What's the Discord URL?
>>
Rolled 4, 4 = 8 (2d10)

>>3644691
>>3644740
Hello
It's very crowded in here.
==Groat==
AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Hand1: Chirni 77
Body: AEPP-3
>>
Rolled 6, 7 = 13 (2d10)

>>3644660

Bring on the thunder, boys.
>Pilot Talent
>Experimental System

==Brontide==
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.
MG - 2d6+2, 2!, autofire 3 60degrees.
>>
Rolled 6, 5, 5 = 16 (3d6)

>>3645449 >>3644660

Systems roll
>>
Rolled 19 (1d52)

>>3644630
Deploying as "Rookie" after my 1.7 year haitus. I'm a default Trencher, as always. I'll redeem myself from my slothfulness!

Rolling a 1d52 to see if I deploy with my squaddie.
1 = Myself. 2 = Specialist (SPC) Jenkins.
SPC Jenkins is the original one that I brought with me from the original Trenchers Skirmish, and the one who followed me to Shady Sands and back.
>>
Rolled 202 (1d256)

>>3645597
Actually, I'll try helping out in Swordborne while SPC Jenkins helps out in Trenchers.

Rolling 1d256 for my exit to see if I can attempt to arrive in Swordborne. 1 = success.
>>
Rolled 89 (1d256)

>>3606664
Deploying as "Rookie" from Trenchers, circa (c.) today at >>3645644.

Rolling 1d256 to see if I succeed. 1 = success.

>{Trencher}
Class is from the original Trenchers Skirmish. >>3644626
>== "Rookie"==
>AP 145 MP 256
>Ht 256 Grit 256
>React 256 Focus 256
>==Skills==
>Acc 165 Close -256
>Bright 256 Notice 256
>Gear 256
>==Gear==
>Hand1: Modified, 1 AP Chirni77. The default Chirni77. Modified to fire for 1 AP per shot instead of 2 AP.
4 damage per shot for the Modified Chirni77.
>Hand2: Black Sword. The one I bought and upgraded from Shady Sands, the retailer was "Scarf" himself.
6.7 damage (DMG) of life-steal from the Black Sword against standard units. 7.8 DMG of life-steal against robots and undead. 10.16 DMG of life-steal per hit against Theurges and Shamans. 13.35 DMG of life-steal against hostile hero units.
1.2 AP to equip the Black Sword. 3.8 AP to equip the Modified Chirni 77. 4.9 AP to hit with the Black Sword.
>>
>>3645449
>>3645453
Pilot, what? You.... don’y have to choose. You get all of them. All the systems.
>>
Rolled 2, 4, 1 = 7 (3d6)

>>3644233
>Increase Accuracy from 9 to 10.
>Downtime activity: Train accuracy. || Disappointed with the Trooper's lackluster performance on the battlefield, the Coordinator of Fireteam Axolotl attempts to oversee a 'special' session of PT with as many of the squads that operated under their command during the prior mission. This special remedial course would involve running laps while carrying a 25kg sandbag over their heads - a sandbag marked with a target - which Fireteam Axolotl would be firing at. The effects of this rigorous training regiment would be fourfold. Firstly, it makes for decent target practice for Fireteam Axolotl. Secondly, it would help to increase the general fitness of the troopers even if only slightly. Thirdly, it will heavily incentivize the troopers to keep their CO intact lest they happen to fall under the command of Fireteam Axolotl again. Finally, the coordinator for Team Axolotl is frankly irritated that the advance was halted under his watch, and needs an outlet for the very well justified frustrations that stem from that.

==Fireteam Axolotl==
AP: 3 || MP: 4 || GRT: 2 || REA: 6 || HP: 12/12 || DR: 1 || MAN: 4/5 ||
==Skills==
ACC: (9 =>10) || Close: 8 || Bright: 8 || Notice: 8 || Gear: 11/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2: [MG] || Dmg: 2d6+2 || Autofire 3 || Firing zone: 60°|| 2AP per shot
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

>>3644691
> Deploy
>>
>>3645665
The character sheet is right here: >>3644626

Please use it.
>>
>>3645860
Thanks. I'll get right on it. I'll look for the default stats for my 5th tour and deployment.
>>
>>3644839
Ah, Detective. Good to know you're on the case. It does look like a crime is happening... somewhere.

1: Light
10: Corrode
8: Hope

>>3645402
It is a little crowded in here, Trencher Groat.

Rolled 4,4 = 8 (2d10)
[Latently Psionic]
"Well, I wasn't thinking about the ace, but now I sort of am. Does that count?"

>1 AP to [Scan] in 1 AOE radius around self. +1 AP for +1 AOE
>Roll vs Focus to [Mindcrash] 1 AOE within Grit OR 1 target in melee
>You can passively pick up the surface thought and motor skills of targets you have Scanned or Crashed, which might allow you to learn how to do… things?

WHUP, TS WE HAVE ANOTHER ONE OF THE PILFERERS. GET THE LEAD LINED HELMETS.

>>3645453
[IFV]
"WELL COME ON, GET OUT THERE!"
3 AP deploys a Trooper.
You can (probably?) order them around.
>>
>>3645449
>>3645453
Something really has gone rather terribly wrong with this MHAT. What bastard surprise mechanic stripped out the cannon?
Pilot, your vehicle is defunct somehow. You're listed as only having two machine guns. That's not how things work. You have the entire complement of systems. One standard mg, one cannon, one hookshot and one cannon, shells and about a squad of very confused Troopers.

[6, 7]
[High G Force Tolerance]
1 AP+roll vs Piloting: Repeat last turn movement or action.
>>
Rolled 8, 6, 1 = 15 (3d10)

>>3644683
"You require my assistance?"
>deploy and say hello
>Hoping for life words I need to mutate soldiers and myself with wings and anything i can think of!!!!
{resonance specialist}
==Dr. Vitae==
AP 6 MP 3
Ht 10/10 Grit 2
React 7 Focus 12/12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 7/7
==Gear==
Hand1: WEAPON
>>
>>3646049
Ah, Doctor. Good to know you're on the case. It does like a murder is happening... somewhere. Maybe we'll need medical attention?

8: Force
6: Shock
1: Vitality
>>
>>3646106
"Easily done my good sir, now I just have to remember where did i put my old kit. While I can attempt to heal people with my abilities having the old tools helps when I don't have the time to conjure a healing elementa or aural."
>Spend 4 gear for a surgeons/medical kit?
>>
>>3645894
>>3645665
>>3645644
>>3645597
That's okay Rookie, we don't keep track of slothfullness around here. It's quite all right. If we did, Lune would never get out of the disciplinary unit.
>>
>>3645966
That roll is penalised by each instance of attempting the same action (but this wasn't obvious)
>>
>>3646761

Understood Command. Those engineers will have a stern talking to.
Who the hell thought putting a clown box in here was a great idea?


MHAT
==Brontide==
INT 45 DR 19
Ap 12 Focus 12
==Skills==
Acc 10
Notice 10
Close 12 (1d6+Margin)
==Systems==
MG - 2d6+2, 2!, autofire 3 60degrees.
Cannon - 3d6(4) 4! 6reload. AP(+1d6) HE(+Aoe) or FireGlass(Overload Magic)
Hookshot - 1d6+Margin, 10Range
ChemSprayer 2 x ! Foam, Flame, Smoke, Gas
IFV - 3AP deploys a Trooper
High G Force Tolerance - 1AP+Roll vs. Piloting: Repeat last turn movement or action
>>
>>3645341
Here it is 'w')/
https://discord.gg/Dh4yTq
>>
>>3647081
Thanks. I'm on the server now.
>>
Ro1 | Detective Forsyth
Co2 | Jin, FT Crane
Tr3 | Groat
Pi4 | Brontide
Tr5 | Salmon
Co6 | Samson, FT Axolotl
Ro7 | Dr. Vitae

Check one, check two.
>>
File: Dr. Vitae.jpg (1.64 MB, 3264x2448)
1.64 MB
1.64 MB JPG
>>3647726
"I am here! Now where did i leave that kit..."

{resonance specialist}
==Dr. Vitae==
AP 6 MP 3
Ht 10/10 Grit 2
React 7 Focus 12/12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 7/7, Energy:
Words: Force, Shock, Vitality
==Gear==
Hand1: C7 Service, 1D6, 12/12, 1/2, Crit 6
>>
>>3647726
One b***
Signa*** lear.
Will att*** re***
>>
>>3647726
Checking in.
>>
File: Soup Phase.png (1.4 MB, 1435x1418)
1.4 MB
1.4 MB PNG
Damned hard to see anything...
>>
File: Pitch Black Problems.png (1.16 MB, 1391x1451)
1.16 MB
1.16 MB PNG
Well, the parameters haven't changed. Take the Main Compound, then hunker down for the proper access to the facility in preparation of a counter-attack.

Once we take their station they're boxed in.

Williams, do something about these shadows. You have some FLARES, right?
>>
File: Flares In The Dark.jpg (493 KB, 2418x1466)
493 KB
493 KB JPG
All clear.

Wait, there's something moving... WHATEVER IT IS ITS BIG!
>>
File: Broken Cores.png (4.56 MB, 2903x3472)
4.56 MB
4.56 MB PNG
==Crew==
Ro1 | Detective Forsyth
Co2 | Jin, FT Crane
Tr3 | Groat
Pi4 | Brontide
Tr5 | Salmon
Co6 | Samson, FT Axolotl
Ro7 | Dr. Vitae

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

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.
*Searchlights. On/Off once per turn. 1 AP.
--

I can barely see the damn things. Eyes up-- what was that? They're shooting the flare throwers! Williams ! Williams get DOW--- hrreee.


Player Phas
>>
>>3647888
"Oh my, Gaunts"
>>
>>3647955
>>3647955
"My work begins!"
*looks at trooper who just got downed*
"We're gonna have to amputate a few things, I am sorry."
>1 AP: Wonder how first aid kits work
>>
>>3647955

"Need a light guys? Well hold on, I need set to this up properly.
GET OUT THERE LADS! SHOW 'EM WHAT FOR!"

>1AP: Remember how ChemSprayer works and it's line of fire
>1AP: Face East
>9AP: [IFV] Deploy 3 Troopers

MHAT
==Brontide==
INT 45 DR 19
Ap 12 Focus 0/12
==Skills==
Acc 10
Notice 10
Close 12 (1d6+Margin)
==Systems==
MG - 2d6+2, 2!, autofire 3 60degrees.
Cannon - 3d6(4) 4! 6reload. AP(+1d6) HE(+Aoe) or FireGlass(Overload Magic)
Hookshot - 1d6+Margin, 10Range
ChemSprayer 2 x ! Foam, Flame, Smoke, Gas
IFV - 3AP deploys a Trooper
High G Force Tolerance - 1AP+Roll vs. Piloting: Repeat last turn movement or action
>>
Rolled 4, 5, 2 = 11 (3d6)

>>3647955
"They told me I'm insane. Delusional. When I reported to Chief Inspector, he said I never worked there. He phoned a psychiatrist. I didn't wait.

And at this moment, as the darkness was regurgitating twisted, misshapen forms, I knew I was right.

Somebody is trying to cover up the truth.

But darkness never holds eternally!"

>Move 2
>3! Take cover
>1! Speak Light and Hope
>2! Channel light of hope around myself (-3 AoE, +2 words, +1 Ap, vs 12)

==Detective Forsythe==
AP 6 MP 3
Ht 10 Grit 2
React 7 Focus 12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 7
==Gear==
Hand1: C7 pistol (12/12)
==Words==
Light, Corrode, Hope.
>>
Rolled 3, 5, 4 = 12 (3d6)

>>3647955
You folk ready to go on a FANTASTIC journey?
This is guaranteed to be a terrible idea!
>decrease distance of {211 211} to 0
>move 2 through Reaching space
>Go To Ground
>get Eyes On Target on the target 333 2 (vs 9 [10-1 range])
Through with me, friends. Trust me!

==Salmon==
AP 6 MP 3
Ht 12 Grit 6
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Hand1: Chirni-77 (1d6; 1/3,2; 40/40(2); 3! [R:6!])
[Controlled Reaching]
Decrease or Increase distance from point to point by up to [GRIT] with 1 AP. Reset to normal with 1 AP.
Spend 3 AP to roll vs Focus; Margin becomes the distance between two points. -3 for +1 AoE
>>
>>3647979
You spend 1 Gear on a 1d6 health kit, and take an action to desperately try to make sure someone stays alive. You roll vs Bright Idea, and the 1d6+the margin becomes how much HT they recover.
>>
Rolled 5, 6, 4, 4, 5, 2 = 26 (6d6)

>>3647955
>>3648013
(Thanks command!)
"Found it, okay don't scream to much and stay still oh also here bite down"
*Crunch*
>Take out two first aid kits and use them on the two downed soldiers while also amputating a few things if needed (or uneeded) to save a life.
>Move: 1 and hug the wall.

{resonance specialist}
==Dr. Vitae==
AP 6 MP 3
Ht 10/10 Grit 2
React 7 Focus 12/12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 5/7, Energy:
Words: Force, Shock, Vitality
==Gear==
Hand1: C7 Service, 1D6, 12/12, 1/2, Crit 6
>>
Rolled 1, 5, 4 = 10 (3d6)

>>3647955
==Fireteam Axolotl==
AP: 3 || MP: 4 || GRT: 2 || REA: 6 || HP: 12/12 || DR: 1 || MAN: 5/5 ||
==Skills==
ACC: (10) || Close: 8 || Bright: 8 || Notice: 8 || Gear: 12/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2: [MG] || Dmg: 2d6+2 || Autofire 3 || Firing zone: 60°|| 2AP per shot
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> Fire MG on the targets @ [2x4, 3x1, 2x1] & [2x4, 3x1, 2x1, 3x1]. (AP: 2/3) || Acc: 10+5+4+2-2 (Man: 0/5) (MP: 0/4) (AP: 0/3) ([2] targets: -2 Acc) || Effect: +10
>>
Rolled 5, 5, 6, 6, 4, 2 = 28 (6d6)

>>3647955
> 1AP Deduce: The well-dressed officer from last thread spoke down to the officer-theurge at the compound, he was probably a superior. (Bright 12)
> 1AP Deduce: These things are probably magical constructs, since they were summoned by a theurge going nova, so will then react badly to Fireglass.
> Move 2
> Take Cover
> 1AP tell the trooper next to me 'stay down unless you want to get shot'.
> 2AP Aim at the one with the bow, 222222

AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
>>
>>3648022
Why are you doing it manually?
>>
>>3648236
Cause were supposed to?
>>
>>3648803
Where are the lights, the magic words, the crumbling walls of reality.
>>
File: brother!!!.png (43 KB, 289x222)
43 KB
43 KB PNG
>>3648964
"Dammit Trencher, I'm a doctor not a Thaumaturge."
>>
>>3649025
I know what you are
Remember, psychic.

What is it the theurges reap from their fallen? Why do co-ordinators glow in the dark? Why are there so many tents out here? Boats? Why boats, row boats, when you could use a powered vehicle. Where did the red golem go? Why isn't it attacking? Was the golem a part of the ritual that happened in the compound, or something different? Did the northern reinforcements run away? But their theurges summoned this darkness. What is the threshold project? Where do Trenchers come from?
What does the talking purple rock have to do with any of this?
>>
>>3649158
(Im sorry what?)
>>
>>3649200
Intelligence informs strategy
Strategy leads to victory

On your next turn, use In Harmony Clad to observe the darkness. I will scan it, the co-ordinator can call it in. Together, we get something workable and then strategies can be made.
>>
>>3649273
>>3649158
Excellent ideas!
>>
Rolled 6, 2, 2, 3, 4, 3 = 20 (6d6)

>>3647955
>Take cover on the sandbags and walls. 3 Sappers reinforce the cover.
>3 Sappers throw FireGrenades at the...enemies in front {Direction 2} (-3 gear), while 3 Veterans and 3 Troopers fire upon the enemies
>All elements keep fireing at the enemies direction 2 until they are dead.

==Jin, Fireteam {Crane}==
AP 3 MP 4
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 12
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•3 Veterans
•3 Sappers
•3 Troopers
>>
>>3649829
>>3649829
>>3649829
Your troopers are confused in your expectation that they should do multiple things.
Everyone fails to act.

The sappers cannot both barricade and grenade.
The troops cannot both provide covering fire and direct fire.
Your actives do 1 thing each turn. 1 thing. Just the 1. If you want firegrenades that’s 1 thing. If you want barricades that’s 1 thing. If you wish for direct fire that’s 1 thing.
>>
File: Broken Cores 1.png (4.19 MB, 2258x2700)
4.19 MB
4.19 MB PNG
==Crew==
Ro1 | Detective Forsyth
Co2 | Jin, FT Crane
Tr3 | Groat
Pi4 | Brontide
Tr5 | Salmon
Co6 | Samson, FT Axolotl
Ro7 | Dr. Vitae

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

==Options==
Infantry: Sprint at 2x Movement, disables all non-melee actions.
Pilots: Scanner Ping. 3 AP, Roll Notice.
*Searchlights. On/Off once per turn. 1 AP.

--

Trencher Groat thinks and ponders and wonders. The Wellclad Legate must have come here to observe the acts of the Officious Theurge. This same Theurge was called a traitor, burst into laughter and even now his giggles reverberate throughout the caverns on the mouths of the night-spawn coming to kill us.

These facts must be related. These creatures must have been brought here by some action of this Officious Theurge. What Ritual required 3 Faithful and 3 Convocant Spires? Too many 21 souls fed into the grinder of the night, for the sake of the Officious Theurges ascension.

He must have planned it this way, explaining the sudden retreat of the Pytherii guards and the shattering of the wardstones.

It must be concluded: The Large Monster was heading towards the Officious Theurge, called by him, commanded by him, but for what purpose?

---

As two heavy arrows slam into the sandbags close to Detective Forsythe, the good investigator makes a simple deduction: They hate the light. They will seek to snuff it out.

--

Dr. Vitae performs some on the spot emergency triage, and the troopers are hard enough to get back to their feet, bandaged and bloody.

--

The throng boil forward. Arrows slam into the ground near Salmon. They can see you , somehow, through the dark!

--

Fireteam Axolotl briefly considers gunning down everyone in front of them, firing through the sandbags and barricades, and scytching down both Detective Forsythe, Fireteam Crane and the remnants of Fireteam Wolf. Gently, a veteran pries Samson's hands off of the trigger.

[Fireteam Axolotl Veteran]
Buddy, maybe we should find a firing location that doesn't mean firing the heavy assault gun through our own frontline.

--

PLAYER PHASE
>>
File: Woosh.png (673 KB, 1248x1175)
673 KB
673 KB PNG
>>3647989
As listed the Chemsprayer spits various concentrates from the nozzle. 1! gets 2points of the stuff. Every hex you wish to target consumes 1 point. The total is then applied per hex. If you spend 5 AP you get 10 points of fire, which could spray 333+[3,4]. Each hex is hit by 5 fire. This is useful for clearing out infantry groups and non-hardened targets.

The material spreads like a cloud, and the total amount sprayed roll vs itself to see if there are horrible complications for people it strikes and for your systems sustaining it. If you pump out 24 points of Fire, there is a minor chance that the flamethrower will overheat, a smaller chancer that the fuel line will catch fire and a smaller chance still that your munitions catch calamitous fire. Your vehicle DR acts as resistance against this possibility but if your systems are already strained, trying to liquify the nearby rock by pumping out 48 points of flame is going to go really really wrong.

If hit by 10 points of fire, there is a very, very high chance that people you will catch fire - the roll is 3d6 vs 10.

When spraying, its not an exact science. It is subject to range penalties. Because you are spraying gunk and chemicals and fire, obstacles sometimes provide cover. Wind and air and such may shift some targetted hexes or cause things to spread more than you intent.

Pure lines like 3333 are easy. Sweeping from side to side is easy, targeting an area is easy. trying to precision target a chaotic melee with a flamethrower is not easy

You cannot skip hexes, you cannot miss hexes, you cannot try to magically make the flamethrower not hit hexes it would reasonable hit. If you're worried about flaming your own side, Command suggests you do not use the flamethrower. This warning included because previous experience has made it necessary.
>>
>>3650803
"Another successful operation!"
*looks at soldiers and at 'acquired' arm with a curious look*
"Hmm"
>1 AP Wonder if i can use ambient living beings as a source for vitality energy without harming them.
>1 AP Also wonder if i can use the electronic sensors and equipment that trenchers or veterans carry as a source for shock energy.
>>
>>3650879
Yes.
No.
>>
Rolled 4, 6, 6, 5, 2, 2, 1, 4, 2 = 32 (9d6)

>>3650803
>>3650832

Understood Command, no chemical accidents on the job. Ahem.
BAD GUYS, SIX O'CLOCK! LOAD HE! FIRE!
YOU LOT, GET OUT AND START SHOOTING!
LAYING SMOKE COVER!

>6! Load Cannon with HE(+Aoe)
>4! Fire Cannon using HE(+Aoe) in the middle of the archer-gaunts to the east - 3d6(4)
>2! [IFV + High G Force Tolerance] Deploy 2 Troopers - 2! + Roll vs. Piloting 11
>3F ChemSprayer using 3p of Smoke at 333

MHAT
==Brontide==
INT 35 DR 14
Ap 12 Focus 3/12
==Skills==
Idea 8 | Acc 10 | Notice 10 | Pilot 11
Ammo 6 | Close 12 (1d6+Margin)
==Systems==
MG - 2d6+2, 2!, autofire 3 60degrees.
Cannon - 3d6(4) 4! 6reload. AP(+1d6) HE(+Aoe) or FireGlass(Overload Magic)
Hookshot - 1d6+Margin, 10Range
ChemSprayer 2 x ! Foam, Flame, Smoke, Gas
IFV - 3AP deploys a Trooper
High G Force Tolerance - 1AP+Roll vs. Piloting: Repeat last turn movement or action
>>
>>3650803
Spawning as a Coordinator. I'll set my stat sheet up in a few hours.
>>
Rolled 4, 5, 4, 2, 3, 1 = 19 (6d6)

>>3650803
"Hmm, maybe some assistance is required.."

>Use 2/3 of my movement points to move: 4,3
>1 Ap: Gather 9 points of vitality energy from living life forms near me.
>1 AP Channel: Attempt to summon a 1 hex big vitality elemental. Its job? To heal others. (Math: Give form: -1 energy per hex, so -1, and give intent should give it a HP pool of 8 also rolling against a channeling skill of 12 or lower) Summon the elemental 3 of me
>1 AP: Observe the darkness, lets see what my past lessons have told me about gaunts and the darkness. Rolling against channeling 'w')
>1 AP Observe the blue vehicle that I can see in the distance, what is it and what does it mean?
>Use my last movement point to move 6


{resonance specialist}
==Dr. Vitae==
AP 6 MP 3
Ht 10/10 Grit 2
React 7 Focus 12/12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 5/7, Energy:
Words: Force, Shock, Vitality
==Gear==
Hand1: C7 Service, 1D6, 12/12, 1/2, Crit 6
>>
Rolled 3, 2, 5 = 10 (3d6)

>>3650803
"Like any scum, thay hated light. Brandishing their shivs, screeching threats, they advanced at me, expecting me to turn tail and run.

What they didn't know was that I grew up in a rough part of town. I knew a few tricks."

>Keep to cover
>4! Speak Corrode and Light
>2! Channel corroding light 232 (-3 AoE, +2 words, +1 Ap, vs 12, effect 8)

==Detective Forsythe==
AP 6 MP 3
Ht 10 Grit 2
React 7 Focus 12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 7
==Gear==
Hand1: C7 pistol (12/12)
==Words==
Light, Corrode, Hope.
>>
Rolled 9, 3 = 12 (2d10)

Check check
>>
>>3650976
9, 3
[Wavering Shadows]
"Clad in darkness"

Shadows within Grit AoE can be interacted with. -3 for +1AoE, shaped for -1 per point/target/hex.

Roll vs Focus to generate, push or pull Margin shadows.

Shadow simulacra take 10x effect from light, generate cold instead of heat, require same AP cost as that action would normally take.
>>
>>3650893
>Correction: vs Piloting 10
I'll add the stat elsewhere once I know I won't lose power
>>
Rolled 4, 6, 3 = 13 (3d6)

>>3650803
>decrease distance of {333 333 4} to 1
>throw the staff wielder into the water (4ap, vs 16)
>reset to normal
You guys see that super badass looking rat, off to the north?
Seems like a big deal. Probably is a big deal.

==Salmon==
AP 6 MP 3
Ht 12 Grit 6
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Hand1: Chirni-77 (1d6; 1/3,2; 40/40(2); 3! [R:6!])
[Controlled Reaching]
Decrease or Increase distance from point to point by up to [GRIT] with 1 AP. Reset to normal with 1 AP.
Spend 3 AP to roll vs Focus; Margin becomes the distance between two points. -3 for +1 AoE
>>
>>3651150
>should be vs 15
>numbers are hard
>>
Rolled 2, 6, 5, 5, 4, 5, 1, 6, 4 = 38 (9d6)

>>3650803
>Sappers, Throw fire grenades Direction 22
>3 Troopers and 3 Veterans Shoot at Enemies direction 2
>3 Troopers and 3 Veterans Keep shooting direction 2

==Jin, Fireteam {Crane}==
AP 3 MP 4
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 12
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•3 Veterans
•3 Sappers
•3 Troopers
>>
File: COORDINATE.png (82 KB, 2632x468)
82 KB
82 KB PNG
>>3651478
COORDINATOR JIN.

YOUR SOLDIERS CANNOT CONSISTENTLY ACCOMPLISH THE IMPOSSIBLE NO MATTER HOW MOTIVATED THEY ARE BY HOPE AND LIGHT AND VANADIAN ISSUE STANDARD STEEL SPINES.

YOUR ACTIVE SOLDIERS GET 1 - [1] - one - one - ACTION. YOU GIVE THEM AN ORDER TO TELL THEM TO DO SOMETHING. THEY HELP TO DO THAT THING. IF YOU WANT THE TROOPERS TO SHOOT AT A PROBLEMATIC ENEMY ABOUT TO CUT THEIR HEADS OFF, YOU ASK THEM TO SHOOT

>3 TROOPERS SHOOT AT ENEMIES IN DIRECTION 2 [ACC 11, +3 EFFECT]
IF YOU WANT THE VETERANS TO SHOOT, YOU ORDER THEM TO DO IT
>3 VETERANS: TAKE DOWN THAT HOSTILE IN DIRECTION 2 [ACC 11, +6 EFFECT]
THIS IS TWO ORDERS. IT CONSUMED SIX SOLDIERS AND 2 AP.
IF YOU WANT THEM TO SPRAY A TARGET WITH GUNFIRE, YOU CAN ALSO ASK THEM TO DO IT LIKE THIS:

>EVERYONE, TAKE THAT THING DOWN [6 actives, acc 14, +9 EFFECT]

TWO CLUSTERS OF FIRE VS 11 OR 1 CLUSTER VS 14 IS PRETTY SIMILAR. THIS SINGLE FIRING ORDER CONSUMED 1 AP. YOU HAVE 2 SPARE. BUT THE ORDER ALSO CONSUMED 6 ACTIVES, WHO ARE, RIGHT NOW, AS YOU READ THIS, CARRYING OUT THIS HYPOTHETICAL ORDER. YOU COULD NOT ASK THEM TO FIRE *AGAIN* THEY ARE ALREADY SHOOTING HOW COULD THEY DO IT twice.

ACTIVES DO ONE ORDER.
ONE.

NOW IF YOU ASK YOUR SAPPERS TO THROW "GRENADES", THAT CONSUMES 3 GEAR. IT ROLLS VS 8. THE SAPPERS DO NOT ADD TO SKILL WHEN CARRYING OUT ORDERS, BUT THEY DO CARRY A LOAD OF GEAR.
>SAPPERS, GET SOME FIRE GRENADES ON THAT THING [ -3GEAR, ACC 8, 3 EFFECT ]
NOW YOU HAVE 2 ORDERS AND 6 ACTIVES LEFT. PERHAPS YOU WANT TO DO SOMETHING CLEVER?
>5 ACTIVES, SHOOT AT THE ENEMIES IN DIRECTION 2 [ACC 12, EFFECT 7]
>VETERAN KRONKITE, FIND OUT WHERE THE FUCK THESE THINGS ARE COMING FROM [ NOTICE 8, EFFECT 2]
YOU CANNOT KEEP ASKING YOUR ACTIVE SOLDIERS TO PERFORM MULTIPLE THINGS EVERY TURN. THEY SIMPLY CANNOT DO IT. ONE ACTIVE PERFORMS ONE ORDER. THEY HELP WITH ONE ORDER. YOU ASSIGN THEM TO CARRY OUT ONE, SPECIFIC, DEFINED, ORDERED, TASK, PER TURN, AND THEY HELP TO DO THAT THING.

IF YOU HAVE 3 SAPPERS:

>JONES, GET THAT CAR STARTED
>PETER, GET THAT BARBED WIRE CUT
>CHI, WIRE UP SOME ACID GRENADES

THAT'S 3 ORDERS. WHAT DOES THE REST OF YOUR SQUAD DO WHILE YOUR SAPPERS ARE DOING THIS? NOTHING, BECAUSE YOUR TROOPERS ARE NOT THAT BLOODY SMART. THEY NEED YOU TO COORDINATE. THE MOST RELIABLE YOU CAN GET FOR THEM IS THE ACKNOWLEDGEMENT THAT THE VETERANS WILL ALWAYS BE OVERWATCHING, BECAUSE THEY'RE TWITCHY LIKE THAT.
>>
>>3651542
>Un deploy
>>
>>3651581
>>3651542
Wait wait, what do you mean the field LT just gave up?
...
He couldn't handle the command presence?
...
Why didn't you say so?

ALRIGHT!
BOYS, SINCE YOUR CO JIN JUST UP AND LEFT, IT'S TIME FOR SOME SERIOUS COMMAND PRESENCE.
HOOAH.
FROM NOW ON I'M YOUR LEADER. YOU GOT THAT?
YEAH.
>take over Jin's squad
EXCEPT FOR YOU, VETERAN JOHANNES.
YOU CAN GO BACK HOME.

==Sokolai [FT Crane]==
AP 3 MP 3
Ht 12 Grit 2
React 6
==Skills==
Acc 9 Close 8
Bright 9 Notice 8
Gear 15
==Gear==
2 Veterans
3 Sappers
3 Troopers
>>
>>3651542
>>3651581
>>3651600
ALRIGHT EVERYONE SHUT THE FUCK UP. I DIDNT KNOW MY TROOPERS AND ACTIVE WERE SO STUPID THEY ATE THE FUCKING CRAYONS ON THE FUCKING TEST TABLE. OK? NOW I'LL SAY THIS ONE LAST TIME SO EVERYONE UNDERSTANDS.
>3 SAPPER THROW A FIRE GRENADE DIRECTION 22
>3 TROOPERS, 2 VETERANS. FIRE YOUR DUMB GUNS ON THE ENEMIES, THE HOSTILES DIRECTION 2. AND I DO NOT ANYMORE LIP ABOUT "WHAT?" "WHEN" OR "무슨 뜻이에요? " OK. SHUT THE FUCK UP AND LISTEN TO MY GODDAMN ORDERS
>NO MORE TALKING UNLESS I ORDER YOU TO. I ONLY WANT TO HEAR "...." FROM NOW ON IF YOU DIDNT UNDERSTAND AN ORDER. NOW EXECUTE YOU FUCKS. Except you Veteran 1 Kang. Your cool.
>>3651542
>>3651600
(DOES THIS WORK OR NOT? BECAUSE I MIGHT ACTULLY GIVE UP FOR REAL IF IT DOESNT)

==Jin, Fireteam {Crane}==
AP 3 MP 4
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 12
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•3 Veterans
•3 Sappers
•3 Troopers
>>
>>3651665
HOOAH, COORDINATOR. THAT'S THE COMMANDING SPIRIT I WANT TO SEE.
LESS GRUMBLING ABOUT HOW USELESS YOUR TROOPERS ARE, THOUGH. THAT'S FOR LATER, AT THE OFFICER'S CLUB.
DON'T GIVE ME THIS TALK ABOUT GIVING UP, EITHER. HURTS THEIR MORALE, AND NEXT THING YOU KNOW YOUR BED IS FILLED WITH ROCKS. AND FIRE.
AH, BADGERS. THEY REMIND ME OF MY WIFE.
>head out, Jin clearly has this
>>
Rolled 4, 4, 6, 5, 5, 2, 4, 2, 4, 3, 2, 2, 5, 2, 5, 6, 3, 1 = 65 (18d6)

>>3650803
The theurge could have done this anywhere with enough batteries and allied thaumaturges but performed this ritual here, at the control facility of the Swarm.
The theurge is a different faction to the ones that sent the legate, and are presumably in control of the facility.
The theurge is a crazy megalomaniac
The swarm is mindless, and needed artillery-launched beacons to be directed in an earlier trenchers campaign
These goatmen are probably altered Swarm forms.
The Swarm has never been known to laugh.
The Swarm has never been known to use tools.
> 1AP Deduce The theurge is probably trying to gain control of the Swarm by turning into a controlling intelligence of the Swarm or something. (Bright-12)

The legate was well-informed of the theurges treachery, his men took the pathfinders hostage at gunpoint immediately.
None of the legates men had a flame symbol on them, all of the other pytherians did.
> 1AP Deduce: the legates men and the theurges are different factions of the same military
The legate arrived by boat, not by land.
The theurge had machineguns facing north (on thread one, it got redeployed)
The reinforcements from the north all wore the theurge's icon despite that, not the legates.
> 1AP Deduce: the land route to the facility is cut off. There is another fortification to the north with more theurge loyalists entrenched there. The legate chose to bypass them and travelled by rickety rowing boat from the facility instead. (Bright-12)

The reinforcements from the north pulled back to their entrenched position once they saw the ritual was complete despite Vanadian presence
The giant was summoned armed and armoured, built for fighting. The giant moved to the theurge's side and appears to still be there (if you look closely)
The theurge ascended before the giant made it to his side.
The theurge is cackling through all the shadows and all the mouths of all the shadow creatures of the cave, not the giant's
The ritual to summon the giant was not as clean as the ritual in the comms compound (mish mash of theurges and legio, no well drawn magical arrays)
> 1AP Deduce: The theurge probably hasn't possessed the giant. The giant was summoned to protect something. From us, probably, because we cut into his troop numbers so heavily. (Bright-12)
...
> 1AP Deduce: the boats in the northwest were probably requisitioned from the facility before the treachery became obvious, to reduce the capacity for an attack by boat. (Bright-12)
...
Uhh.
Where was I

Right, observing things.
Please call it in co-ordinators. Please tell me what that blue fog is, resonance-operatives.
> Stay in cover
> What are these things with the swords and shields? Are they armoured? How fast are they. How do they see. Are they really twice as large as a trooper. What are their weapons made from (Notice-10)

AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
>>
Rolled 4, 4, 4 = 12 (3d6)

>>3650803
==Fireteam Axolotl==
AP: 3 || MP: 4 || GRT: 2 || REA: 6 || HP: 12/12 || DR: 1 || MAN: 5/5 ||
==Skills==
ACC: (10) || Close: 8 || Bright: 8 || Notice: 8 || Gear: 12/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2: [MG] || Dmg: 2d6+2 || Autofire 3 || Firing zone: 60°|| 2AP per shot
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> (Move) [3x2] (MP: 2/4)
> (Action) Hurl Flashfire grenade @ [3x4] (AP: 2/3) || ACC: 10+5+2+2 (Man: 0/5) (AP: 0/3) (MP: 0/4) || Effect: +10
>>
>>3651740
"First off, I am not part of your squad, and two god damn wait I'm trying to do what I can."
>>
>>3652135
Okay
But please try to figure out why there is darkness and why there is fog
>>
>>3652155
(Roleplay)
"I AM TRYING, WAIT YOUR TURN WE ARE LOSING MEN!"
>>
>>3650905
Deploying off-map from my house.
it's me, ur general from Company of Heroes 1 & 2.
>>
>>3652155
(OOC)
I'll do what I can and spend some AP on making a few knowledge rolls on the fog. Just its gonna take some time XD
So apoligies
>>
>>3652167
You're the only ones who can see the other side. In Harmony Clad, I can't scan that and take it to do it for you. Is the darkness alive? Can you see the theurge in other space?
>>
>>3652188
We need actionable intel but maybe guesswork will do.
Qualified guesswork.
Then the co-ordinators can come together and in an orgy of maps and tables and bits of coloured string and tacks create The Plan. The Plan to save us all and you know, stop the theurge from wrecking The Tallspire Project
So we can go in and wreck it ourselves.
>>
>>3652188
>>3652206
*sigh*
"One minute"
*Focuses while muttering*
"The darkness may or may not be alive, if I recall in my classes gaunts tend to produce a shrouding effect that is similar to darkness when the group up and as we can tell they hate the light. Perhaps if we were to continoully produce a source of light it can aid us in our efforts to combat them?
I remember reading about warriors in the pytherian lands who would combat them while carrying lanterns. As much as I love electricity it does have a tendacy to short out when it interacts with magic or at least with supernatural events."
*Mutters a bit*
"Can't find the theurge as I cant see in the bloody dark but I can tell you the pytherians do have a fondness for melee equipment and staying a bit ways away.
My guess they're not in the building but a bit south of our objective.'
>>
>>3652206
Amazing Idea groat, lets hope the coordinators actually know what they are doing and don't fuck us in the arse.
As for guesswork as said before I'm working on identifying what exactly that fog is. But my guess the gaunts are mortal, hate light but love darkness and produce a shrouding effect that kills light when they group up.
>>
>>3652228
>>3652230
=In Harmony Clad=
Gain a channeling skill of 12. **See other side.**
From: >>3644683
This is what I mean. You say it is dark and you can't see. But is it dark in other space? Does that mean something? Are there areas where it is more dark than others in other space? Can you detect any active channelling in other space? What do these creatures look like on the other side? What do the Swarm usually look like on the other side? Can you identify the elements used to make these things, if they are summoned entities like your... vitality sprite?

What makes you think that they have left the building to go south?
>>
Here's the battle plan. We have to hold out for 3 turns until Pytherian reinforcements arrives.
>>
>>3652380
Deploying as a Coordinator with default stats on the ruined Green Crystal.
>>
>>3652426
{coordinators,
==Name, Fireteam {General Coordinator "Rookie", Houseless}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 10 {Man symbol}
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 12
==Gear==
Hand1: iPod Nano. Allows radio communications (radio) to all units within the sector. The entire map.
>>
>>3652574
Here's my nerf suit. Nerf this!
>>
>>3652655
Here's Fireteam ''Houseless'', they're just a bunch of homeless veterans.
They're highlighted in the red box.
Specialist (SPC) Jenkins is highlighted in the brown box, and has a glowing blue outline.
>>
Hallucination powers, activate!
>>
File: Broken Cores 2.png (4.15 MB, 2258x2700)
4.15 MB
4.15 MB PNG
come on then you weird skittering bastards!
>>
Groat investigates the weird attackers.

They stand at near twice the height of a man and each have feet oddly planted on the ground, multiple hungry eyes staring past whispering strands of what Groat first takes to be fur. It is not. It is living tendrils of small darkness, patchy and whispy, around their insubstantial forms.

These things do not seem solid at all, or even real, but they advance with monstrous determination, shrugging off bullets and blows. They seem toughened against small wounds and innately deploy swarming tactics to overcome attackers.

In the quick violence of close exchange, their long reached and strange forms give them an insidious advantage!
>>
File: Broken Cores 2-1.png (4.17 MB, 2258x2700)
4.17 MB
4.17 MB PNG
here they COME! HOLD THE LINE

the barricades and sandbags and barbed wire keep them at bay just long enough for the first few dancing attackers, floating river-quick over the ground, to be tagged by the combined weight of arms. The rest arrive like an avalanche and then the blood.

--

Dr. Vitae did not manage to compel and element sprite. Dr. Vitae did channel 9 vitality from by channeling from surrounding troopers - careful with that, Good Doctor, or the men you have just helped will find themselves short of life.

--

PLAYER PHASE
>>
Rolled 4, 4, 2 = 10 (3d6)

>>3661274
Ow! Where the fuck...?
>mark nightsworn (6ap, vs 15)
>move 165
Someone call in mortar flares!
We have mortar flares, right?

==Salmon==
AP 6 MP 3
Ht 12 Grit 6
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Hand1: Chirni-77 (1d6; 1/3,2; 40/40(2); 3! [R:6!])
[Controlled Reaching]
Decrease or Increase distance from point to point by up to [GRIT] with 1 AP. Reset to normal with 1 AP.
Spend 3 AP to roll vs Focus; Margin becomes the distance between two points. -3 for +1 AoE
>>
Rolled 1, 2, 6, 3, 5, 5 = 22 (6d6)

>>3661274
"Secure the aid kit, put away the pistol and put up the medical shroud. Alright who's hurt the most..."
>Go to ground/Enter stealth
>move: 3 2
>Treat one of the 'dead' troopers with a first aid kit
>Move: 6
>Burn 1 focus for 1 AP
>Treat the fallen trooper 1 of me with a first aid kit

>>3652371
*squints while squeezing behind some sandbags*
"Your guess is as good as mine trencher, I got nothing"
{resonance specialist}
==Dr. Vitae==
AP 6 MP 3
Ht 10/10 Grit 2
React 7 Focus 11/12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 3/7, Energy:
Words: Force, Shock, Vitality
==Gear==
Hand1: C7 Service, 1D6, 12/12, 1/2, Crit 6
>>
Rolled 2, 5, 6, 2, 5, 3, 4, 5, 4 = 36 (9d6)

>>3661274
>Turn on Searchlights on the Nightgaunts Direction 1 and 2 (Does this take an Active to do it? If so, use 1 Trooper)
>2 Troppers and 2 Veterans, Push back the Nihtgaunts on our defenses North and North-East (The ones with Shields)
>2 Sappers, Firebomb and Fireglass Grenade direction [1,2,2] and [1,2,2,2] Respectively while 1 Veteran and 1 Sapper pump them full of lead.

==Jin, Fireteam {Crane}==
AP 3 MP 4
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 10
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•3 Veterans
•3 Sappers
•3 Troopers
>>
Rolled 1, 6, 5 = 12 (3d6)

>>3661274
"There was more of the bastards than I expected. What had drawn them all to this place?

This couldn't be a coincidence. I felt I was on the cusp of discovering a vital clue."

>6! Channel the light from the floodlight to 3333 (-3 AoE, +5 Ap, vs 14)

==Detective Forsythe==
AP 6 MP 3
Ht 10 Grit 2
React 7 Focus 12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 7
==Gear==
Hand1: C7 pistol (12/12)
==Words==
Light, Corrode, Hope.
>>
Rolled 4, 5, 3 = 12 (3d6)

>>3661274
I'm going to start shooting now.
Please come up with a plan, co-ordinators.
(We'll probably do better if you do)
>>3661591
Good idea with the fireglass.
Mag dumping

> 3AP Aim
> 3AP Shoot the four nightgaunt archers, eastwards 40-round burst
Accuracy-13 +20 (burst fire), -3 (range), -6 (sheer tactical supremacy)

==Groat==
AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
==Skills==
Latent Psionic
Acc 10 Close 12
Bright 12 Notice 10
Gear 8
==Gear==
Hand1: Chirni 77 (empty)
Body: AEPP-3
>>
Rolled 4, 3, 1 = 8 (3d6)

>>3661274
==Fireteam Axolotl==
AP: 3 || MP: 4 || GRT: 2 || REA: 6 || HP: 12/12 || DR: 1 || MAN: 5/5 ||
==Skills==
ACC: 10 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 12/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2: [MG] || Dmg: 2d6+2 || Autofire 3 || Firing zone: 60°|| 2AP per shot
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> (Action) "That's it, the line is about to break! Fire the blasted MG upon the pair of beasts assaulting the line @ [3x2] and [3x2]+[4x1]! Kill them quickly by focusing fire on their heads. No backtalk soldier! Safe and appropriate firing windows be damned, let loose havoc!" (AP: 2/3) || ACC: 10+5+4+2+(-2*2) (Man: 0/5) (MP: 0/4) (AP: 0/3) || Effect: +10
>>
Rolled 3, 1, 4, 5, 2, 1, 1, 1, 3, 5, 1, 1, 1, 5, 1, 3, 5, 5 = 48 (18d6)

>>3661274

LOAD UP AND UNLOAD!
TAKE THIS, AND THIS, AND THIS YOU FUCKIN' BUUUUUGS!

>1! [High G Force Tolerance]: Reload Cannon with HE(+Aoe) - 1! + Roll vs Piloting-10
>1! Flip on flood lights
>4! Run 333 and Jump 3 - Close 12 (1d6+Margin)
>2! MG the into the crowd of gaunts - 2d6+2, autofire 3 60degrees. - vs Acc-10
>1! [High G Force Tolerance]: Fire Cannon HE(+Aoe) 3d6(4) behind the group of archers - vs Acc-10 ( and 1! + Roll vs Piloting-19 )
>3! ChemSprayer Flame the gaunts East 3p, 3rng

MHAT
==Brontide==
INT 35 DR 15
Ap 12 Focus 9/12
==Skills==
Idea 8 | Acc 10 | Notice 10 | Pilot 10
Ammo 6 | Close 12 (1d6+Margin)
==Systems==
MG - 2d6+2, 2!, autofire 3 60degrees.
Cannon - 3d6(4) 4! 6reload. AP(+1d6) HE(+Aoe) or FireGlass(Overload Magic)
Hookshot - 1d6+Margin, 10Range
ChemSprayer 2 x ! Foam, Flame, Smoke, Gas
IFV - 3AP deploys a Trooper
High G Force Tolerance - 1AP+Roll vs. Piloting: Repeat last turn movement or action
>>
>>3661758
>>3661274
>Correction: Spend 4 Focus to not fucking blow up from the extra G's.
>>
>>3661613
>>3661381
Any idea how to banish the giant? It'd beat fighting it. How is it staying manifested? Do summoned things usually outlive their summoners?
>>
>>3661988
Intriguing line of inquiry, but one would have to investigate...
>>
>>3661697
That's a 1/3 weapon, Trencher. You click the chamber empty and as you stand in a sea of gunsmoke, that's +13, not +20.
>>
File: Broken Cores 3.png (4.21 MB, 2258x2700)
4.21 MB
4.21 MB PNG
Get 'em! They don't like the bright lights one bit! Excellent idea, Detective!

Enemy Phase
>>
File: Broken Cores 3-1.png (4.02 MB, 2258x2700)
4.02 MB
4.02 MB PNG
==Crew==
Ro1 | Detective Forsyth
Co2 | Jin, FT Crane
Tr3 | Groat
Pi4 | Brontide
Tr5 | Salmon
Co6 | Samson, FT Axolotl
Ro7 | Dr. Vitae

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

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

All: *Searchlights/Flashlights. Forward cone light. On/Off once per turn. 1 AP.
**THIS SEEMS TO REALLY GET THEIR ATTENTION**

==Casualties==
7 Troopers
3 Veterans

--

The first forward wave falls. We catch our breath. Beneath the solid servos of Brontides vehicle, bits of the creatures bubble away into nothing solid at all, rent by bullets, fire and desperate hand to hand.

On the lower ingress, one blade-wielding monstrosity lowers its riddled shield after the MG spray, somehow still alive - six veterans pump it full of insurance bullets and it topples over. Lightning quick, a much larger, cleave-wielding monster bounds into the opening caused by its kin and cuts down two troopers.

--

Trencher Salmon comes face to face with two fresh-faced troopers who find bandages and sweet placebotamol pain relief.

--

From the shadows, something armored strides forward, towering over its lesser kin, waving its blade in intricate patterns. The [NightSworn] points at Pilot Brontide. Its bow-wielding kin flee from the burning search-lights, flashlights and Detective Forsythes' spell. But this one stands firm. And when our beams touch it, it casts a very solid shadow indeed.

[Trooper]
Is it... Challenging the tank? I think it thinks that Pilot is a Knight!

--

The caves rebound with laughter from multiple odd throats, the echo of the Officious Theurge on what passes for lips among all the creatures attacking. And then... then the Light begins to fade.

some of our flares have gone out. IT'S TOO DAMNABLY PITCH BLACK TO ADVANCE. DROP SOME FLARES, CALL IN A FLARE MORTAR, LIGHT SOMETHING ON FIRE OR GRIP YOUR FLASHLIGHT REAL TIGHT. THE FOW WILL NOT DISPEL UNLESS YOU FORCE IT BACK.

>AREAS IN BLACK AND WHITE ARE "KNOWN" BUT ARE COVERED IN COMPLETE DARKNESS. YOU CAN BARELY SEE IN THERE. ALL PENALTIES DOUBLED.

PLAYER PHASE

>https://www.youtube.com/watch?v=pnZV7lbYpNw
>>

the specialist is having a fit again
is he leaking colour or spitting bees?
Uh, no? H-he's just screaming
that happens all the time, Vitali. Don't worry about it
but he wants my meds?
At least its not your spine or your shadow. Sometimes they get all abstract
S-should I just... give him my first aid package?
I think you might need it! Those blades look real sharp!
F-fine! Uh!

LOOK, SPECIALIST! PLANT A VANADIAN FLAG TO MARK THIS AREA AS A ZONE WE CONTROL.

IT CONSUMES HALF YOUR AP (ROUND UP).

ONCE YOU DO THAT, YOU CAN RE-SUPPLY FROM THE FLAG!
>>
>>3664989
"Noted! Now would one of you troopers mind telling me the ethics of using gaunt blood as a substitute for human blood?"

>Count 1 ap for last question that i yelled at the trooper, and 1 more ap for asking the troopers the ethics of using gaunt blood as human blood. (Apoligies about the deletion didnt know if it was going to be answered or not)
>>
>>3665003
WHAT. I DON'T KNOW. ASK THE DETECTIVE
>>
>>3665048
*stares at troop with the same anger that a pre teen would his parents*
"I DONT HAVE TIME TO TALK TO THE DETECTIVE!"
*breathes for a moment while wiping his goggles*
"I'll take that as a yes"
>>
Rolled 5, 3, 1, 2, 4, 6, 4, 5, 4, 5, 4, 1 = 44 (12d6)

>>3664951

HAVE AT THEE, NIGHTSWORN!

>3! Scanner Ping; vs Notice-10
>2! Move 3
>1! [HGFT] ChemSprayer Flame the NIGHTSWORN East 3p, 3rng; vs Piloting-10
>1! Hookshot the NIGHTSWORN 1d6+Margin, 10Range
>5! Aim and MG the NIGHTSWORN 2d6+2, 2!, autofire 3 60degrees; vs Acc-10+Aim

MHAT
==Brontide==
INT 35 DR 15
Ap 12 Focus 4/12
==Skills==
Idea 8 | Acc 10 | Notice 10 | Pilot 10
Ammo 6 | Close 12 (1d6+Margin)
==Systems==
MG - 2d6+2, 2!, autofire 3 60degrees.
Cannon - 3d6(4) 4! 6reload. AP(+1d6) HE(+Aoe) or FireGlass(Overload Magic)
Hookshot - 1d6+Margin, 10Range
ChemSprayer 2 x ! Foam, Flame, Smoke, Gas
IFV - 3AP deploys a Trooper
HGFT - 1AP+Roll vs. Piloting: Repeat last turn movement or action
>>
Rolled 4, 5, 4, 5, 4, 1, 5, 6, 2 = 36 (9d6)

>>3664951
>>3661988
"I'll see if i can solve your answer trencher while I do this, maybe the gaunts have tattoo's or the like on its body that sustain it."
>Still in Go to ground/stealth mode, unknown how long it lasts
>Move: 3 2
>1 AP Grab night gaunt and move it to the hex six of me
>Move: 5
>1 AP perform a quick inspection of the corpse, look for tatoo'd sigils or runes on its skin or body while comparing to the giant. (Rolling agents channeling for lore that I may have seen in the past or during military studies)
>1 focus: Think about the giant with the information that i have gathered with a *through* search of the gaunt are they linked in anyway? If any sigils or tattoo's are present are they identical and what is their function? Is the giant essentially a giant elemental linked to the gaunts? (Rolling against channeling for lore)
>1 Gear +1 AP While doing this prepare the gaunt corpse to act as a impromptu blood bag
>1 focus+1 ap: Spend my second to last gear and use a first aid kit on a soldier.

{resonance specialist}
==Dr. Vitae==
AP 6 MP 3
Ht 10/10 Grit 2
React 7 Focus 9/12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 1/7, Energy:
Words: Force, Shock, Vitality
==Gear==
Hand1: C7 Service, 1D6, 12/12, 1/2, Crit 6
>>
>>3665085
>Burn 1 focus to increase my channeling skill by 1 to a total of thirteen for the first roll in order to succeed. New total of focus should be 8
>>
Rolled 1, 1, 4 = 6 (3d6)

>>3664951
"I have seen some real bad places, but this district could topple them all in that particular contest. Armed hardcases tottered to and fro, skulking in the dark.

This wasn't just a random gathering of street scum though. Behind their dull stares there was a glint of a common purpose, of a guiding will. They didn't just happen to be here, they were brought and instructed to uphold a goal.

This meant things were going to get dangerous. This also meant I was on the right track."

>6! Channel the light from the floodlight to 44 on FT Axolotl (+5 Ap into boon, vs 12)

==Detective Forsythe==
AP 6 MP 3
Ht 10 Grit 2
React 7 Focus 12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 7
==Gear==
Hand1: C7 pistol (12/12)
==Words==
Light, Corrode, Hope.
>>
Rolled 1, 1, 3, 6, 4, 4 = 19 (6d6)

>>3664951
==Fireteam Axolotl==
AP: 3 || MP: 4 || GRT: 2 || REA: 6 || HP: 12/12 || DR: 1 || MAN: 5/5 ||
==Skills==
ACC: 10 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 11/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2: [MG] || Dmg: 2d6+2 || Autofire 3 || Firing zone: 60°|| 2AP per shot
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> (Move) Move squad behind Sandbags @ [3] to avoid incoming arrows. (MP: 3/4)
> (Action) Fire MG on target @ [4, 3] (AP: 2/3) || ACC: 10+4+3+1 (Man: 1/5) (MP: 0/4) (AP: 1/3) || Effect: +8
> (Action) Throw Flashfire grenade towards [3, 2, 2] (AP: 0/3) || ACC: 10+1 (Man: 0/5) || Effect: +2
>>
>>3664951
"What? Whatd you mean you didnt plant a flag yet?? Get going you crayon eaters. We can't run out of supplies!"

>(2ap) Plant Vanadian Flag
>(1ap) 2 Sappers upgrade the Defenses with searchlight facing the enemy Nightgaunts while 1 Sapper goes to ressuply [Dr.Vitae] with more first aid kits (Unless he's too far...MP=4). While 3 troopers and 3 Veterans overwatch/suppress hostiles.

==Jin, Fireteam {Crane}==
AP 3 MP 4
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 10
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•3 Veterans
•3 Sappers
•3 Troopers
>>
>>3664951
Good luck with the north side.
Repositioning!
> move 444
> reload
> 1 focus, scan 1AoE. Veterans have some reflexes that I need to borrow

>>3665287
That one with the staff needs to die, up for trying to get a flank on them?
>>
>>3665003
>Now would one of you troopers mind telling me the ethics of using gaunt blood as a substitute for human blood?"
It won't work. You'll be infected with gaunt blood, possessed, and then turned into an evil, evil Vortigaunt.
>>
>>3665758
How prescient.
>>
Rolled 6, 6, 4 = 16 (3d6)

>>3664951
Oh, thanks a ton. I'll put in a good word for you two, alright?
>move 233
>get the flashlight on
Boo!
>15 round burst, at {333 2} (5ap, vs 15)

==Salmon==
AP 6 MP 3
Ht 12 Grit 6
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Hand1: Chirni-77 (1d6; 1/3,2; 40/40(2); 3! [R:6!])
[Controlled Reaching]
Decrease or Increase distance from point to point by up to [GRIT] with 1 AP. Reset to normal with 1 AP.
Spend 3 AP to roll vs Focus; Margin becomes the distance between two points. -3 for +1 AoE
>>
>>3667039
Ooh, nobody saw that, right?
Please tell me nobody saw that.
>>
>>3667041
...
>>
==Kaine, Fireteam {Steel}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 10 {Man symbol}
==Skills==
Acc 8 Close 8
Bright 8 Notice 9
Gear 15
==Gear==
Hand1: Sepento:
1d6
hit every 1m
1AP

{Fireteam Steel}
3 Sappers
7 Troopers

---------------------------------------------------------------
>"This is Sgt. Kaine of Fireteam Steel, well, acting Sargent at least. We are approaching with reinforcements! Where do you boys need us?"
>>
File: SCIENCE PHASE.png (235 KB, 689x802)
235 KB
235 KB PNG
>>3665085
this curious flesh is slick to the touch. it slides off of your gloves. one of the troopers sees you struggling and help you pull.

long hours of lectures roll through your mind. binding, architectural composition, the logic of chance. you look for sigils, search for runes, check forwards. this thing must be compelled here, conjured here, commanded here, it is the only reasonable cause

yet if it was, you would find sign of it. The will of another writ in its bones.

You do not. There is not.

Unless... The stone that passes for a heart is unlike any anatomy you have ever seen. The cranium is but empty space with no brain, and yet, it thinks.

The black-ichor splatter around your impromptu dissection, and in the oily darkness, faintly, glitters the tiniest flecks of light.

And the entire thing smells of ash.

You check. You probe. You conclude.

This Gaunt is not summoned, is not conjured, is, for all intents, its own living entity bound by some laws you cannot yet understand. It is not an elemental or a magical construct or a machine, it is all to real and all too alien.

But it bears subtle trace of manipulation, still!

THE OFFICIOUS THEURGE HAS BOUND IT TO HER WILL. A PARASITE THAT RIDES IN THE THOUGHT. A VIRUS THAT SPREADS AMONG THE GAUNTS AND SUBBORN THEM.

SOMETHING HERE IN THIS PLACE BINDS THE NIGHT-GAUNT PACK TO THE WILL OF THE THEURGE.

BUT WHAT IS IT?
>>
File: Steel Phase.png (1.41 MB, 2181x1432)
1.41 MB
1.41 MB PNG
>>3668640
Uplink note, Kaine. Integrating--
There.
Good to have you with us, Steel!

>Fireteam can act.
>>
Rolled 4, 5, 6, 2, 3, 5 = 25 (6d6)

>>3668666

---------------------------------------------------------------

{MOVEMENT: 222}
[1 AP: Sub teams 1 and 2 have their sappers start to dig a slight trench in the line to help boost the cover already being provided.]
[1 AP: Sub team 3 prepares a set of High Intensity flares to toss into the field of fire to help illuminate the area and also fuck with the gaunts]
[AP 1: "Command, this is Acting Sargent Kaine of Fireteam Steel, WHAT THE HELL DID YOU SEND US TO ENGAGE?! WHAT ARE THESE NIGHTMARE BEASTS?! PLEASE RESPOND FOR GOD'S SAKE! *Cough* Em, O-over."
==Kaine, Fireteam {Steel}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 10 {Man symbol}
==Skills==
Acc 8 Close 8
Bright 8 Notice 9
Gear 15
==Gear==
Hand1: Sepento:
1d6
hit every 1m
1AP

{Fireteam Steel}
Sub-Team 1:
1 Sapper
3 Troopers
Sub-Team 2:
1 Sapper
2 Troopers
Sub-Team 3:
1 Sapper
2 Troopers
---------------------------------------------------------------
"Alright boys, Sargent Mavis may have had his head blown off by sniper fire, but he also didn't wear a fucking helmet like we all do. Stick to orders and we'll mak- HOLY FUCK WHAT THE HELL ARE THOSE THINGS?!"
>>
File: Hell Phase.png (247 KB, 1451x651)
247 KB
247 KB PNG
>>3668730
We're working on understanding the reports, Steel Lead.

Some of the tech specialists are digging through the books as we speak. Just hold on out there, okay?
>>
File: Broken Cores 4.png (3.73 MB, 2258x2700)
3.73 MB
3.73 MB PNG
Something has gone entirely wrong with this operation.

Detective Forsythe, the feedback from Doctor Vitae is that these things are being conjured into being from someplace else and are attacking us because of Theurgical Manipulation.

That implies there is something opening a breach for them to get through and something allowing the theurge to exert this control.

Find it and shut it DOWN.


Enemy Phase
>>
>>3668651
"I am not mad soldier, I am enlightened and i am a man of both science and of the arcane. Now quiet."
*Vitae's eyes dash back and forth through the corpse looking for something, anything before he makes his conclusion*
"The runes or the giant, one of those two but by my guess it is the runes. This entire damned place is doomed to fall if those runes aren't nullified."
>Vitae looks at detective forsythe around the corner.
"Detective, my guess you have a sack of salt on you? You may need it for nullifying the sigils or the breach."
>>
>>3668760>>3665602

"As for Mr. Groat, well you now know what I know. My suggestion, get a bag of salt ready, but keep in mind these things are durable so a slow advance may be needed rather than a rush. If these things can be conjured, it means that they are limitless in theory. Rushing in may prove our fall."
>>
File: Floodlight Phase.png (1.53 MB, 2418x1466)
1.53 MB
1.53 MB PNG
pass me that ducttape will ya
>>
File: Duel Phase.png (536 KB, 1996x970)
536 KB
536 KB PNG
PILOT BRONTIDE

PILOT BRONTIDE, RESPOND
>>
File: Broken Cores 4-1.png (3.81 MB, 2258x2700)
3.81 MB
3.81 MB PNG
==Crew==
Ro1 | Detective Forsyth
Co2 | Jin, FT Crane
Tr3 | Groat
Pi4 | Brontide
Tr5 | Salmon
Co6 | Samson, FT Axolotl
Ro7 | Dr. Vitae
Co8 | Kaine, Ft Steel

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

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

All: *Searchlights/Flashlights. Forward cone light. On/Off once per turn. 1 AP.
**THIS SEEMS TO REALLY GET THEIR ATTENTION**

==Casualties==
8 Troopers
3 Veterans

==Priority==
Locate source of Nightgaunt Control. Neutralise. It may be to the south-east.

Recover HZ 126.

--

An arrow lurches from the dark at ludicrous speed, skewering a trooper about to vault a barricade.

Our trenches, wires and sandbags keep off the assault. Two troopers near Salmon double-tap an archer about to take a shot at the Trencher. Then they fistbump, clearly caught up in the moment.

A gaggle of smaller, leaner things round the corner into the claws of Fireteam Axolotl, who wait patiently, fingers near the trigger. These things are slimmer than their brethren, faster, claws longer but bodies leaner, more feral somehow. They boil over the fortification, but get stuck on the wire and caught by the bags. Axolotl snaps off a few shots.

Trencher Groat surprises their own soul by combat-stripping their Chirni, reloading it, and taking out an archer on the far-side, all in one fluid, practiced motion.

--
{Colonel Gerean}

Yeah--- I get it. No, I understand. No, I-- I understand no you can't court martia-- no, Sir, SIR, I SIR WE'RE IN THE MIDDLE-- Oh, they hung up.

Voids damn it all.

TRENCHERS. WE JUST GOT A . . . CALL . . . FROM HIGH COMMAND. HZ 12-6'S TRANSRECIEVER PINGED BACK ON BRONTIDES SCANNER. APPARENTLY THEY'RE STILL ALIVE.

COMMAND WANTS US TO RECOVER THEM. GET IT DONE.



PLAYER PHASE

**FLAG UP. Restock with 1 AP to restore 1 HT, 1 Focus and 1 Gear. THIS DISABLES OFFENSIVE ACTIONS.

**COORDINATORS CAN CALL IN ALLY ELEMENTS.

**Fireteam Steel reports flares ready to throw.
>>
>>3668816
"Trencher salmon would you be so kind as to achieve the sub objective of recovering Hz-12-6? I would do it but you are closer."
>>
Rolled 2, 1, 1 = 4 (3d6)

>>3668816
>>3668831
Oh, huh, good eyes.
>decrease distance between me and HZ 126 to 0 (1ap)
>drag HZ 126 onto my tile (1ap)
>hit 'em with a field kit. (-1 gear, 3ap, vs 12)
Hey. Hey hey hey. You awake? Command wanted you. Says it's important.
>put up 4 points of cover facing 3 (3mp, 1ap, 4 points)
You're gonna be alright, yeah? Hold it in finetastic, and all that.

==Salmon==
AP 6 MP 3
Ht 12 Grit 6
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 6
==Gear==
Hand1: Chirni-77 (1d6; 1/3@2; 40/40(2); 3! [R:6!])
[Controlled Reaching]
Decrease or Increase distance from point to point by up to [GRIT] with 1 AP. Reset to normal with 1 AP.
Spend 3 AP to roll vs Focus; Margin becomes the distance between two points. -3 for +1 AoE
>>
File: ActionPlan#10.png (3.74 MB, 2258x2700)
3.74 MB
3.74 MB PNG
Rolled 1, 3, 5, 3, 4, 4 = 20 (6d6)

>>3668816
==Fireteam Axolotl==
AP: 3 || MP: 4 || GRT: 2 || REA: 6 || HP: 12/12 || DR: 1 || MAN: 5/5 ||
==Skills==
ACC: 10 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 11/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2: [MG] || Dmg: 2d6+2 || Autofire 3 || Firing zone: 60°|| 2AP per shot
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> (Action) Fire MG at the pair of hostiles trying to push into the line @ [3, 3] and [3, 3, 3] (AP: 2/3) || Target: 10+1+4-2 (Man: 4/5) (MP: 0/4) || Effect: +2
> (Action) Invoke 'Trust me on this one' (AP: 1/3) || "Push the line forward so we can flank the enemy's rally point! All hands set up an illuminated fortifications at the marked positioned and then take cover behind them! Fireteam Axolotl will provide covering fire!" || Target: 8+1+4 (Man: 0/5) (AP: 0/3) || Effect: +8
>>
Rolled 2, 5, 3 = 10 (3d6)

>>3668816
"Gear? Hazocom or saving men...Lets try to do the last one i hope to the heavens this works..."
>Move: 4
>Channel 11 points of vitality from surrounding men.
>Move 4
>Using 1 ap to cast and 5 ap and 3 focus to boost my skill attempt to cast a 5 effect 1 aoe healing effect that is a boon that will revive fallen allied troopers caught in its radius. Target hex is 3,3,4 skill should be 17 (Math: Counting healing as a boon and rounding down, and -3 skill for 1 aoe)


{resonance specialist}
==Dr. Vitae==
AP 6 MP 3
Ht 10/10 Grit 2
React 7 Focus 8(?)/12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 1/7, Energy:
Words: Force, Shock, Vitality
==Gear==
Hand1: C7 Service, 1D6, 12/12, 1/2, Crit 6
>>
Rolled 6, 8 = 14 (2d10)

Into the dark.

>>3644630
==Brishan==
AP 6 MP 3
Ht 12 Grit 4 DR 3
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Chirni77
AEPP 3
>>
>>3668816
>>3668850
>Deploy
>>
>>3668850
>>3668857
Welcome aboard, Trencher Brishan. It's good Command finally sent us your kind of trencher, the readings have been getting kind of screwy down here.

6, 8
[Localized Warper]
You can move anything within [GRIT] range that is the same hex size, or smaller than you. +1AP for +1SizeCategory.
1 AP 1 hex moved, multiplied by how much smaller it is.
You can move things outside [GRIT] range if they start within GRIT range
>(eg, grab something and move it 8 spaces when it started 1 space away from you - but you could not do the inverse, of taking something 8 away and moving it closer unless your grit was 8)

Spend 2 AP to [accelerate] an object. When you [move] it, it moves [Hex] x [Acceleration]

Rolls vs Focus to grab things in your “field” as an action if it would require some reaction
>Such as: grab the bullets being fired at you
>such as: grab that grenade and flip it back
>Such as: yank all the air away from that pathfinder
>>
>>3668890
All right. Given 6AP, it could go thusly, right?
>1AP Activate move
>5AP Move Pathfinder 5 tiles

But is this here correct? Do I need a size category distance of 2 or more to multiply movement?
>2AP Activate for Size 2
>4AP Move Pathfinder 4x(2-1) tiles = 4

Lastly, does [accelerate] linger like a mark that I can take advantage of in a later turn, or does it have to accompany a Move immediately?
>>
>>3668916
No, you'd move the pathfinder 6 tiles. You don't have to "activate" anything.

>Move target x times (x ap)
or
>Accelerate Pathfinder ( 2 ap)
>Move pathfinder 4 times ( 8 hexes moved )

Now if you wanted to grab a 2 hex hunk of rock and move that, you would have to

>Go Bigger (1 AP)
>Move it 1 hex (1 AP)

And no, it ends at the end of your turn when you "let go". You can sustain acceleration with 1 AP on a target that remains held in your mental grasp (1 AP). This is because you have to

>sustain the grasp
>sustain the acceleration

Things also won't have a higher accel factor than your innate MP (so no accel 10, yet, since your MP is currently 3)
>>
>>3668840
Sir, yes sir!
>>
>>3668943
Thanks. Regarding this bit:
>1 AP 1 hex moved, multiplied by how much smaller it is.

If I assume a bullet to be 2 size categories smaller than me, and a sword to be 1 smaller, then Moving a bullet occurs with a 2x multiplier and Moving a sword with a 1x multiplier (that is, none)?
>>
>>3668960
How astute.
>>
>>3668964
Squads Axolotl, Crane and Steel! If it's an advance you want, I'll scoot your barricades along.
>>
>>3668840
>>3668730
>>3665365
>>3668988
>>
File: Brishan Phase.png (1.02 MB, 1773x1260)
1.02 MB
1.02 MB PNG
>>3668989
On point and on the go.

>Act?
>>
Rolled 5, 3, 1 = 9 (3d6)

>>3668816
"My hunch proved to be right yet another time. The scum was enabled and controlled from a single center.

Well, if there was one thing I knew, it's that the ancient tales were wrong. If you want to slay a hydra, you don't cut off its heads.

You find its heart, and you skewer it."

>1! Maintain buff on FT Axolotl
>Move 333
>3!(?) Climb up
>1! Speak Light
>1! Channel the light 233 333 (-3 distance, + all remaining AP, vs 9(?))

==Detective Forsythe==
AP 6 MP 3
Ht 10 Grit 2
React 7 Focus 12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 7
==Gear==
Hand1: C7 pistol (12/12)
==Words==
Light, Corrode, Hope.
>>
Rolled 5, 2, 4 = 11 (3d6)

I'll set the battle line. You men provide the lights!

>>3669014
>Move 34
>1! Bigger
>3! Move and rotate barricades at 3 and 34 into position >>3668840
>2! Coordinate so that builders ordered by Samson have time to set up more lights/overwatch, vs Bright 13
>Move 2

==Brishan==
AP 6 MP 3
Ht 12 Grit 4 DR 3
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Chirni77
AEPP 3
>>
>>3668816
>2 Sappers and 1 Veteran. Modify our Barricade and Searchlight to be right behind Brontide
>[1 Sapper with the help of 1 Veteran] throw a Fire grenade at the Armored Gaunt while [3 Troopers and 1 Veteran] just shoot it.
>Squad take cover behind Brontide and the newly made barricade


==Jin, Fireteam {Crane}==
AP 3 MP 4
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 9
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•3 Veterans
•3 Sappers
•3 Troopers
>>
>>3668840
>>3668949
>>3668840
Can't rig up a light that fast, give me a second.
Holding the barricade, nice job Brishan. We could use one more push up.
> Move 333
> 1AP Take cover
> 1AP turn the flashlight on, right on the gaunts
> 1AP When they come running, Mindcrash. Focus-11
> 3AP If that doesn't stop them then prepare a grenade and throw it, 2d6 HE. Close-12
> [Reactive] Overwatch. 3-round burst northeast. React-9 | Accuracy-10

>>3668765
>>3668760
The giant is a guard, the runes are probably it. Or something else in the building, anyway.
Hey instead of pulling vitality from our troopers what if you pull the shadow out of the enemy. Just an idea.

==Groat==
AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 12
>>
Rolled 3, 6, 5, 6, 3, 1, 3, 4, 5, 5, 3, 4 = 48 (12d6)

>>3668816

CHEEKY CUNT!

>1! Face 3
>1! [HGFT] Aim and MG the NIGHTSWORN 2d6+2, 2!, autofire 3 60degrees; vs Acc-13[10+3]; vs Piloting-10
>4! Aim and MG the NIGHTSWORN 2d6+2, 2!, autofire 3 60degrees; vs Acc-12[10+2]
>6! ChemSprayer Flame the NIGHTSWORN, 12p; vs Acc-10

MHAT
==Brontide==
INT 35 DR 14
Ap 12 Focus 6/12
==Skills==
Idea 8 | Acc 10 | Notice 10 | Pilot 10
Ammo 6 | Close 12 (1d6+Margin)
==Systems==
MG - 2d6+2, 2!, autofire 3 60degrees.
Cannon - 3d6(4) 4! 6reload. AP(+1d6) HE(+Aoe) or FireGlass(Overload Magic)
Hookshot - 1d6+Margin, 10Range
ChemSprayer 2 x ! Foam, Flame, Smoke, Gas
IFV - 3AP deploys a Trooper
HGFT - 1AP+Roll vs. Piloting: Repeat last turn movement or action
>>
File: Broken Cores 5.png (3.92 MB, 2258x2700)
3.92 MB
3.92 MB PNG
Push up! Push up!

---

>>3668838
Some of this isn't blood. You almost don't even know where to put the bandage.

>>3668840
This is entirely impossible to parse as an instruction to carry out. Never, ever do this again. Depending on Command to cross correlate individual substrands of orders, when the important details are in parenthesis, while asking your troopers to carry out an advanced sweep and clear and fortify manoeuvre? No, Coordinator. Do not.

>Assign X active to do Y
>Assign P actives to do Z

>1 Active: Fire MG at hostiles 33, 333. Acc 10+1+4MP.
>4 Actives: Trust Me On This: Push that line forward... Do THIS.

How do your actives move if you also spend your MP to brace your MG? How do the actives carry out an order to PUSH to ILLUMINATE to TAKE COVER to PROVIDE FIRE.

Which allies around you are expected to push?

>>3668847
1 AP to cast, +8 ACC, 5Boon 1 AOE --> 12+8 Channeling. -3 for AoE, -5 For 5 Energy in a Spell.

Outcome? 1 AoE 5power Vitality Healing Sphere. Excellent work, Doctor.

Curious Students Want To Know: Why did you take 11 vitality when you only intended to use 5 vitality in your effect? The 6 vitality is LOST and now every trooper in Fireteam Steel took 1 damage.

Maintain the invocation with 1 AP.

>>3669031
Excellent work, Detective. But there are a lot of ruffians in this neighbourhood. ANd now they know where you are.

>>3669038
Trencher Brishan, that's +1 sizze for +1 Size category of an INDIVIDUAL OBJECT not +1 Size category for +1 AOE.

To move 2 barricades and all the attendant items, would require 2 AP per object, two objects, two size category increases. That's 8 AP minimum.

At best it also moves 1 sandbag. If you wanted to move size 3 full barricade, that's +2 size categories.

>>3669111
Coordinator Jin, please, again, please stop asking your men to do multiple things in one order.

2 Sappers and 1 Veteran: Modify barricade.

1 Sapper + 1 Veteran: drop Grenade

3 Troopers + 1 Veteran: Shoot

That Grenade + Shoot is definitively entirely complete two orders. Not one order. Two.

>>3669199
Trencher Groat, it appears a very large crashed sigilcraft is blocking your approach.

>>3669264
You are BLEEDING TO DEATH in your OWN COCKPIT and you have 3 HP LEFT.

Enemy Phase
>>
>>3670700
Because you half the total energy when you cast a boon? 10 energy is cut down to 5 refined energy that does something good .
OKay command would you mind explaining the resonance change [boon] maths really quick?
Also explain maintaining invocations :V
Does that mean it just persists or does it mean i can cast it again :V
How does it work?
>>
>>3670721
Also how much focus do i have DX
your map says one thing and my internal math says another im confused DX
>>
>>3670721
>>3670725
You don't half, Specialist. What gave you that impression? It takes extra strain to force the world into aligning properly, represented by a -1 channelling skill penalty per point of energy in the boon or bane.

As for maintaining something, you spend 1 AP to maintain an on-going invocation.
>>
>>3670759
*clutches head*
My third or fifth grade math teacher command its a blur at this point to summarize it I thought the -1x equals 0.5 and the energy symbol described you halving your energy by half. In a way refining it so that it can harm or help somebody.
I also thought the energy symbols during the *changes* that resops are provided meant your energy as a whole being divided, or subtracted. Not it being accounted on a one to one basis.
The charts provided are quite confusing as where the teachers, that or attempting to take and ensure my medical classes were up to date while learning resonance "magic" confused the two.
>>
>>3670700
"I ain't got time to bleed! I gotta kill this bastard!"
>>
File: Shadow Phase.png (377 KB, 1003x716)
377 KB
377 KB PNG
Something snaps and Pilot Brontide's lights go off!
>>
File: Turn it on and off.png (689 KB, 1736x977)
689 KB
689 KB PNG
The two troopers pour covering fire into the night while Trencher Salmon tries to put broken things that are almost vital organs back into their proper alignment, wrapping bandages around slick things that are likely limbs. The HazoCom' plate has been ripped by swords and dent by incredible force, as if Hz 12-6 had decide tonight of all nights was a good time to pick a fistfight with an armor battalion.

Nothing we have faced so far could make this kind of wounds.

A shuddering click sounds as Trencher Salmon applies first aid, and then, with the lingering sensation of ozone, Hz-12-6 snaps their light-green eyes open and looks up out of a shattered facial plate.

With half her lower systems missing HZ 12-6 winks.
>>
Rolled 6, 5, 4, 1, 1, 2, 2, 4, 5 = 30 (9d6)

>>3668840
~~---------------------------------------------------------------~~
{*TURN*}
{MOVEMENT: None}
>[1 AP: Kaine orders the flares thrown at the Large gaunt which attacked Brontide after hearing over comms that he might still be alive, thus the sappers begin hurling flares. ]
>[2 AP: The troopers, bracing themselves on the sandbagged trench are ordered to open fire on any targets they see, namely the marked target designated as “Nightsworn”.] (Acc: 18 (Base 8+7 troopers+3 brace)
~~---------------------------------------------------------------~~
{*STATS*}
==Kaine, Fireteam {Steel}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 10 {Man symbol}
==Skills==
Acc 8 Close 8
Bright 8 Notice 9
Gear 15
==Gear==
Hand1: Sepento (1d6; RoF@1; 1AP)

{Fireteam Steel}
*Sub-Team 1: (1 Sapper, 3 Troopers)
*Sub-Team 2: (1 Sapper, 2 Troopers)
*Sub-Team 3: (1 Sapper, 2 Troopers)
~~---------------------------------------------------------------~~
{*FLAVOR TEXT*}
"Sappers! Yeet the fucking flares at marked target! Troopers, engage at will! Open fire! Wipe the big bastard off the map!"
>>
>>3671081
"Hazocom anatomy truly is fascinating, to be able to miss their lower half and still be able to operate let alone *live* is truly a wonder. I applaud the scientists and the (what most likely is genius) medical staff who went through such an ordeal to install that many implants both bio and mechanical into a living being.
My medical training due to my past background tells me that no man women or living being, whether elemental or not. Should be able to withstand that kind of treatment, my resonance training (although haphazardly in favor of the medical career) along with past experience of witnessing trenchers in action tells me that it may be possible
Truly fascinating."
>>
File: Duel Phase 2.png (830 KB, 1872x803)
830 KB
830 KB PNG
To win a duel is to be a Champion but to win a war takes an entirely separate skillset.
>>
>>3671122
Good doctor, I literally just put together a... cyborg... with elastic bandages and some packing.
THE MEDICAL GENIUS HERE IS ME.
AND I GET TO KEEP THESE EXTRA BITS, I THINK.
>>
File: Still Here.png (623 KB, 2113x1002)
623 KB
623 KB PNG
unbelievable
>>
File: Yes Please.png (919 KB, 2418x1466)
919 KB
919 KB PNG
Thank the stars, it had so much metal in it it bled to death.

Fine shooting, troopers!
>>
>>3671158
"Well thats good trencher."
*Clapping*
"If you can store the "extras" in a cold storage box if you may. I believe you may have one sitting in your pack on the left. Special issue for carrying bio hazards I believe. I won't go into the details about why some of us have it except toxins and organ harvesting from dead troopers is something that has happened once or twice I believe in the course of this war"
"I'm sure you can talk with some medical staff to identify them or do whatever it is you may wish to do with the "extra bits" of a hazocoms organs."
>>
File: Broken Cores 5-1.png (3.91 MB, 2258x2700)
3.91 MB
3.91 MB PNG
==Crew==
Ro1 | Detective Forsyth | ack. that hurt!
>1 Effect. Remember to maintain!
Co2 | Jin, FT Crane | CASUALTIES. -3 TROOPERS.
Tr3 | Groat
Pi4 | Brontide | PILOT. YOUR COCKPIT IS FLOODING WITH WATER. GET OUT OF THERE.
Tr5 | Salmon
Co6 | Samson, FT Axolotl
Ro7 | Dr. Vitae
>1 Effect. Remember to maintain!
Co8 | Kaine, Ft Steel

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

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

All: *Searchlights/Flashlights. Forward cone light. On/Off once per turn. 1 AP.
**THIS SEEMS TO REALLY GET THEIR ATTENTION**

==Casualties==
11 Troopers
3 Veterans

--

Good work, people. Excellent work. And-- you interrupted their duel. That might have -- EYES UP. HERE THEY COME.

Pilot Brontide is slammed with by 3 chargers! The unit tips over! Falls into the water! Pilot! Your mech is sinking!

Fireteam Crane bears the brunt of the assault! The reaving claws and swords cut down 3 troopers!

The Nightwhisperers reach out in unison and Pilot Brontide's searchlights are snuffed out! The Flare dies!!

Hz 12-6 is restarting! Excellent work!

Trencher Groat dodges a lunge from a gaunt that squeezed its slick form past the fallen sigilcraft!

GET THEM, TRENCHERS
PLAYER PHASE
>>
File: HAZ126.png (188 KB, 374x388)
188 KB
188 KB PNG
>>3668838
HZ 12-6 winks, deep-red blood with streaks of green smeared across their face

thanks trencher

w-would you mind
you jiggled my internal support framework. A-ask before you stick your hands inside a girl, yea

haaaa got you

just
just turn my pain receptors off. It gets hard to think when your substrate is convinced you are in six places at once.

my legs are bust. C-could you get my out of here or find a way to re-attach them?
>>
>>3671249
*Dr vitae looks at his surgical kit with a sigh and to the nearby trooper*
"Trooper I need an assistant, while I have a resonance effect to the south we are currently losing men and need I someone who can apply a few first aid kits. Would you be so kind as to assist me with my duties as a self assigned medical staff? "
>1 ap maintain healing field.
>1 ap move healing field 1 south aka 4
>1 ap move healing field 1 south east aka 3
>1 ap ask trooper who called me crazy earlier if he wants to help me in my duties to heal and aid people.
>2 ap resupply two pieces of gear and 2 focus.


{resonance specialist}
==Dr. Vitae==
AP 6 MP 3
Ht 10/10 Grit 2
React 7 Focus 10/12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 3/7, Energy:
Words: Force, Shock, Vitality
==Gear==
Hand1: C7 Service, 1D6, 12/12, 1/2, Crit 6
>>
>>3671249

"This isn't the end of this!"

>!4 Evacuate
>Leave this god forsaken wasteland
>>
>>3671289
This place sucks! It's full of monsters! Run away!
>>
>>3671272
Trencher Salmon I believe I can heal them, that or at least transplant a working pair of legs onto hers and heal her with a dose of vitality energy. If you can get her over here maybe I can do something...I promise nothing but I can at least try."
>>
>>3671289
"Aaaand there goes our only working piece of armor. Well there goes that, same urgency and status still applies to the mission though so nothing has really changed at least brontide will be able to get him and his mech fixed at the end of this."
>>
Rolled 1, 4, 1 = 6 (3d6)

>>3671249
==Fireteam Axolotl==
AP: 3 || MP: 4 || GRT: 2 || REA: 6 || HP: 12/12 || DR: 1 || MAN: 5/5 ||
==Skills==
ACC: 10 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 11/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2: [MG] || Dmg: 2d6+2 || Autofire 3 || Firing zone: 60°|| 2AP per shot
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> (Move) [4x1], [3x1] (MP: 2/4)
> (Say) "Cut them down quickly men! Push the offensive!"
> (Action) Fire the MG on hostiles @ [3x3] & [3x2, 4x1] focusing on their heads. (AP: 2/3) || Target: 10+5+2+2-(2*2) (Man: 0/5) (AP: 0/3) (MP: 0/4) || Effect: +10
>>
>>3668840
Perhaps this blockage suits us fine. What if we take the southern route while their forces are occupied with our north?
>>
>>3671376
"Because it means we will be expoed to melee combat? And vanadia men compared to say pytherians gaunts or even knights arent the greatest when it comes to sword fighting. but you do have a point, breach and clear away trencher just keep your grenades handy."
>>
Rolled 1, 5, 5, 3, 4, 4, 4, 4, 3 = 33 (9d6)

>>3671249
~~---------------------------------------------------------------~~
{*TURN*}
{MOVEMENT: 1 2}
>[1 AP: Kaine radios command for APC/IFV/Armored support after losing Brontide’s MHAT.]
>[2 AP: Kaine rallys his men, charging forward to engage the Gaunts after a major boost in confidence from killing Nightsworn.] (Acc 19 Base 8+ 10 troopers/sappers firing+ 1 Brace)
~~---------------------------------------------------------------~~
{*STATS*}
==Kaine, Fireteam {Steel}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 10 {Man symbol}
==Skills==
Acc 8 Close 8
Bright 8 Notice 9
Gear 15
==Gear==
Hand1: Sepento (1d6; RoF@1; 1AP)

{Fireteam Steel}
*Sub-Team 1: (1 Sapper, 3 Troopers)
*Sub-Team 2: (1 Sapper, 2 Troopers)
*Sub-Team 3: (1 Sapper, 2 Troopers)
~~---------------------------------------------------------------~~
{*FLAVOR TEXT*}
“Command, Command, this is acting Sergeant Kaine of Fireteam Steel. We have a confirmed loss of MHAT asset in the area. Requesting any motorized, mechanized or armored support to assist in pushing back advancing gaunt forces
“We killed the big fucker, and now his buddies are pissed! Let’s send them to join him in hell! FORWARDS! FOR VANADIA! FOR OUR HOMES! KILL THEM ALL! NO MERCY FOR THESE DAMNED BEASTS!”
>>
Rolled 4, 2, 4 = 10 (3d6)

>>3671272
>>3671249
Yeah, I, uh, I'm not sure... how... exactly to do that.
Um. We have a doctor. He seems... too eager to help you.
(I think he wants to scavenge your parts.)
Hold that thought.
>30 round burst, at the gaunt. (3ap, vs 20)
Alright, let's get you out of here.
>pick up HZ 12-6 (1ap, remember to pick up the legs too)
>move 665
>retreat to VA1, with HZ 12-6 (2ap, 1foc)
Hff hff hff FUCK
YOU'RE HEAVY
>>3671306
HERE.

==Salmon==
AP 6 MP 3
Ht 12 Grit 6
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 6
==Gear==
Hand1: Chirni-77 (1d6; 1/3@2; 40/40(2); 3! [R:6!])
[Controlled Reaching]
Decrease or Increase distance from point to point by up to [GRIT] with 1 AP. Reset to normal with 1 AP.
Spend 3 AP to roll vs Focus; Margin becomes the distance between two points. -3 for +1 AoE
>>
>>3671401
*is setting up stretcher already
"Great work trencher now just set her here and you can get back to your duties soldier!"
>burn 4 focus to gain 4 ap to do the following
>2 ap and 1 gear set up a stretcher or at least a stable operating platform for my new patient
>2 Ap (consumable) Use up a gear for various medical equipment and start to prepare to see what I can do to help this hazocom get back on her feet.
>new focus total should be...6!
>>
>>3671394
>Move 34
>1! Take Gaunt Axe
>Move 3
>3! Bigger Accelerate
>2! Overwatch: Next enemy in space 33, throw 5-ward. Vs Focus 13?

==Brishan==
AP 6 MP 3
Ht 11 Grit 4 DR 3
React 9 Focus 13
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Chirni77
AEPP 3
>>
Rolled 1, 3, 5, 5, 2, 1, 2, 4, 4 = 27 (9d6)

>>3671249
>1ap: Open Flashlights
>3 Sappers Switch our bullets to Armor Piercing (Basically be using AP reload)
>3 Veterans fire armor piercing bullets at the Gaunts Direction 33 and 32

==Jin, Fireteam {Crane}==
AP 3 MP 4
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 6
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•3 Veterans
•3 Sappers
•0/3 Troopers
>>
Rolled 1, 3, 6 = 10 (3d6)

>>3671450
>Cash in two more focus
>2AP After looking to see what i can do use the last piece of my gear to get a suture kit ready and start to work on suturing hazocom 12-6's legs back together. Rolling against bright idea 10 and praying.
>>
>>3671376
> (Say) "There are sure to be dozens of Gaunts lurking within those treacherous passages, and we can't afford the time or manpower required to wade through them! Ideally, we'd erect fortified firing positions on the roof of the Sigilcraft blocking our approach and rain fire on the enemy from an elevated position, but we need to clear away this wave of Gaunts first!
>>
>>3671829
Seems to me it does them better to squeeze past the sigilcraft than take the long way around. Which is why I think the long way 'round is open to us. We'll see what battle brings.
>>
Rolled 6, 3, 6 = 15 (3d6)

>>3671249
"The bastard grazed me, but I survived worse.

This case was important. Important enough to bleed a bit."

>1! Maintain buff on FT Axolotl
>Move 333
>2!, 1 Gear: throw Fireglass grenade 22
>3! Take cover atop the sigilcraft

==Detective Forsythe==
AP 6 MP 3
Ht 6 Grit 2 DR 2
React 7 Focus 12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 7
==Gear==
Hand1: C7 pistol (12/12)
==Words==
Light, Corrode, Hope.
>>
File: Broken Cores 6, 6-1.png (3.94 MB, 2258x2700)
3.94 MB
3.94 MB PNG
==Crew==
Ro1 | Detective Forsyth
>1 Effect. Remember to maintain.
Co2 | Jin, FT Crane
Tr3 | Groat
Pi4 | Brontide
Tr5 | Salmon
Co6 | Samson, FT Axolotl
Ro7 | Dr. Vitae
>1 Effect. Remember to maintain
Co8 | Kaine, Ft Steel | - 2 TROOPERS LOST!
Tr9 | Brishan

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

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

All: *Searchlights/Flashlights. Forward cone light. On/Off once per turn. 1 AP.
**THIS SEEMS TO REALLY GET THEIR ATTENTION**

==Casualties==
12 Troopers
3 Veterans

--

The melee at the barricades devolve into exchanges of pain and murderous blows. Fireteam Crane is so embroiled in melee that the sappers cannot pass munitions!

--

Detective Forsythe tries to find the root of the crime taking place in this place, and blocks their ill intentions with a grenade. Unfortunately, the fireglass is volatile and nothing happens!

--

Trencher Brishan flings a nightgaunt far, far away!

--

Trencher Salmon and Dr. Vitae pull back to provide emergency triage to HZ126, who spits roiling clouds of particles that boil away into a red mist. With enough duct-tape, haste and care, the two manage to get the bone(???) re-attached to the joint. It was only dislocated, yet, slid back into place with a wet pop.

>Salmon, Vitae gain +1 First Aid knowledge! Skill bonus!

--

The flanks are harried with flights of arrows! Two Fireteam Steel Troopers get cut down by the night-gaunts blades! Stand! Hold! Get them!

PHASES ROLLED TOGETHER. PLAYER PHASEEEEEE
>>
>>3671395
SERGEANT KAINE, WE'RE READING YOU. WE'RE TRYING TO FIND YOU SOME SUPPORT

EVERYTHING IS TIED DOWN AND UNDERGOING REPAIRS AND WE DIDN'T BRING ANY HEAVY MATERIALS TO THIS EXPEDITION. WE ARE RELIANT ON SPEED, SPEED AND SPEED.

CHIEF ENGINEER SOVAT IS RESTORING ONE OF THE SIGILCRAFT HUNTER-KILLERS WE DESTROYED EARLIER AND IT WILL BE OPERATIONAL SOON. WE THINK WE CAN FIGURE OUT HOW TO MANEVEUR IT.

HOLD ON AND WE'LL SEND IT YOUR WAY AS TANK SUPPORT.
>>
>>3671655
>>3671401
Ah that's the stuff. Okay. The internal systems will take it from here. Thank you.
>>
>>3671971
>3 Sappers Shoot at the Archers Direction 3
>2AP: Veterans attempt to clear this dumbass melee

==Jin, Fireteam {Crane}==
AP 3 MP 4
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 6
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•3 Veterans
•3 Sappers
•0/3 Troopers
>>
Trenchers, High Command have somehow found out you managed to recover that HazoCom.

They're oddly proud of us. Well done.

HZ 12-6 was our advanced scout for this operation. We're going over their quick report now. It seems there are multiple entrances to this large system. The Inquisitor we saw debating with the Officious Theurge before the darkness must have taken one of them.

Fireteam Wolf and Fireteam Red Wyvern have been tasked to locate one of these entrances, at which point they can provide overwatch.

Excellent work.
>>
Rolled 6, 6, 5, 3, 3, 1, 3, 5, 3 = 35 (9d6)

>>3671971
~~---------------------------------------------------------------~~
{*TURN*}
{MOVEMENT: None}
>[2 AP: Kaine radios command for APC/IFV/Armored support after losing Brontide’s MHAT.]
>[1 AP: Kaine rallies his men once more, firing into the Gaunts.] (Acc 19 Base 8+ 8 troopers/sappers firing+ 3 Brace)
~~---------------------------------------------------------------~~
{*STATS*}
==Kaine, Fireteam {Steel}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 10 {Man symbol}
==Skills==
Acc 8 Close 8
Bright 8 Notice 9
Gear 15
==Gear==
Hand1: Sepento (1d6; RoF@1; 1AP)

{Fireteam Steel}
*Sub-Team 1: (1 Sapper, 1 Trooper)
*Sub-Team 2: (1 Sapper, 2 Troopers)
*Sub-Team 3: (1 Sapper, 2 Troopers)
~~---------------------------------------------------------------~~
{*FLAVOR TEXT*}
“Command, Command, this is acting Sergeant Kaine of Fireteam Steel. I am requesting immediate vehicle support, over.”
“FUCK! Lorenzo and Karl are down! Keep up the goddamn fire!
“GOD DAMN IT COMMAND! I JUST LOST TWO FUCKING GUYS BECAUSE OF YOU! GET THE SHIT HERE NOW OR WE ALL FUCKING DIE!”
>>
>>3671971
Is it 2AP per +x of acceleration, or is it essentially 1AP per 1x acceleration?
>>
>>3672021
Spend 2 AP to [accelerate] an object. When you [move] it, it moves [Hex] x [Acceleration].

Everyone has accel 1 innately.
You speed them u p to accel 2 or 3 (or more?).
>>
>>3672027
All right. Did I manage to pick up that axe?
>>
File: No..png (1.67 MB, 995x1009)
1.67 MB
1.67 MB PNG
>>3672041
It is made of shadow-stuff and darkness and stranger things. They are hard to hold on to.
>>
>>3672048
How strange. Had I only a way to tell it that it had an owner... Or the owned that they had none.
>>
File: ActionPlan11.png (489 KB, 670x488)
489 KB
489 KB PNG
Rolled 6, 5, 1, 5, 6, 5 = 28 (6d6)

>>3671971
==Fireteam Axolotl==
AP: 3 || MP: 4 || GRT: 2 || REA: 6 || HP: 12/12 || DR: 1 || MAN: 5/5 ||
==Skills==
ACC: 10 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 10/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2: [MG] || Dmg: 2d6+2 || Autofire 3 || Firing zone: 60°|| 2AP per shot
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> (Action) Actives: 4+(3) || Invoke 'Trust me on this one." || "Sappers! Scale that war machine and set up a fortified firing position overlooking the cavern ahead of us!" || [Units highlighted in blue are to scale up the Sigilcraft and lay down sandbags at the positions marked in green.] (AP: 2/3) || Target: 8+4+1 (Actives: 1/5) (AP: 1/3) || Effect: +8

> (Action) Actives 1 || Throw Stun Grenade @ [3, 3, 3] (AP: 0/3) || Target: 10+1+4 (Actives: 0/5) (MP: 0/4) (Gear: 9/12) || Effect: +2
>>
Rolled 4, 4, 2 = 10 (3d6)

>>3671971
>>3671979
"Will do ma'am your free to go."
*Turns towards trooper while filling his kit full of supplies while glancing at dying people*
"More or less kid, do yourself a favor and scrounge through the checkpoint for supplies. Stuff like a medics band and cap, you and I are gonna need the supplies and your gonna need a way so that i know where you are. Also get rid of that fucking rifle, i'll be right back."
>1 AP maintain healing field.
>2 ap restock on gear and stuff for 2 focus, 2 gear etc
>1 Ap Ask the trooper to scrounge through the checkpoint supplies for a medics uniform and bandages.
>Move: 2 2
>2 ap consume a first aid kit (1 gear) and use it on the recently shot soldier 3 of me.(10 bright+1 first aid)


{resonance specialist}
==Dr. Vitae==
AP 6 MP 3
Ht 10/10 Grit 2
React 7 Focus 4/12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10, +1 to first aid actions
Gear 1/7, Energy:
Words: Force, Shock, Vitality
==Gear==
Hand1: C7 Service, 1D6, 12/12, 1/2, Crit 6
>>
Rolled 4, 1, 4, 6, 1, 3, 3, 4, 1, 4, 4, 1 = 36 (12d6)

Right, you lot. Stand aside!

>>3671971
>Move 5
>3! Bigger accelerate
>3!+2foc Use gaunt at 2323 to sweep it 5-ward through other gaunts, knocking all into the water. 10 Move
>-2foc to roll above vs 15
>Jump 33

==Brishan==
AP 6 MP 3
Ht 11 Grit 4 DR 3
React 9 Focus 9
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Chirni77
AEPP 3
>>
Rolled 5, 6, 2 = 13 (3d6)

>>3671971
"There was a saying in my army days: Never forget your gear was made by the lowest bidder. Turns out it still holds water.

Nothing to do but try again and hope the manufacturer was so incompetent they failed to fail."

>1! Maintain buff on FT Axolotl
>Crawl 2, stay in cover
>5!, 1 Gear: throw Fireglass grenade 22 (+3 Ap, vs 13)

==Detective Forsythe==
AP 6 MP 3
Ht 6 Grit 2 DR 2
React 7 Focus 12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 6
==Gear==
Hand1: C7 pistol (12/12)
==Words==
Light, Corrode, Hope.
>>
>>3671971
>reload (6ap)
>gain 2 focus (1foc: killed a gaunt, healed the hazo)
Yeah, you have fun, but no picking fistfights with armor battalions, alright?
>move 233
>produce a Chirni magazine (-1 gear)
>restock at flag (2foc, restores 2 gear, HT already full, restores 2 focus [THIS SMELLS LIKE A LOOPHOLE])
Topped up, and with only a bit of a headache to show for it.

==Salmon==
AP 6 MP 3
Ht 12 Grit 6
React 9 Focus 12
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
First Aid +1
==Gear==
Hand1: Chirni-77 (1d6; 1/3@2; 40/40(1); 3! [R:6!])
[Controlled Reaching]
Decrease or Increase distance from point to point by up to [GRIT] with 1 AP. Reset to normal with 1 AP.
Spend 3 AP to roll vs Focus; Margin becomes the distance between two points. -3 for +1 AoE
>>
>>3671971
Are there any nightgaunts left on the other side after what Brishan did?
>>
>>3673105
Remains to be seen. I can be reasonably sure that I hit them all. Not as sure that I hit them hard enough.
>>
Rolled 6, 5, 4, 2, 1, 5 = 23 (6d6)

>>3673216
Jumping over there when you aren't sure wasn't a very good idea.
Looks like command isn't around. I'll cover you.

Reserve forces, hostile unit southwest -- stop him before he gets to the tents.

>>3671971
> Move 3
> 1! Bright Idea: Radio our reserve troops, tell them a hostile has pushed past out line and its their job to deal with it now.
> 3!+1! Cover Trencher Brishan: shoot any gaunts still on solid ground after what Brishan did (9-round burst). Accuracy-11+3 RoF
> [Reactive]+1! Cover Trencher Brishan: if any gaunts charge him, shoot them (6 rounds per gaunt). Accuracy-10+1(aiming)

==Groat==
AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 11
==Skills==
Latent Psionic
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Hand1: Chirni 77 (33)
Body: AEPP-3
>>
>>3672972
Apologies.

Command thought it wouldn't need specifying that you couldn't spend focus to restore focus.

One of them there "Infinite loops" that we do try to avoid.
>>
>>3675376
I had a taste of the infinite, just a bit.
T-the headache's getting worse.
Mmmm.
>evac
I'll go get a cold pack. You guys got this.
>>
>>3671971
GUESS. WHO.
>DEPLOY. HOOAH.
I WAS BACK AT THE FOB AND ONE OF THE REAR ECHELON BASTARDS THERE OFFERED ME SOMETHING HE CALLED "PYRAMIDAL POWER COFFEE."
SO OF COURSE I HAD A CUP. OR TWO.
MEDICS TELL ME I'LL BE FINE BUT I'LL HAVE TO TAKE THESE PILLS EVERY HOUR. THEY TRIED TO KEEP ME IN THE MEDICAL WARD.
BUT YOU CAN'T EVER CONTAIN A BADGER. HOOAH.

==Sokolai==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 10
==Skills==
Acc 9 Close 8
Bright 9 Notice 8
Gear 14
==Gear==
Sepento (1d6; RoF@1; 1AP)
2 Marksmen
2 Sappers
6 Troopers
>>
File: Broken Cores 7.png (4.01 MB, 2258x2700)
4.01 MB
4.01 MB PNG
==Crew==
Ro1 | Detective Forsyth
>1 Effect. Remember to maintain.
Co2 | Jin, FT Crane | +3 Troopers folded in from ally element
Tr3 | Groat
>Pi4 | Brontide
>Tr5 | Salmon
Co6 | Samson, FT Axolotl
Ro7 | Dr. Vitae
>1 Effect. Remember to maintain
Co8 | Kaine, Ft Steel | +2 Troopers folded in from ally element
Tr9 | Brishan
Co1 | Sokolai, Ft Badger.

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

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

All: *Searchlights/Flashlights. Forward cone light. On/Off once per turn. 1 AP.
**THIS SEEMS TO REALLY GET THEIR ATTENTION**

==Casualties==
10 Troopers
3 Veterans

--

We read you, Sokolai. Welcome to the fray

Enemy Phase
>>
File: Wolf Phase.png (143 KB, 526x588)
143 KB
143 KB PNG
>>3673860
This is Fireteam Wolf, responding to the support request. We're taking care of the intruder...

what in the name of the void OPEN UP OPEN UP
>>
IT'S EATING THE PRISONERS AND THE DEAD.

OUR BULLETS ARE BOUNCING OFF

WE NEED ANTI ARMOR SUPPORT

AAAAAAAHHHH
>>
File: Ghoul Phase.png (852 KB, 702x901)
852 KB
852 KB PNG
And somehow, it laughs with the voice of a Theurge
>>
>>3675538
"Oh my"
>>
>>3675548
"Well thats the rear echelons problem now."
>>
THERE'S TWO OF THEM!?! OH come on
>>
File: Broken Cores 7-1.png (3.99 MB, 2258x2700)
3.99 MB
3.99 MB PNG
==Crew==
Ro1 | Detective Forsyth
>1 Effect. Remember to maintain.
Co2 | Jin, FT Crane | TWO TROOPERS DOWN.
Tr3 | Groat
>Pi4 | Brontide
>Tr5 | Salmon
Co6 | Samson, FT Axolotl
Ro7 | Dr. Vitae
>1 Effect. Remember to maintain
Co8 | Kaine, Ft Steel | TWO TROOPERS DOWN.
Tr9 | Brishan
Co1 | Sokolai, Ft Badger.

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

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

All: *Searchlights/Flashlights. Forward cone light. On/Off once per turn. 1 AP.
**THIS SEEMS TO REALLY GET THEIR ATTENTION**

==Casualties==
18 Troopers
3 Veterans

--

Fireteam Steel and Crane finish off a single remaining NIghtgaunt, splattered with the blood of troopers. It falls among a pile at the edge of our barricade.

Detective Forsythe watches as 3 Nightgaunts shudders and shimmers and struggles to contain the force of the Fireglass, and then, break, falling to pieces.

Trenchers Brishan and Groat clear the ledges.

--

FIRETEAM RED WYVERN AND THE HUNTER-KILLER UNIT HAVE DEPLOYED. AWAITING ORDERS

--

From the dark to the deeper caves, a hundred eyes stare out and then, something colossal sprints towards our lines

HZ 12-6: Oh. I just finished killing one of those. I had to beat it to death with its own arm. Hard bastards.

--

TRENCHERS, WHAT IS HAPPENING OUT THERE. THESE THINGS KEEP COMING. THEY'RE BEING PULLED IN FROM SOMEWHERE ELSE. SHUT IT DOWN AT THE SOURCE.

WE CAN'T HOLD OUT FOR MUCH LONGER. WE'RE SETTING UP BARRICADES AND DEFENSIVE POSITIONS IN THE FIRST SECTOR.

MAKE THE CALL: EITHER PUSH ON IT AND FINISH THIS OR FALL BACK.


--

PLAYER PHASE
>>
>>3675674
~~---------------------------------------------------------------~~
{*TURN*}
{MOVEMENT: FUCKING RUN}
>[3 AP: Kaine panics at the sight of 2 ghouls, and falls back to allied positions to get more support for the embattled forces on the front] (Evac to come back in a few turns or whenever Command feels like it with our damn tank and more conscripts)
~~---------------------------------------------------------------~~
{*STATS*}
==Kaine, Fireteam {Steel}==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 10 {Man symbol}
==Skills==
Acc 8 Close 8
Bright 8 Notice 9
Gear 15
==Gear==
Hand1: Sepento (1d6; RoF@1; 1AP)

{Fireteam Steel}
*Sub-Team 1: (1 Sapper, 1 Trooper)
*Sub-Team 2: (1 Sapper, 2 Troopers)
*Sub-Team 3: (1 Sapper, 2 Troopers)
~~---------------------------------------------------------------~~
{*FLAVOR TEXT*}
“COMMAND WE NEED FUCKING SUPPORT NOW OR FIRETEAM STEEL WILL BE FORCED TO FALL BACK! YOU KNOW WHAT?! FUCK IT! WE’LL COME TO YOU!”
>>
Rolled 4, 4, 5 = 13 (3d6)

>>3675674
WELL THIS LOOKS LIKE A RIGHT FUCKING SHITSHOW, AYE BADGERS?
LET'S DIG IN.
>2 sappers, modify weapons with ELEMENTAL LIGHT rounds. failing that, GET SOME REALLY GOOD ILLUMINATION ROUNDS INSTEAD. IF IT SLINGS LIGHT, I WANT IT.
>move 2
>marksmen, SET UP
>move 22
>everyone else (marksmen if they're able as well), OPEN FIRE ON THE ARCHERS. (6 actives, vs 15)
>>3675736
HEY, YOU SHOULD TRY THE PYRAMIDAL POWER COFFEE WHEN YOU GET BACK.
IT'S GREAT. AWESOME. NEVER FELT BETTER. HOOAH.

I'M BUSY BABYSITTING THE BADGERS HERE, BUT SOMEONE SHOULD GET THAT TANK TO START HARASSING THE ARCHERS. THE GHOUL IS SCARY, YEAH, BUT SCARY DOESN'T TAKE DOWN LIKE TEN TROOPERS WITH SHARPENED WOODEN RODS.
ALSO, SOMEONE DEAL WITH THE GHOUL IN OUR VOIDSDAMN BACKYARD. YOU CAN PRETEND ITS REAR ECHELON'S PROBLEM ALL YOU WANT BUT THE TRUTH IS THERE'S A BRIDGE TO THEM AND YOUR SENSITIVE LITTLE FLANK.
ARE THEY EATING THE POWS? THAT MIGHT COME UP IN THE DEBRIEF.

==Sokolai==
AP 3 MP 3
Ht 12 Grit 2
React 6 Authority 10
==Skills==
Acc 9 Close 8
Bright 9 Notice 8
Gear 14
==Gear==
Sepento (1d6; RoF@1; 1AP)
2 Marksmen
2 Sappers
6 Troopers
>>
Rolled 5, 3, 1, 4, 1, 3 = 17 (6d6)

>>3675674
"And there he was, the big guy. Every gang has one; sometimes it's the head honcho, sometimes just a goon, but always there. It's the one they put forward to intimidate other gangs, and the one the leader relies onto to keep discipline. Always cocky, often dumb, but never to be underestimated. These guys have to be tough to be what they are.

No one has the toughness to keep their eyes open when you shine a flashlight in them though."

>1! Maintain buff on FT Axolotl
>Crawl 1
>1! Mark the ghoul 1111 (-2 distance, vs 8)
>4! Channel light from the floodlights of the troopers around at the ghoul 1111(-2 dist +4 Ap, vs 14)

==Detective Forsythe==
AP 6 MP 3
Ht 6 Grit 2 DR 2
React 7 Focus 12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10
Gear 6
==Gear==
Hand1: C7 pistol (12/12)
==Words==
Light, Corrode, Hope.
>>
Rolled 1, 5, 1 = 7 (3d6)

Hm. The movement is inviolate, then.

>>3675674
>Move 5
>2MP+5! Bigger Size 8
>1! Hoist Ghoul off the ground, vs 13
>1 Foc Maintain hold
>1 foc call to FT Wolf for Fireglass

==Brishan==
AP 6 MP 3
Ht 11 Grit 4 DR 3
React 9 Focus 7
==Skills==
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Chirni77
AEPP 3
>>
That's the SW Ghoul held for now. I'll find a way to dispose of it.
>>
>>3675674
"Ooh thats a lot of hurt people, okay moving the healing field north, hope its enough to sustain the troopers over there."
>1 AP Sustain healing orb.
>5 AP move healing orb 1,1,1, 1, 1 or five north


{resonance specialist}
==Dr. Vitae==
AP 6 MP 3
Ht 10/10 Grit 2
React 7 Focus 4/12 Threshold 1
==Skills==
Acc 9 Close 10 Channeling 12
Bright 10 Notice 10, +1 to first aid actions
Gear 5/7, Energy:
Words: Force, Shock, Vitality
==Gear==
Hand1: C7 Service, 1D6, 12/12, 1/2, Crit 6
>>
>>3675929
*looks at the trooper i've been ordering*
"We have some downed soldiers south, mind healing them just have to move this damn field."
>Blow 1 focus for 1 ap.
>Ask the newly assigned medic to approach the nearest downed trooper south and heal him. (Ideally the one 4,4,4, of me)
>>
Rolled 3, 5, 6 = 14 (3d6)

>>3675674
>[AP] Mark the Ghoul for the Tank to fire at
>[MP] Move: 6611
>[AP] Sprint Moving: 23322222
>[AP] All Actives engage the remaining Archers in melee. Try to help eacother

==Jin, Fireteam {Crane}==
AP 3 MP 4
Ht 12 Grit 2
React 6 Authority 12
==Skills==
Acc 8 Close 8
Bright 8 Notice 8
Gear 6
==Gear==
Hand1: -Sepento [1d6; hit every 1m; 1AP]
•3 Veterans
•3 Sappers
•1/3 Troopers
>>
Rolled 5, 5, 3, 1, 3, 6, 3, 2, 1 = 29 (9d6)

>>3675674
> Move 55
> 3! 6-round burst into the gaunts back, 56. Accuracy-12 (-1, range)
> 3! 6-round burst into the gaunts back, 4445. Accuracy-12 (-2, range)
> Spend 1 Focus
> Mindcrash 56556, 1 AoE. Focus-10

==Groat==
AP 6 MP 3
Ht 12 Grit 4
React 9 Focus 10
==Skills==
Latent Psionic
Acc 10 Close 12
Bright 12 Notice 10
Gear 7
==Gear==
Hand1: Chirni 77 (12)
Body: AEPP-3
>>
File: ActionPlan13.png (1.04 MB, 957x951)
1.04 MB
1.04 MB PNG
Rolled 3, 4, 6 = 13 (3d6)

>>3675674
==Fireteam Axolotl==
AP: 3 || MP: 4 || GRT: 2 || REA: 6 || HP: 12/12 || DR: 1 || Actives: 5/5 ||
==Skills==
ACC: 10 || Close: 8 || Bright: 8 || Notice: 8 || Gear: 9/12 ||
==Gear==
Armor: [ATAP-1] || DR 1
Weapon1: [Sepento] || Dmg: 1d6 || Burst 1 || Firing zone: 30° || 1AP per shot
Weapon2: [MG] || Dmg: 2d6+2 || Autofire 3 || Firing zone: 60°|| 2AP per shot
==Men==
(5) Veterans
==Special Orders==
[Rush]: Make a Close Quarters attack with bonus = hexes moved.

> (Action) Actives: 1 || One of the veterans perched on the Sigilcraft focuses their flashlight on the Hulking Nightsworn striding towards their position. (Actives: 4/5) (AP: 2/3) || Effect: +2
> (Movement) [3x3] || Back on the ground, Fireteam Axolotl's coordinator hurriedly sidles along the thin split of land between the foot of the Sigilcraft and a long fall into a subterranean lake, finally arriving at the mouth of a side passage. (MP: 1/4)
> (Action) Actives: 1 || Wracking his brain for snippets of recollection about the explosives courses he took in basic, Samson prepares a high-yield breaching charge, carefully plants it and triggers the countdown. || [Attempt to collapse the tiles highlighted in orange by detonating a breaching charge @ the position indicated by the red cross.] (AP: 1/3) (Gear: 6/12) || Effect: +2
> (Move) [2x1] || Hefting his Machine gun with a grunt, Samson books it as far away from the beeping bundle of explosives as he can manage. (MP: 0/4)
(Action) Actives: 3 || While their comrade illuminates the Nightsworn, the other members of Fireteam Axolotl, positioned atop the Sigilcraft, take the initiative to spray it down with indiscriminate fire from their Sepentos. (AP: 0/3) || [Suppress area indicated in orange.] || Target: 10+3 (Actives: 0/5) || Effect: +6
>>
[b] Thanks for playing! [/b]

[i] As the thread sinks, we wonder... can you stand against the Night? [/i]



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.