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Author Topic: CSS Roanoke - Round 1 - Play Begins  (Read 24359 times)

forsaken1111

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Re: CSS Roanoke - Round 1 - Play Begins
« Reply #345 on: March 24, 2010, 05:31:13 pm »

higan retreats into the far reaches of the room(1) behind a massive metal pillar(2) crying for a medic(3), higan then builds a barricade around himself.(4)
Higan then aims(5) and shoots at the metal monstrosity.(6)

I count six dice, and from your actions I assume a 4 defense 2 attack split?
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Himmelhand

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Re: CSS Roanoke - Round 1 - Play Begins
« Reply #346 on: March 24, 2010, 05:51:38 pm »

Jackson responds "You got it, one EMP 'nade, coming right up!"  Loading the aforementioned grenade, he takes aim to hit as many drones as possible.  Jackson fires the grenade and ducks down behind the pile of junk he had been crouched behind, waiting to hear the satisfying crackle of the magnetic discharge.

So how many dice does each person get, and stuff?  Not everyone will be able to attack and defend, so whoever has aggro should probably take a defend action, and people who the robot isn't after maybe should go 1 attack/1 defend just in case he changes his mind.
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forsaken1111

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Re: CSS Roanoke - Round 1 - Play Begins
« Reply #347 on: March 24, 2010, 05:55:33 pm »

I am letting you each have full dice for this encounter, and have adjusted the Villain's stats to present a challenge in the new paradigm. I'm letting it ride because it was my mistake, and I want to see how it plays out now. In future I will likely stick to what I wrote up in the rules, though I make keep some encounters like this one.
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Himmelhand

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Re: CSS Roanoke - Round 1 - Play Begins
« Reply #348 on: March 24, 2010, 06:00:20 pm »

OK then I will go.. 3/3.  Let's try something risky.
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forsaken1111

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Re: CSS Roanoke - Round 1 - Play Begins
« Reply #349 on: March 24, 2010, 06:01:59 pm »

Very well! I'll progress combat now. One moment, this takes a bit of time.
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forsaken1111

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Re: CSS Roanoke - Round 1 - Play Begins
« Reply #350 on: March 24, 2010, 06:42:32 pm »

Combat Round: 2 - Doom Counter: 0

Involved Parties:
Spoiler: Himmelhand (click to show/hide)
Spoiler: silhouette (click to show/hide)
Spoiler: Acanthus117 (click to show/hide)
Spoiler: Dyjeccu (click to show/hide)

Villain:
Spoiler: Security Mech (click to show/hide)

Outcome:

Himmelhand deals one damage to Security Mech.
One damage is blocked by spending one defense success.
Silhouette deals one damage to Security Mech.
One damage is blocked by spending one defense success.
Acanthus117 deals two damage to Security Mech.
Two damage is blocked by spending two defense successes.
(Retreat roll: 4) Dyjeccu withdraws from combat successfully.

Security Turret deals one damage to Himmelhand.
One damage is blocked by spending one defense success.
Security Turret deals one damage to Acanthus117.
One damage is blocked by spending one defense success.

Security mech self-repairs 2 wounds.

Combat round 3 begins.
« Last Edit: March 24, 2010, 06:44:25 pm by forsaken1111 »
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forsaken1111

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Re: CSS Roanoke - Round 1 - Play Begins
« Reply #351 on: March 24, 2010, 06:50:42 pm »

Combat round 3, DM Narration.

The security mech completes its self-repair routine and the small bots scurry back into their storage compartments. Your shots begin to overload its void fields, and it shuts down the defense field as it draws itself up to full height. The suppression turret snaps back into the main body of the mech, and its arms swing down into ready position.

"Engaging combat subroutines, optimal firing pattern locked in. Initiate: Barrage Mode."

Every hatch on the security mech springs open and more guns than you have ever seen on a single piece of equipment slide out and ready. There is a very slight pause as you hear its reactor spin up, then the guns open fire and a storm of plasma bolts, solid slugs, micromunitions, and Anti-Personnel Riot Guns (Big fucking shotguns) rage at your defensive position.

(In this mode, the mech forgoes all defense and gains two extra attack dice. Be aware. You must choose if you will pour on the damage and hope to kill it while it is relatively undefended, or weather the storm and continue fighting afterwards.)
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100killer9

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Re: CSS Roanoke - Round 1 - Play Begins
« Reply #352 on: March 24, 2010, 07:23:55 pm »

Joshua sees the competition as soon as he enters, and without thinking quickly jumps at the mech to save total strangers. He removes his energy sword and slices at one of the guns, damaging it and landing back on his feet. Instantly his legs re-extend and he jumps backwards at the mech, sword extended. He stabs the mech in the undefended back and plants his feet on it, pulling out the sword and jumping back down to the ground, landing with a roll.
"I assumed you needed help," panted Joshua.
(I do go in now, right?)
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

forsaken1111

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Re: CSS Roanoke - Round 1 - Play Begins
« Reply #353 on: March 24, 2010, 07:24:57 pm »

Joshua sees the competition as soon as he enters, and without thinking quickly jumps at the mech to save total strangers. He removes his energy sword and slices at one of the guns, damaging it and landing back on his feet. Instantly his legs re-extend and he jumps backwards at the mech, sword extended. He stabs the mech in the undefended back and plants his feet on it, pulling out the sword and jumping back down to the ground, landing with a roll.
"I assumed you needed help," panted Joshua.
(I do go in now, right?)
Yep, and you get all 6 dice. Allocate between attack and defense please.

Aside: I'm not feeling well so likely won't be posting for at least a few hours. I'll be back later.
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100killer9

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Re: CSS Roanoke - Round 1 - Play Begins
« Reply #354 on: March 24, 2010, 07:32:31 pm »

5 attack, 1 defense.
Hope you... Don't die?
And Joshua's supposed to be empathetic.
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

Acanthus117

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Re: CSS Roanoke - Round 1 - Play Begins
« Reply #355 on: March 24, 2010, 07:38:09 pm »

Marcus sees the newcomer, and shouts for him to get down. He takes cover behind the makeshift barricades, and blindfires his rifle, not daring to stick his head out. He maneuvers himself slowly but surely to the side of the robot, keeping himself behind the barricades. He then begins to fire suppressive fire at the security 'bot, hoping to give the newcomer precious seconds to reach cover.

1/3 to defense, 2/3 to attack, use the barricade bonus please.
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Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

Yarnspinner

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Re: CSS Roanoke - Round 1 - Play Begins
« Reply #356 on: March 24, 2010, 10:39:42 pm »

  Jedidiah sprints after Joshua as fast as his feet will move.  His boots clank noisily on the metallic flooring.  JJ finally makes it to the hatch and follows Joshua downwards, into the bowels of the beast. After making an incredibly large amount of noise trying to catch up, Jedidiah whispers, "Do we shoot em' or stun em'?" Jedidiah was always one slanted towards tactics, heh.
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Himmelhand

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Re: CSS Roanoke - Round 1 - Play Begins
« Reply #357 on: March 24, 2010, 11:26:40 pm »

"Barrage Mode, eh?  Well two can play at that game!"

Whipping grenades from his bag as fast as possible, Jackson launches several explosive rounds towards the berserk mech.  However, his accuracy is limited, since the barrage was from behind a large pile of rapidly exploding engineering tools and parts.  Jackson yells "Break the guns now so it can't shoot us with them later!  It's not like it has any reason to stop until we're dead!"

Assuming I get 6 dice, 3/3.
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Dyjeccu

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Re: CSS Roanoke - Round 1 - Play Begins
« Reply #358 on: March 25, 2010, 01:05:38 am »

Joe continues to hack away at the local comm relay, hoping to subvert it soon.
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forsaken1111

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Re: CSS Roanoke - Round 1 - Play Begins
« Reply #359 on: March 25, 2010, 01:14:50 am »

Joe continues to hack away at the local comm relay, hoping to subvert it soon.
(Sorry, knew I forgot something.)

You plug in your PDA to the ship's computer system through the comm relay.

Hacking Security Systems trait level is 5
Rolled: 1 - Success!

Almost immediately your PDA reports that it is under attack from some sort of virus. Your data security software holds and you manage to gain entry to the local security system. You now have a map of the local area and you see 1 more security mech on its way along with a few dozen light security droids.

Hacking Security Systems trait level is 5
Rolled: 4 - Success!

You manage to interrupt the signal between the security mech and the ship's computer. The grafted uplink module on it's chest changes from red to green, and its speakers boom, "System uplink lost. Barrage mode in progress, contingency procedure in queue. Warning, contingency procedure database shows signs of corruption."

The mech shows no sign of slowing it's assault yet.
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