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01: Steel Shepherd


Paxon

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As Tia roared ahead, Tanya surveyed the long line of refugees and their pursuers, the words of the Tank Code running through her head. Protect the settlers, and anyone trying to rebuild a civilization. Cast down oppressors and destroyers. There couldn't be a clearer case for Tia and her crew.

 

It would have been good to take out the damaged truck completely, but the buzzsaw device could take apart one refugee vehicle after another. It looked nasty enough to give Tia itself some trouble. "Duende, take out the trike that's in among the Greenwood refugees if you can, but everybody else, concentrate on the buzztruck. It's the most dangerous opponent - both to the refugees and to us. I can see the gas tank, just behind the cab; aimThis represents Find the Gap, not a called shot. the cannon there."

OOCSorry again for the delay, even longer than I had predicted.

Mechanics

Standard action to scout the buzztruck (succeeding), granting -2 AC to all subsequent attacks this round and next.

Statblock

Tatiana "Tanya" Brzinsky
Female Human Scholar // Conscript, Level 6, Init 12, HP 60/60, Speed 30
AC 21, Touch 20, Flat-footed 17, CMD 23, Fort 7, Ref 11, Will 11, CMB +3, Base Attack Bonus 5
Long Range Automatic Pistol +9 / +4 (1d6, x2)
Long Range Tactical Shotgun +9 / +4 (1d10, 18-20x2)
(+4 Dex, +6 Deflect, +1 Natural)
Abilities Str 6, Dex 18, Con 10, Int 16, Wis 18, Cha 18
Condition Martial Focus. Coordinated Reflex tactic
Low-light vision; Darkvision 60'; Skirt Death; Run x5 speed

 

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"Targeting buzz truck" Martin repeated back, the reply as much habit as anything conscious as he focused on the truck in question. The red tinged outline of the truck's engine compartment showed up easily enough to cut through the haze of dust and smoke from the ongoing chase. He felt tank as it lurched forward under Doc's guiding hand. With his warning, Martin waited just a moment longer, letting the sights aim just past the engine block as the movement eased out for a brief moment. "Firing" he called out again, heralding the cannon's roar again.

 

 

 

Actions/OOC

Actions

 

Move Action: Acquiring Target on the Buzz Truck.

Standard Action: Make a Sunder attempt against the Buzz Truck adding Deadly Shot(expanding personal MF), Push Shot, Vital Strike, and Thunderous Blows. Looking at 12(base)+2(Powerful Maneuvers)+4(Size)+2(Acquiring Target), -2 for Range, -8 for Run Action, so +10 to Attack for 19d6 damage. Ignores 3 points of Hardness for the Sunder Attempt, and the attack roll also counts as a Bull Rush attempt to push the target away from us. Possible extra +3 to Attack if Det Overdrives and +2 to Attack if Parker manages another Sweet Spot reload.

 

Statblock

 

Martin
male NG Human Blacksmith 6 | Technician 6, Level 6, Init 8, HP 80/80, TEMP HP 50Speed 45
AC 26, Touch 17, Flat-footed 21, CMD 26, Fort 9, Ref 12, Will 9, CMB +9, Base Attack Bonus 6   
+2; SA/Auto Assault Rifle +14 (1d10+7, 19-20/x2)
Grenade Launcher +12 (Variable, varies; Integrated Armory)
+2; Anti-Ballistic Breastplate (+8 Armor, +5 Dex, +1 Natural, +2 Deflect)
Abilities Str 16, Dex 21, Con 14, Int 18, Wis 12, Cha 10
Condition None  

Various Counters

Ammo:

-Assault Rifle: 35/35

-Grenade Launcher: 0/1

Gadgets: 7/7

Jury Rigged Devices: 0/2

-

-

Tech Sphere Charges: 14/14

Tech Sphere devices: 10/10

-Integrated Armory (Grenade Launcher)

-Speed Lever (Grenade Launcher)

-Speed Lever (Assault Rifle)

-Fire Extinguisher: 2 charges

-Respirator: 2 charges

-Camera: 1 charge

-Clamp Boots: 2 charges

-Sensory Set (Thermal): 2 charges

-Emergency Beacon: 1 charge

-Shelter: 1 charge

Blacksmith Maintenance:

-Technician Maintenance: Backpack with Transmitter Improvement

 

Warpaint: +15ft Move Speed

 

 

Name
Attack
15
1d20+10 [[5]]
DMG
64
19d6 [[5,4,4,3,2,1,5,2,6,3,6,6,1,3,2,1,4,2,4]]
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Alex "Duende" Villagos

CHAPTER NAME

spacer.png"Got it, trike going down," Alex responds, but decides to switch tactics. Instead of shooting the rider of the trike, he would take out the trike itself. Even if he managed to take out the rider in one shot again, which was no guarantee, it was only luck that had kept the Reaver on the back from recovering control, and he didn't want to count on that. At the speeds they were all moving, if he could even slow it down, then the trike, it's driver, and the Reaver would all be effectively removed from the situation, for the time being at least - and he was pretty sure he could do more than slow it down. Protecting the refugees was the most important thing right now.

 

He lowers the barrel of his rifle slightly, aiming instead for the front end of the trike. Flipping a catch with his thumb, a whir and click emanates from his weapon, letting him know his rifle's customizations had once again triggered an attachment to the round. Now fully prepared, he takes the shot. The round, once again coated with a thick residue, slams into the bike's front end. Once again, thick sticky ropes explode from the impact point, accompanied by thicker barbed cables which wind around the entire front end - handlebars, tire, forks, and all - the serrated teeth digging into the metal and bringing the trike to a sudden, violent stop.

 

 

 


 

OOC Stuff

Targeting Trike 3 (see Combat Mechanics spoiler for details).

 


 

Combat Mechanics


___________________________________________________

TEMPORARY EFFECTS

Thermal vision (ignore concealment from smoke, dust, etc.): 9 rounds

Chemical Coating - Improved Tanglefoot Bag: 6 rounds

Active Stance: Fencing - Chest Strike, Sniper: Steady Shot

Starting sequence: 2

__________________________________________________

COMBAT ACTIONS: Duende

Free: Abandon Focus (link) - abandon Martial Focus for 1 link

Swift: Change Stance (link) - Duelist/Long Cuts/Debilitating Injuries

Full round: Attack Trike 3 - Deadly Shot w/ 2 snipes: Pinning Shot and Trap Launcher (Tripwire w/ Razor Wire).

If I hit, the enemy will be grappled (Pinning shot: can't move, -4 DEX, -2 att/CMB, can't take actions that require two hands), and entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds)

It will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)

It will also need to make a DC19 save or take 3d6 extra damage and fall prone (razorwire tripwire)

Attack: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) + 2 (Sequence) -3 (Running -8, halved by Outrider, -1 mitigated by Emperor fate boon) = +15; target scouted, so treated as 2 AC less [Note: Forgot to add +2 for sequence, but hopefully irrelevant]

Damage: 6d6 [Vital Strike Heavy Sniper Rifle (bludgeoning/piercing/slashing)] + 7 [Dex/Enhancement] +2 [Sequence] + 3d6 [Razorwire] = 24 + 14 tripwire (see OGMW rolls)

It would also take 3 bleed damage, but I suspect it's immune, so moot point.

 

COMBAT ACTIONS: Zuki

Swift: Maintain/recenter Aggressive Flanking on tank

Standard: Focusing Cry (restore MF to Duende & The Tank)

___________________________________________________

ACTION ECONOMY - Round 2

     Free Action: - Abandon Focus (Link)

     Immediate Action: -

     Swift Action: - Change Stance (Link) - Duelist/Long Cuts/Debilitating Injuries

     Move Action: -

     Standard Action: -

     Full Round Action: - Deadly Shot w/2 snipes (link if target takes damage)

     5 Foot Step: -

Sequence: 5 links (+2 Attack & Damage)

Rifle rounds: 4/6

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

 

     Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

     Darkvision 60'

     Perception: +21 (+1/60' Range Increment)

     Sense Motive: +10

     Stealth: +25

_________________________________________________________
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.

Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)

War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)

     Black: +7 Competence Bonus to Stealth

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Heavy Sniper Rifle x2)

Railgun: x3 range increment of firearm (540'). Can fire underwater.

    Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

Current Run Speed: 60 (60 Base)

Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)

Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)

Current Temp Hit Points: 50

Primary Martial Focus: Yes

Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )

Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current CMB: 11 (6 BAB + 5 DEX)

Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

SAVES

     FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)

     REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)

     WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear

Tank Key

 

 

Alchemy

 

Formulae (# Carried)

Can have 5 Formulae 'active' at one time.

________________________________________________________
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'

 

Improved Liquid Ice (2/2)

AoE Cold Damage + Stagger

Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round

5' Half damage

10' 3 damage

 

Chemical Coating: Improved Liquid Ice (1/1)

Cold Damage + Stagger

Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round

 

Improved Tanglefoot Bag (1/1)

AoE Sticks targets in place via glue-like substance

Struck target -2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     5' radius

  

Chemical Coating: Improved Tanglefoot Bag (0/1)

Sticks target in place via glue-like substance

Struck target-2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

Edited by PigLickJF (see edit history)
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Packer ‘The Stump’ Green

spacer.pngPacker felt another tremor shake Tia as they roared full speed towards the enemy with cannon blazing. As the still hot casing kicks back into the hopper for recycling, Packer is once more moving to reload the main gun. “Another round in the chamber,” Packer calls out as he takes but a moment to move the shell down the speed rack and lock it into the chamber, with a quick twist to try and get it into the Sweet Spot for good measure. His primary duty complete, Packer thinks about trying his hand on some of Tia’s secondary arsenal. Packer, despite his practice and training, had never been a steady hand at shooting. Stationary targets are one thing, but on the move Packer prefers to just open up a spray of lead and see how well he does.


Still, with Doc’s high speed maneuvers and Det giving the engines all they can handle, Packer decides to wait until things steady out to take a few shots. Instead Packer grabs another slug and begins to heft it onto the speed loader.

OOC


Actions

Move Action: Reload Main gun with slug on the speed rack.

Swift Action: Attempt Wisdom Check to make the above reload a sweet spot reload. (In Tower)

Standard Action: Strength Check to Rack up another Slug.

Condition

HP: 84/90-6  THP: 50 (Doc) AC: 34 (20 touch, 31 vs projectiles and 31 FF)

 

Edited by bcool999 (see edit history)
Name
Wisdom Check Sweet Spot
7
1d20+4 [[3]]
Strength Check Rack em Up
21
1d20+5 [[16]]
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Refugee Column, Round 3

Outside Greenwood

 

Duende fired another deadly shot at his second target, this one the vehicle instead of the rider. The round caused clear damage, though not destructive enough to take out the trike. However wires shot out to all sides. Several shot tiny grapples into the ground, but the momentum of the vehicle and the driver's maneuvering tugged them out of the ground. It wasn't enough though, and the wires flailed around, whipped under the front wheel, and brought the rotation to a sudden and devastating stop. Driver and rider both were launched forward as the trike toppled end-over-end, both bouncing and rolling along the ground. 

 

Before the could get to their feet, the cruiser car had maneuvered around the upended trike, swerved back to line up on the raiders, and accelerated. The man and woman from the trike were struck by the vehicle, the zealot grunting as she disappeared beneath the tires, the trike driver spun around violently as the car clipped him. 

 

Martin's shot with the main cannon once again struck its target. The buzz-saw vehicle was rocked as the cannon slug slammed into it dead center. It swerved nearly out of control, though the shot didn't knock it completely off its trajectory as it had the gun truck. Still, the side was badly crumpled, and smoke was pouring out of the back of the vehicle. It lost ground on livestock truck ahead of it as it lost speed. The Zealot in the back of the livestock truck looked back in alarm, then hunkered down and moved forward in the bed of the truck.

 

The trike on the west side of the formation stopped woking on the dirt bike rider, and swooped to the right, beginning to cut across the column of refugees. The big platform truck wove around the other trike just downed by Duende, accelerated and closed in the formation. The gunners on both sides opened up, muzzles flashing as tracers spewed out. The left side fired a burst at the dirtbiker, kicking up dirt all around him. The right side fired at Tia, a long continuous burst. Most rounds missed completely, and those that didn't ricocheted harmlessly off the strongest forward armor. 

 

Those weren't the only rounds pinging off the tank. The gun truck still rumbled toward it, going off road to close directly, and the gunner had fired another burst. This one missed Duende and didn't target Tanya, but several of the shots were nicely on target, rattling and pinging where the the turret connected to the main body of the tank. It was unlikely to have done any real damage, but the Crew would have to check it out later.

 

The Harpooner vehicle had the Jeep well lanced, and the two raiders atop were busy attacking the occupants. They were clearly in serious trouble, if they still survived at all. The front of the refugee formation continued to speed on, trying to escape the violence on their tails.

 

OOC

New map on Roll20! Ranges and sizes might look a touch different. Hope everyone in the US enjoys their 4th of July weekend.


MECHANICS

Crew Results                  

Tanya: Activate Advisory Scout, giving Find Gap bonus (-2 AC) to all Tankers 2 rounds.

- Common raider humanoids and vehicles are considered Scouted for your effects

Doc: Continues moving tank southeast. Activates moving target and Sharp Turns to face SW.

- Vehicles and Raiders are considered Scouted

Duende: Attack hits Trike 3. It does half damage to an object. Driver helps trike save against Tanglefoot, but fails save vs Tripwire, taking damage and falling prone. 

- Vehicles and Raiders Scouted

- Zuki restores Duende's and Tank's Martial Focus

Martin: Hit with main cannon attack on the BuzzTruck. It has gained the Broken condition. Bullrush fails.

Packer: Puts another Slug in the Speed Loader Rack. Fails sweet spot.

Det: Per discord, removes 25 stress from tank. Makes an opening (now has Improved Cover, enemies have partial cover against her shots). Governor continues to be off (don't need to take action to keep it off), giving +15 speed.

Tanya/Doc/Duende: Raider KnowledgeThe Wrathful use religious doctrine and might-makes-right rhetoric to attract violent followers with little compunctions about hurting innocents. They're rank-and-file aren't particularly well trained, just mean and willing to cause pain. They typically use a mix of melee weapons and whatever guns they can lay hands on, but aren't especially well equipped or supplied. They typically have members who are decent enough drivers, though rarely remarkable.

Zealots are their elite fighters, proving themselves worthy of better equipment and training through loyalty and viciousness. They will typically try more dangerous maneuvers, like leaping to other vehicles at full speed.

Many Zealots carry several grenades or molotov cocktails, along with a "Boomspear" — a polearm tipped with a shaped explosive ideal for disabling vehicles, sometimes at the cost of their own life and limb. They gain the bravery, or really insanity, to do with by imbibing a chemical cocktail that surges them with adrenalin and reduces inhibition and pain response.

Most strike groups are commanded by an "Archon", a lieutenant who keeps the raiders in line, coordinates efforts, pronounces sinners, and escalate their pack into a violent frenzy.

Doc/Duende: Vehicle KnowledgeWrathful vehicles tend to be highly customized (as is obvious) for aggressive features and offense. They are constructed with standard metals (Hardness 10 for the trucks, 7 for the Trikes).

Typically besides some main offensive weapon they carry a few "boarders" ready to hurl themselves onto vehicles they are chasing down and disable or take control of them. The nimble trikes are a prime example, mostly used to maneuver into position and get one of the Zealots on the back onto an opposing vehicle.

Most vehicles are built to take out smaller prey, though the group as a whole may have a handful with enough punch to take on The Tank. Many also have N02 tanks for sudden speed boosts, though in limited quantities.

Trikes: 1 driver, 1 rider
Trucks: driver and cab passenger, usually 4 or so raiders in the back
Platform Truck: looks to be there to give the lieutenant an elevated view of the tactical situation. Speakers project his voice to give orders or denounce sinners.

 

NPCs                               

The Greenwood vehicles continue fleeing at top speed. The lead buggy passenger is signaling in WayfairerFor those that know Wayfairer:
Using a flag sign that is asking for immediate and emergency help. The communicator also has the wherewithal to accompany it with a hand sign indicating they have the means and willingness to compensate for that assistance. It is an advanced modification that has been known to sweeten the pot a bit when asking another wastelander to put themselves in danger on your behalf.

Trike 1: Disengages with Dirt Bike, cutting across refugee formation.

Trike 3: Knocked prone by Duende. Driver and Zealot thrown off taking damage, then run over by the refugee cruiser taking more damage.

• Trike 3 Driver: prone and damaged

• Trike 3 Zealot: prone and damaged

Gun Truck: Continues coming straight for Tank. Fires another burst encompassing Duende (complete miss) and Tank. Crit on Tank, fails to confirm. Damage fails to overcome Tank's hardness.

Harpooner: Still attached to the Jeep and slowing down with it. Zealot and Raider attacking occupants.

• Harpooner Zealot 1: Atop Jeep, attacking occupants.

• Harpooner Raider 1:  Atop Jeep, attacking occupants.

BuzzTruck: Hit by main cannon, heavily damaged (Broken). Slows down, losing some position on the Livestock Truck.

• Buzz Zealot 1: In back of Livestock Truck. 

Platform Truck: Pulls ahead, coming closer to main formation. Both gunners opening fire. 

• Port Gunner: Fires a burst at the dirt bike, narrowly missing

• Starboard Gunner: Begins a sustained fire attempt vs. Tank. Misses quite a bit.

• Other occupants: Archon, Platform Zealot 1&2, Platform Raider 1&2

 

The vehicles to the rear of the enemy pack are in the midst of a dust cloud kicked up by the pursued vehicles, giving them concealment (noted in enemies tab). In addition, if there is a vehicle in front of a target you are trying to shoot, the one behind has cover (soft cover). Upon a miss in this scenario, there is a 10% chance you hit the vehicle in front.

 

Knowledge Checks

Identify Vehicles: K:Engineering

Identify Raiders: K:Local


Scene / Map / Enemies

Cedar Valley and Greenwood 

The Tank has just emerged from the valley. A road leads southeast to the settlement of Greenwood, which is aflame and surrounded by a very large force of raiders. A smaller group of raiders has broken off the main body to chase down a contingent of survivors, both of which are headed up the road and directly toward The Tank. Greenwood itself is in ruin, and the raider vehicles have churned up and damaged a good portion of the surrounding fields. There were some basic walls and defensive emplacements surrounding the town, but those have all been completely breeched. 

___________________________

Map

Roll20 Link

(Range has closed to usual tactical range. I've reinstituted the grid. I'm keeping the range rings up for convenience, but you should use the measuring tool on Roll20 for accurate ranges.

Tactical Closeup (click to enlarge)

image.png.eafcf8acb6c9f8ecad7e543b27e47755.png

 

___________________________

Enemies

Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: none [Unscratched] | Range (at beginning of turn): 125'

Trike 2: Prone, out of action.

> Trike 3 Prone, out of action.

> BuzzTruck Huge vehicle. 1 driver, 1 passenger, X riders. Conditions: [Broken] | Range (at beginning of turn): 140'

  - - Buzz Zealot 1 on back of Livestock truck. 

> GunTruck Huge vehicle. 1 driver, 1 passenger, 1 gunner, X riders. Conditions: [Broken] | Range (at beginning of turn): 210'

> Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: Concealment [Unscratched] | Range (at beginning of turn): 225'

 - - Harpoon Zealot 1 and Harpoon Raider 1 atop Jeep

> Platform Truck Huge vehicle. 1 driver, 1 passenger, 2 gunners, 5 riders (Archon, 2 zealots, 2 raiders). Conditions: - [Unscratched] | Range (at beginning of turn): 110'

____________________________

Other NPCS

Group of escapees from Greenwood

• Off-roader buggy

• Bus

• Truck with big fuel tank

• Hauler truck with trailer

• Truck with livestock pen (Zealot in back)

• Cruiser

• Jeep [Harpooned]

• Dirt Bike 

• Pickup [Wrecked, Prone]


Tank

THE TANK

Gargantuan Land Vehicle (15'W x 25'H x 15'H)

40 base speed | 32 AC | 15 Hardness

HP: 170/170 | Temp HP: 28 (Reactive Armor) 

Stress: 15

Engine Governor: Off, +15 speed, 10 stress/turn (turn back on as swift action)

Crew Martial Focus: Yes

_______________________

Main Cannon

PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments

Speed Loader Round: Yes (loader or gunner may reload as move action)

30 Ammo Capacity

Base Cannon Rounds: 22

AP Rounds: 2

HE Rounds: 2

Canister Rounds: 2

________________________

Gadgets and Secondary Weapons

Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses.

LauncherLaunch object any direction in 60' range increments. 4/4 uses.

Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.

Gadgets: 10/10 remaining.

Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.

Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 100/100 ammo.

_________________________

Capacity

Raw Material Storage: 500/500 lbs

Passengers: 7/8 (Crew, +Jana)


Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents

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  front-view-female-soldier-with-gun-uniform-black-smoky-wall_140725-153356.jpg?size=626&ext=jpg

"Platform truck next, crew," Tanya called. "We've got to slow down these vehicles to give the refugees a chance to get away. When we get a little closer I'll hit it with a lodestone flashbang; if it works, the magnetic field will make it easier for metal ordinance to hit it. If you're going to aim for the truck itself, wait on me; otherwise fire at will."

She loaded her shotgun with her alchemical ammo, and carefully aimed...

OOCNothing to report..

Mechanics

Ready a standard action to fire at the platform truck at the end of the move. To hit 26, damage 6 (bludgeoning, slashing, and piercing), and if that hit then for the rest of this round everyone gets +3 to hit the truck (circumstance bonus). Jana's Aid Another for helping Packer load, if that's what he's doing, succeeds.

Statblock

Tatiana "Tanya" Brzinsky
Female Human Scholar // Conscript, Level 6, Init 12, HP 60/60, Speed 30
AC 21, Touch 20, Flat-footed 17, CMD 23, Fort 7, Ref 11, Will 11, CMB +3, Base Attack Bonus 5
Long Range Automatic Pistol +9 / +4 (1d6, x2)
Long Range Tactical Shotgun +9 / +4 (1d10, 18-20x2)
(+4 Dex, +6 Deflect, +1 Natural)
Abilities Str 6, Dex 18, Con 10, Int 16, Wis 18, Cha 18
Condition Martial Focus. Coordinated Reflex tactic
Low-light vision; Darkvision 60'; Skirt Death; Run x5 speed

 

 

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    Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6

spacer.png

The next few seconds are a flurry of motion, as Det hotswaps parts, tightens loosening bolts and screws, and pours coolant on overheating components. The Tank wasn't meant to be pushed like this, not anymore, and it took every ounce of her skill to keep the stresses to an acceptable level. Between emergency repairs, Det takes a moment to pop open a viewport, both to allow the billowing cloud of evaporated coolant to air out, as well as to give herself a clear line on the Disciples. She'd be damned thrice over if she let a chance to put down some of the rabid raiders pass her by in favor of just sitting in the tank.

 

It wasn't long until she got her chance; Doc had brought them close enough that Ariane was more than confident she could hit any of the raiders, so the engineer re-engaged the Governer, shouting "Governer's back on!" as she did, dropped her tools, and picked up her rifle. A quick rack of a slide and a flip of a switch popped ensured the gun hadn't jammed when she wasn't looking, and chambered a new round of her own devising; in concept, it wasn't that complicated. Det had simply packed as much raw explosive power as she could into a single rifle bullet, shaped to blow whoever it hit to ash, as well as anyone within a couple dozen feet who were unlucky enough to be standing behind them, or next to them. Perfect for taking out scum like the Archon and his retinue. Det hefted the rifle barrel into the gap, put her eye to the scope, and drew a bead on the staff-waving lunatic. Breath in, steady the shot, wait, wait...

 

Det lets out a slow, even breath and pulls the trigger. Hell breaks loose on the platform truck, and it's this hell specifically where Det thrives; in a blur of motion, she pulls back the bolt on her rifle, flips a switch, and fires, four times over, each putting a round into a raider that detonates on impact.

 


Show Mechanics

OOC commentary

 

The Archon needs to make a DC 18 Reflex save, or else the Detonator goes off and everyone on the truck takes 6d6 fire damage.

 

The two enemies adjacent to the Archon must also make a DC 16 reflex save or take half weapon damage.

 

Whoever is adjacent to Zealot 2 needs to make a DC 16 Reflex save or take 6 damage

spacer.png

___________________________________________________

Main Hand: Heavy Sniper Rifle (10/15 rds)
Off Hand: Empty

Technician Gadgets: 5/6

Martial Focus: No

___________________________________________________

Full: N/A

Free: Toggle her rifle, making her currently-chambered round an Explosive Round (deals half-damage to all enemies adjacent to the target, DC 16 Reflex reduces to 0). Reloads the rifle as a free action between each AoO, making all rounds Explosive.
Swift: Reenable the Governer on the tank
Move: Aim down the Sniper Scope (+4 to-hit)
Standard: Vital Strike Deadly Shot on the Archon, expending Martial Focus, and applying an Incendiary (via Chemical Insight, deals all fire damage, flammable materials and creatures who fail the save are set on fire) Landmine (via Mechanical Insight, detonator is a (snare) talent for Trap talents like Trap Launcher) Detonator as a (snare), shaping the explosion into a Cone facing directly behind the target (Demolitions Insight, cone size is 3x normal radius, so 30ft)

Show Mini Character Sheet

spacer.png

Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6

___________________________________________________
STATS

Str 12 (+3) Dex 20 (+5) Con 20 (+5) Int 17 (+3) Wis 10 (+0) Cha 7 (-2)
HP 90/90 [THP: 50/50] HD d10+5 Speed 30 ft. 

 

Initiative +9
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German

___________________________________________________
OFFENSE

Grenade Launcher (range 70ft) +12 attack, varies on ammo
Heavy Sniper Rifle (range 180/1,800, touch to 900) +13 attack, 3d6+5 B&P damage

Seeker Missile Cannon (range long (400 + 40ft/level) N/A attack, 1d4x6 bludg/fire damage in 5ft radius around each missile

___________________________________________________
DEFENSE

AC 20 [Touch 15, FF 15]

CMD 22 [FF 17]

Saving Throws Fort +12, Ref +12, Will +9
DR N/A

Special Clarifying Reinforcements (+2 comp to Will saves)

___________________________________________________
SKILLS

Craft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14

___________________________________________________
Whatever Else

Weapon-Propelled Grenades 

Smoke, Flashbang, Frag

 

Show Equipment

 

 

Hidden Storage (10lbs current, 10lbs/1cbft max)

___________________________________________________

 

Trap Bag (10lbs)spacer.png

___________________________________________________

General Inventory (42 lbs.)

Exquisite +3 Sturdy Backpack (4lbs): +2 to Strength for carry weight

50 rounds of Heavy Ammo (5.5lbs)

Gunsmith's Kit (2lbs)

Masterwork Binoculars (2lbs)

2 Smoke Weapon-Propelled Grenades [WPGs] (2lbs)

2 Flashbang WPGs (2lbs)

3 Frag WPGs (3lbs)

Exceptional +3 Thieves' Tools (2lbs)

Flashlight (1lb)

Gasmask (2lbs)

2 Gasmask Filters

Compass (.5lbs)

Walkie-Talkies [1 pair] (1lb)

Det's Lucky Toolbox [Exceptional +3 Profitable Craft [Mechanical] Tool] (5lbs)

Engineering Kit (10lbs)

 

Equipped Gear (33.5 lbs)

___________________________________________________

Heavy Sniper Rifle (15lbs)

Grenade Launcher (6lbs)

Seeker Missile Cannon

Darkleaf Cloth Leather Lamellar (12.5lbs)


Coin Purse
Platinum: 0
Gold: 100
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 100 (light)/200 (medium)/300 (heavy)

Current Weight: 85lbs

Show Abilities

  

Passive Effects

___________________________________________________

 

Breaking Blast: Det's ranged attacks deal full damage to objects, instead of half.

 

Expert Reloading: Ariane reduces the time needed to reload ranged weapons she is proficient in by one step: full-round > standard > move > free

 

Mechanical Savant: When Ariane makes a successful ranged attack with an attack action, AoO, or additional attacks granted by class features or talents, while wielding a crossbow or firearm, she deals extra damage equal to 1/2 her BAB (minimum 1).

 

Huntsman Training: Det only suffers a -1 penalty per range increment when using a ranged weapon.

 

Greater Sunder: Det gains a +1 competence bonus to sunder combat maneuver checks, as well as to her CMB vs sunders. For ever 4 BAB she has, this bonus increases by 1 [+2]. Does not stack with Powerful Maneuvers or Greater Sunder feat.

 

Opportunist: Creatures struck by Det's dart traps or who fail a save against her snare traps provoke an AoO from her. She may make this AoO with a ranged weapon, so long as it is within her first range increment.

 

Warning: Allies who can see and hear Det never trigger her traps unless they choose to.

 

Combat Reflexes: Ariane gains additional attacks of opportunity each round equal to her Dexterity modifier (+5).

 

Active Effects
___________________________________________________
 

Vital Strike: When Det uses the attack action, she may make a single attack at her highest BAB with double the base weapon damage dice (not multiplied on a critical hit)

 

Deadly Shot (Sniper Sphere): As a special attack action, Det may make an attack with a ranged weapon, and may add one (snipe) talent she knows to the attack. She may expend martial focus to have the attack deal an extra 1d10 damage, plus 1d10 per 4 BAB. This damage is reduced to d6 if the attack targets Touch AC.

 

Hindering Projectiles (snipe): Ariane's successful deadly shot lodges inside the target, inflicting a -2 penalty to attack rolls, AC, and CMD. This ability stacks, increasing the penalty by 2 per application. The target may remove a single stack by spending a move action, or multiple as a full-round action.

 

Place Snare or Dart Trap: As a full-round action (standard, if she has Martial Focus), Ariane can make a DC 5 Craft [Mechanical] check to place a snare trap or dart trap in a square within her reach. [This will be in OOC tags: The trap persists for 1 round per point she beats the DC by, and occupies one five-foot square, plus one more five-foot square per five ranks in Craft [Mechanical]. All squares must be contiguous, and she cannot place two traps in the same square. Entering a square triggers the trap. The DC to resist her traps is 10 + 1/2 Craft [Mechanical] Ranks + her constitution modifier. The DC to detect or disable her traps is 10 + Craft [Mechanical] Bonus. If Det warns someone, or they see her place the trap, they get a +5 circumstance bonus to Reflex saves, AC, and Perception checks against that trap. A Trap has Hardness equal to Craft [Mechanical] ranks, AC equal to 10 + Craft [Mechanical] ranks, and 5 + (5 per 2 Craft [Mechanical] ranks); Hardness 6, AC 16, 20 HP.

 

Snare Trap: A snare trap targets the first creature to enter one of the squares it occupies. A creature may avoid the snare with a successful Reflex save. Doing so leaves the trap untriggered and makes the creature both aware of the trap and able to pass through its space freely without further risk of triggering it. A snare may benefit from one (snare) talent.

 

Dart Trap: A dart trap targets a line originating from one corner of the squares it occupies, out to Close Range (25ft + 5ft per two ranks of Craft [Mechanical], 40ft), and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in line until one is hit. You may substitute Craft [Mechanical] + Int mod + BAB for Dex+BAB on this roll. The dart deals 1d6 damage, plus 1d6 for every two ranks above 1 (2d6 at 3, 3d6 at 5, and so on), with Crit 20/x3. A dart trap may benefit from a single (dart) talent. 

 

Trap Talents: Tripwire (failure knocks the target prone, loses 5rds of duration upon triggering), Razor Wire (as Tripwire, but also deals slashing damage equal to a Dart trap's to the triggering creature), 

Gadgets and Inventions
___________________________________________________

Charge: 18/18

Gadgets: 

Heavy Sniper Rifle (4 charges)

Grenade Launcher (4 charges)

Seeker Missile Cannon (6 charges)

Edited by M3mentoMori (see edit history)
Name
Deadly Shot extra damage
4
2d6 [[2,2]]
Weapon Damage
28
6d6+5 [[5,3,1,4,4,6]]
AoO dmg vs Zealot 2
12
3d6+5 [[1,1,5]]
AoO vs Starboard Gunner
29
1d20+13 [[16]]
AoO vs Archon
27
1d20+13 [[14]]
AoO dmg vs Starboard Gunner
15
3d6+5 [[3,1,6]]
Attack Roll vs Touch AC
19
1d20+17 [[2]]
AoO damage vs Archon
14
3d6+5 [[4,3,2]]
AoO dmg vs Port Gunner
16
3d6+5 [[4,4,3]]
Detonator Damage
25
6d6 [[4,5,3,6,2,5]]
AoO vs Port Gunner
26
1d20+13 [[13]]
AoO vs Zealot 2
22
1d20+13 [[9]]
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 artificer.jpg.337f03bec0abd3d32b4a55a2cffd433b.jpg.8c22c90eda248f12c7583f5f2760f6ec.jpg

Martin gave a grin nod. Things were going as well as could be expected, given the whole raider attacking a town experience. The raider group that had held him those many years ago at least had the decency to be upfront with who they were and not peddle some half baked religious crap along with their violent acts. "Aye, platform truck." He called back up, lining up his shot on the next truck in turn. He nodded slightly as the roar of the engine lost the overstressed growl and settled down a notch. Swayed slightly as the tank's movements shifted down to a more manageable speed. He tilted back towards his target to compensate for that one before calling out once more. "Firing."

 

 

 

Actions/OOC

Actions

 

Move Action: Acquiring Target on the Platform Truck.

Standard Action: Make a Sunder attempt against the Platform Truck adding Deadly Shot(expanding the Tank's MF), Push Shot, Vital Strike, and Thunderous Blows. Looking at 12(base)+2(Powerful Maneuvers)+4(Size)+2(Acquiring Target)+3(Lodestone), so +23 to Attack for 19d6 damage. Ignores 3 points of Hardness for the Sunder Attempt, and the attack roll also counts as a Bull Rush attempt to push the target away from us.

 

Used OGMW for rolling

ATK: 29

DMG: 78

Statblock

 

Martin
male NG Human Blacksmith 6 | Technician 6, Level 6, Init 8, HP 80/80, TEMP HP 50Speed 45
AC 26, Touch 17, Flat-footed 21, CMD 26, Fort 9, Ref 12, Will 9, CMB +9, Base Attack Bonus 6   
+2; SA/Auto Assault Rifle +14 (1d10+7, 19-20/x2)
Grenade Launcher +12 (Variable, varies; Integrated Armory)
+2; Anti-Ballistic Breastplate (+8 Armor, +5 Dex, +1 Natural, +2 Deflect)
Abilities Str 16, Dex 21, Con 14, Int 18, Wis 12, Cha 10
Condition None  

Various Counters

Ammo:

-Assault Rifle: 35/35

-Grenade Launcher: 0/1

Gadgets: 7/7

Jury Rigged Devices: 0/2

-

-

Tech Sphere Charges: 14/14

Tech Sphere devices: 10/10

-Integrated Armory (Grenade Launcher)

-Speed Lever (Grenade Launcher)

-Speed Lever (Assault Rifle)

-Fire Extinguisher: 2 charges

-Respirator: 2 charges

-Camera: 1 charge

-Clamp Boots: 2 charges

-Sensory Set (Thermal): 1 charges

-Emergency Beacon: 1 charge

-Shelter: 1 charge

Blacksmith Maintenance:

-Technician Maintenance: Backpack with Transmitter Improvement

 

Warpaint: +15ft Move Speed

 

 

Edited by Djacob91 (see edit history)
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Markus "Doc" Strumpky - Wasteland HealerAlchemist 6 (Physician)
Scholar 6 (Doctor/Harmacist)

Steel Shepherd

https://i.imgur.com/nhdbjoh.jpg

https://i.imgur.com/nhdbjoh.jpg

"Got it Tanya!" Doc called out in response to her orders.  "Coming in at an angle to try and cut between the vehicles."  Doc spun the wheel, just enough, to sideslip Tia...not quite a turn, not quite a diagonal path, but if he timed it just right, they'd slide right behind the faster moving raiders and just in front of the harpoon truck that had speared that unfortunate jeep...which was just what the Doctor ordered!

 

Even as he deftly maneuvered forward, Doc leaned forward, using one elbow and one knee to drive, thus freeing up his other hand to dip into the pouch that was attached to his belt at his left hip.  Fishing out one of the pre-filled clay spheres, Doc deftly yanked the cork with his teeth, and set it in his lap.  Another dip pulled on a small paper cone, twisted into a cylinder and dyed blue.  Dropping the bit of paper into the sphere, Doc replaced the cork, gave the sphere a sharp shake, then reached up and slipped the sphere into the small tube just above his head.

 

There was a sharp hissing of moving air, and the tube system that Martin and Det had come up with to allow Doc to load his little 'presents' into the steam catapult the pair of engineers had rigged up on Tia.  Splitting his concentration with the ease of long practice, Doc kept one eye on his course and the other on the small reticle and joystick on his console.  It was a matter of seconds to line up his target...at this range, and given the slow speeds of both the Beast and that damned harpooner, this was a clap shot.  Giving himself just a bit of elevation to cover the motion of the tank, Doc pulled back on the trigger and watched with immense satisfaction as the little globe sailed off...right on target!

 

"Do your work well, little sphere. Send those rat bastards off to lullaby land.  And, the good Lord willing, it'll let us save those poor bastards in the jeep...at least long enough for me to get to them and keep them in the land of the living!"  Doc's words, a muttering that was half prayer and half pep talk, were barely audible, especially given the chaos of the battle...not to mention the thunder of La Chancla's shots, but anyone who cared to listen closely to the comms on the tank's internal net would most likely hear.

 


 

OOC Stuff

Doc is hopeful...:)

Combat/Driving actions are listed in the Combat Mechanics section, below.

Rolls are in the Dice Thread

_________________________________________________________________________

A couple things of note:

     Everyone (including Jana, Zuki, and The Tank) has their daily War Paint applied. 

          Jana and Zuki have Blue (+15' Speed) and The Tank has Green (+2 rounds to Morale bonuses)

     Included in the Paint is a daily Inoculation that renders you immune to being caught in the AOE of any of Doc's Alchemical concoctions (Formulae and Toxins) and Material Impositions.  Note that this includes both effects AND damage. 

     In addition, this will 'heal' you for 50HP worth of damage, which will become Temp HP.  The Temp HP will last 6 hours, and Doc will renew it as needed during the day.

          This counts as one daily use of Doc's Medical Training - He can heal each PC 6x/Day in this manner (among a whole bunchaton of other ways :D).

     All Crew members have a single dose of Universal Alcohol.  This small, 1 oz phial combines 4 different effects in a single shot.

          Each dose gives the following benefits: +3 to save vs Emotions; +2 to your next save (lasts until used); +3d4 Temp HP; +3 vs Sleep effects.  Once taken, these effects last for 1 hour.

 


 

Combat Mechanics

 

___________________________________________________

TANK EFFECTS

     +2 Resistance to Saves whenever Doc is driving

     +2 Natural AC whenever Doc is driving

     If Doc has Martial Focus, Tank ignores Difficult Terrain

     50% Miss Chance vs all Ranged Attacks (Moving Target)

___________________________________________________

TEMPORARY EFFECTS

     STUFF GOES HERE

     HERE TOO

     ALSO HERE

     ETC

___________________________________________________

COMBAT ACTIONS

     Doc uses Swift Movement to add 15' to the tank's base speed.  This brings her speed up to 55'.  He will use this last round of bonus speed before Det reengages the governer on the engine, bringing Tia's speed up to 70'. 

 

     Doc will sideslip Southwest.  The ending position of the tank is indicated by the Green Dot on the map (this is where the front of La Chancla's barrel will be).  They will be facing in the same direction

 

     NOTE: THIS REMOVES THE MOUNTED ATTACK PENALTY, SINCE WE'RE NOW MOVING LESS THAN TWICE THE VEHICLES MAX SPEED

 

     He will expend the Crew Martial Focus to activate Moving Target, meaning that all incoming attacks will have a 50% miss chance.

 

     Doc also has Unimpeded Positioning and his personal Martial Focus, thus he ignores Difficult Terrain and will be able to move the tank at full speed, even off road.

 

     Doc has the One With The Machine custom Oath Boon.  This gives the tank +2 Natural Armour and +2 (Resistance) to all Saves.

 

     Doc will use his Standard Action to create, load into the launcher, and fire an Inhaled Drowsy Venom at the front bumper of the Harpoon truck.  This is indicated by the Green Square on the map.  This will catch the Raider and Zealot in the back of the jeep, as well as whomever is in the cab of the Harpoon truck (assuming it's not a sealed space).  Unfortunately it will not catch the two in the back of the harpoon truck, unless they move forward.

        This is a Splash weapon that fills up a 15' cube on impact. The Toxin will Linger for 6 (INT) rounds, and must be saved against every round that a person is within the AOE. Note that they are only required to save once per round, even if they move out of, and then back into the AOE.

        All within the AOE must make a FORT DC 21 Save or be Fatigued. If they fail a second save, they become Exhausted, and if they fail a third, they fall asleep.
 

     Doc will use a Swift Action to Aid Another on himself,  adding +4 to his attack.

___________________________________________________

ACTION ECONOMY

     Free Action: - Expend Crew MF for Moving Target

     Free Action: - Expend Personal MF for Lingering Toxin

     Free Action: - Regain Personal MF via Mobile Focus

     Immediate Action: -

     Swift Action: - Aid Another on Self (+4 to Attack)

     Move Action: - Sideslip 70' Southwest

     Standard Action: - Use Launcher on Harpoon Truck

     Full Round Action: -

     5 Foot Step: -

 

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

Will ALWAYS use Hermit Motif outside combat (+4)

Applied Consistency add +2 when Taking 10/20

 

     Craft(Alchemy): Base +26 (Can always Take 10)

          Alchemy Kit: +3

          Alchemy Lab: +5

     Craft(Leatherworking): Base +20

          Leathercrafting Kit: +3

     Heal: Base +29 (Can always Take 10)

         EX Healer's Kit: +7 (+8 Deadly Wounds)

         GM Healer's Kit: +5 (+6 Deadly Wounds)

         Healer's Kit: +2

     Knowledge (All): Base +21

     Perform (Diplo; Hndl Animal; Intim; Sense Motive) Base +20

          Hammered Dulcimer: +3

     Profession (Doctor): Base +21

     Profession (Pilot):  Base +23

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

     Perception: +22 (+1/20' Range Increment)

     Sense Motive: +20

     Stealth: +11

_________________________________________________________
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.

Fate: The Hermit Motif: Can Aid Another on self as a Swift Action. Bonus is +4; Duration: Permanent (Fated Oath Boon)

War Paint: Can have 3 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew); Painter talent)

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Needler x2)

Railgun: x3 range increment of firearm (30'). Can fire underwater.

     Speed Level: Lower reload time by 1 step (to Move Action)

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

Current Run Speed: 45 (30 Base; +15' Blue War Paint)

Current Initiative Bonus: +2 (DEX)

Current Hit Points: 72/72 (78 Max/-6HP for Oath of Ritual)

Current Temp Hit Points: 52

Primary Martial Focus: Yes

Secondary Martial Focus: Yes

Current AC: 26 (Base 10; +2 DEX; +1 Inhuman Resilience (Natural); +7 Prescient Dodger; +5 Unarmoured Training; +1 Enhancement (Oath Boon))

Current Touch AC: 25 (Base 10; +2 DEX; +7 Prescient Dodger; +5 Unarmoured Training; +1 Enhancement (Oath Boon))

Current Flat Footed AC: 24 (Base 10; +1 Inhuman Resilience (Natural); Prescient Dodger +7; +5 Unarmoured Training; +1 Enhancement (Oath Boon))

Current CMB: 6 (4 BAB + 2 DEX)

Current CMD: 30 (Base 10; +4 BAB ; +1 STR; +2 DEX; +7 Prescient Dodger; +5 Unarmoured Training; +1 Enhancement (Oath Boon))

SAVES

     FORT: +11 (Base: +5; +4 CON; +2 Inhuman Resilience)

     REF: +9 (Base: +5; +2 DEX; +2 Inhuman Resilience)

     WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear - 36.9 lbs

Tank Key

     On dog tag style necklace if not in use

Wastelanders Outfit

     Heavy Jeans

     Cotton Shirt

     Flannel Shirt (in cold weather)

     Combat Boots

     Leather Duster

     Black Felt Stetson

Chiurgeon's Kit (Strapped to Left Thigh)

     Alchemist’s Kindness (2)

     Antiplague (2)

     Antitoxin (2)

     Bloodblock (2)

     Calming Cider (2)

     Revitalizing Rum (2)

     Smelling salts (2)

     Soothe Syrup (2)

     Stable Salve (3) 3d8+52HP

Exquisite Healer's Kit (Strapped to Right Thigh)

     (10) Uses

     Modern, high end first aid kit (+5 to Heal Skill)

     Surgeons Tools (+1 to Treat Deadly Wounds)

     Natural & Alchemical Meds

GrandMaster Tactical Shotgun (Back Sheath or In Hand)

     Standard Load: (8) Beanbag Rounds

     Deadly Nightblade: Activate @ Move Action

          Progressive Neurodegenerative Toxin

Sanpkhang (Right Boot)

     Poisoning Sheath (Current Poison: Debilitating Toxin)

Butterfly Knife (Left Forearm/Left Boot)

     2x Concealable daggers: Open @ Free Action (Quick Draw)

Masterwork Needle Launcher (Right Forearm)

     Standard Load: (10) Accupuncture Needles

     Can be coated with any Toxin/Poison @Free Action

Fanny Pack (@Adventurer's Sash) (Waist (Lower Back))

     3x Shotgun Box Mags

          Beanbag (8)

          Shell (8)

          Slug (8)

          Free Action to reload

     5x Loading Tubes for Needler

          Standard Action to load

     50 Accupuncture Needles in leather case

     Weapon Maintenance Kit

     Gasmask

     MW Binoculars

     2 Rechargable Batteries

     Flashlight

     2 Bota Bags of water

     Flask of high proof rum

     2 Days Rations (Jerky, Trail Mix, Hard Tack)

     Zippo Lighter (US Flag Motif)

Poison Pouch (Left Belt)

     Materials collected through day for combat Toxins

Formulae Pouch (Right Belt)

     Leather pouch w/sewn in tubes

     Holds 15 formula vials

     Materials collected through day for Formulae

Flashbang/Stinkbomb Bandoliers (Chest)

     Materials collected through day for Flashbangs/Stinkbombs

     Small clay forms to fill/throw

 

_____________________________________________________

Go Bag (Sturdy Backpack+2) for emergencies - 42.6 Lbs

ALWAYS PACKED/In Personal locker


Exquisite Alchemist's Kit

     Swift: Checks longer than 1 rd take half time

     +3 to Craft (Alchemy)

GrandMaster Healer's Kit x2

     (10) Uses

     +4 to Heal Checks

Fishing Kit

     +1 to Survival checks to fish

Gear Maintenance Kit

Survival Kit

     +2 to Survival Checks

Climbing Kit

     Silk Rope, Pitons, Climbing Harness

          +2 to Climb

     Includes Climbing Pick (+1 to Climb)

MW Nightvision Goggles

Flashlight

4 Rechargeable Batteries
5 Loading Tubes for Needle Launcher (loaded)

50 Accupuncture Needles in leather case
6 Shotgun Box Mags (8 rounds per mag)

     2x Beanbags

     2x Shells

     2x Slugs

3 Boxes of shotgun shells

     (20) Beanbags

     (20) Shells

     (20) Slugs
100' silk rope

2x Sunrod

10x Candles

3x Torches

5x Smokesticks

Butane (for refilling lighter)
Machete

6x Throwing knives

Skinning & Boning knives

Harvesting tools
Change of clothes

Grooming Kit

Bedroll

Blanket

Small Hand Drum
4 Waterskins

7 days rations

 

_____________________________________________________

Additional Gear Stored in Tank
MW Tactical Shotgun

Shotgun Shells, in boxes of 20

     200 Shells

     200 Slugs

     200 Beanbags

     12 Mags

          4 of each type
Needle Launcher

Accupuncture Needles

     300 in leather case

     10 speed loading tubes (loaded)
Exquisite Alchemist's Lab (Set up as needed)

     Profitable: 2x profit on created items

     Swift: Checks that take longer than 1 round take half time

     +5 to Craft (Alchemy) check
GrandMaster Healers Kit x5

     +4 to Heal Checks

     Surgeon's Tools +1 to treat Deadly Wounds
GrandMaster Leatherworking Kit

     Profitable: 2x profit on created items

     Includes Tanning Kit
     +6 to Craft (Leather) check

GrandMaster Hammered Dulcimer

     Profitable: 2x gold for busking

     +2 to Perform

GrandMaster Gunsmithing Kit

     Swift: Checks that take longer than 1 round take half time

     +2 to Gunsmithing

Grooming Kit

Sleeping Box (Can be broken down)

Medical Tablet (No in game use, RP only)
Chronicler's Kit w/ex journals
Spelunker's Kit
Eventide Outfit

3x Explorer's Outfits

Alchemy

 

Formulae (# Carried)

Can have 15 Formulae 'active' at one time.

________________________________________________________
Save DC: 19 (Unless otherwise specified)
Attack Mod: +13 vs Touch (Splash)
Range Increment: 25'

 

Improved Acid Flask (2)

AOE Splash Acid Damage; Lingering Damage

Struck Target takes 4d6 Acid 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Any target that takes 2HP dmg or more takes 1/2 next round

Improved Liquid Ice (2)

AOE Splash Cold Damage; Can Freeze liquid

Struck Target takes 3d6 Cold 15' radius

          +15' Half damage

          +15' Radius 1 pt

     Can freeze 12 5' cubes of liquid solid

     Can freeze AOE  80' diameter

          This AOE can support Huge creatures

Improved Sneezing Powder (2 (1 Healing))

Staggers targets via uncontrolled sneezing

Struck Target or Adjacent FORT 23 or Staggered 1 round

          On fail, save for 1d4+1 rounds of stay Staggered

     20' Radius: FORT 18 or suffer all above effects

     ***Healing: Will heal anyone Doc has Innoculated for 52HP.  Counts towards daily Revitalizing Compound Limit

Improved Tanglefoot Bag (2)

Sticks target in place via glue-like substance

Struck target-2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     10' Radius - REF 19 or suffer all above effects

Panacea (2)

Cures a multitude of ailments

Cures Blinded, deafened, diseased, exhausted, fatigued, frightened, nauseated, paralyzed, poisoned, shaken, sickened, staggered, stunned.

Salve (4)

Heals 3d6+52 HP; Healing beyond max becomes Temp HP for 6 hrs

Can only be given 9x/person/day

     Any healing beyond max becomes Temp HP for 6 hours

Universal Alcohol (1 (6 doses; Healing))

Single shot alcohol (Combines Cider (Base); Rum; Vodka; Whisky)

Calming Cider: +3 vs Emotion for 1 hour

     Invisible Ichor: 2x strength, no taste

     Lullabying Lager: Fall asleep in 1 hr

          2x resting Healing; stacks w/Heal check

     Mindbending Mead: -3 Perception; +3 vs Illusions

     Painkilling Perry: +3 vs Pain for 1 hour

     Revitalizing Rum: +2 to next save, lasts 1 hour

     Sobering Schnapps: Ignore Drunk penalties for 1 hour

          Sickened penalty reduced by 1/2

     Vitalizing Vodka: +3d4 Temp HP for 1 hour

     Wakeful Whisky: +3 vs Sleep Effects

          Can ignore sleep requirements

 

     ***Healing: Will heal anyone Doc has Innoculated for 52HP.  Counts towards daily Revitalizing Compound Limit

War Paint

Circumstance boosts 1/tgt; 3 on self (Blue; Green; Yellow)

Black: +7 Competence Bonus to Stealth

     Blue: +15' Enhancement Bonus to Speed

     Green: Increase duration of Morale bonuses by 2 rounds

     Yellow: +7 Competence Bonus to Perception

________________________________________________________

Toxins (Can create/apply as Free Action)
________________________________________________________
Save DC: 19

Can be contact, ingested, inhaled, or injury.

Chosen at the time of creation.

     Last 1 minute

     To cure, 1d20+Heal Skill vs DC 17


Attack Mod: N/A - Dependent on Vector

 

Anesthetic

Numbs pain in target temporarily

First 14 HP damage after dose becomes nonlethal

     +3 to save vs Pain

     Can only be applied 1/hour

Degenerating

Slowly erodes stat(s)

-4 to one ability score (except CON)

     Can be split -2/-2

     Stacks with self

Drowsy

Makes target increasingly sleepy

1st Failed save: Target becomes Fatigued

     2nd Failed save: Target becomes Exhausted

     3rd Failed save: Target falls asleep

          Can be awakened (@Std Action) by slap or dmg

Neurodegenerative (Deadly Nightblade)

Causes mental ability damage over time

Activate as Move Action; lasts til deactivated

     Alchemy Sphere Toxin talents apply

     1st Failed save: FORT 19 on dmg or Confused for 6 rounds

     Successive Failed saves: -1 (stacking) to all Mental Stats (Min 1)

________________________________________________________
Alchemical Items (# Carried)
________________________________________________________

 

Alchemist’s Kindness (2)

Antiplague (2)

Antitoxin (2)

Bloodblock (2)

Calming Cider (2)

Revitalizing Rum (2)

Smelling salts (2)

Soothe Syrup (2)

Stable Salve (3)

     3d8+52 Healing (Does not count against daily doses)

     All HP above max become Temp HP for 6 hours
 

 


 

Alchemical Item Creation Time

                                                            Time Savers

      ____________________________________________________________________________

     Swift Alchemy: All Alchemical Items take half the normal time to create

     Rapid Alchemy: Alchemical Items costing 150GP or less can be made in 30 minutes

          With Improved formulae, reduce crafting time to 15 minutes (result is still basic item, just made faster)

          Increase DC of item by 6 (INT); this bonus does not apply to Alchemy Sphere Improved items

     Swift Quality: Any skill check that takes longer than 1 round, takes half the normal time

     Craftsman: Mundane items take half normal crafting time

     Natural Materials: Counts as having Alchemy Kit for the purpose of creating Alchemy Sphere materials only.

 

                                                                Crafting Times

      ____________________________________________________________________________

     Alchemy Sphere Formulae

          Can create 2 Formulae per crafting

               Base Time w/o kit: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                    Can create 16 Formulae per half hour

               Base Time w/Kit or Lab: 15 minutes

                         Swift Alchemy = 7.5 minutes

                         Craftsman = 3.75 minutes

                         Swift Quality = 1.875 minutes

                    Can create 16 Formulae per fifteen minutes

      ____________________________________________________________________________

     Create Alchemical Items

          Can create 1 regular Alchemical Item costing >150GP in 30 minutes

                    Swift Alchemy = 15 minutes

                    Craftsman = 7.5 minutes

                    Swift Quality = 3.75 minutes

               Can create 16 Alchemical Items per hour

          With Improved Formulae (Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag) can create in 15 minutes

                    Swift Alchemy = 7.5 minutes

                    Craftsman = 3.75 minutes

                    Swift Quality = 1.875 minutes

               Can create 32 Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag per hour

      ____________________________________________________________________________

     Create Stable Formulae/Toxins

          Create item using only Base Talent (Can increase DC as normal)

               Base Complexity 1

               Adding effect of additional talents = +1 Complexity

               Max Complexity 6 (equal to Heal skill)

               DC to Craft = Equal to Base Complexity OR 10+Complexity

               Cost to create; can be sold for 4x this value (Profitable Kit/Lab)

                    Formulae: 10GP x Heal ranks x Complexity

                    Toxin: 5GP x Heal ranks x Complexity

          Time to create

               Creation Cost >250GP: 8 hours (1 day) per 1000GP

               Creation Cost <250GP: 2 hours

                         Swift Alchemy: 4 hours / 1 hour

                         Craftsman: 2 hours / 30 minutes

                         Swift Quality: 1 hour / 15 minutes

                    >250 GP = 1 hour/1000GP, up to 8 hours

                    <250 GP = 15 minutes or 4/hour, up to 8 hours

      ____________________________________________________________________________

 


 

Daily Heal Count

Det

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Doc

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Duende

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Martin

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Packer

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Tanya

Revitalizing Compounds: 5 / 6 Remaining

     Treat Deadly Wounds: 6 / 6 Remaining

     Salve: 9 / 9 Remaining

Non Crew

Jana: Revitalizing Compound: 1 Dose

 

 

 

____________________________________________________________________________

 


 

Edited by Arklytte (see edit history)
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Packer ‘The Stump’ Green

spacer.pngWith a round already on the Speed Rack, Packer accepts Jana’s help lining the round up with the Sweet Spot after Martin takes his shot. Packer is too distracted to really teach her and she is too new to this for it to really help though and the round is loaded but misses the Sweet Spot. Even from here the sound of metal crunching under Le Chancla’s roar tells Packer that Martin shot true. 
 

Still the stiletto tapping of rounds on Tia’s shell was unmistakable to Packer, and two of The Crew were up there risking fire. Now with Doc moving them even closer to enemy guns, Packer decides to go up and shield them between cannon shots. “Round loaded. Heading topside to catch some lead.” Packer reports as he heads through the nearest open hatch and positions himself with his shield ready near Tasha and Duende. With a nod to his fellow Tankers topside, Packer says, “How is the Disciple’s aim today? Do you think I will even need the shield?”


 

OOC

Actions/Contingencies 

Swift Action: Sweet Spot reload with Jana’s +2 aid another (will roll tower)

Move Action: Reload cannon with the slug on the Speed Rack.

Standard Action: Head topside through an open hatch (gotta be at least one unoccupied. I know Det had one open to lounge around outside) drawing my shield as I move to stand Adjacent to Tasha and Duende if space allows.

 

Immediate Action (If triggered): If an adjacent Ally is targeted by an attack roll will use Defend Other to give them +3 ac (circumstance bonus) against the attack and take the damage if they are still hit. (1 ally only)

 

AoOs: Will set aside all AoOs to raise ally AC. Will explain distribution in the Discord when it happens but will essentially be 2 AoOs per ally on the first attack they are targeted with and 1 AoO each to help block any second attack on each of them. 

 

Condition

HP: 84/90-6 Temp Hp: 50 Delayed Damage: 0/18 DR: 5/- Nonlethal FH: 6

AC: 34 (31 vs projectiles)

Counters

AoOs 6/6 to be used on Bodyguard feat and Active Defense on Duende and Tasha.

 

Edited by bcool999 (see edit history)
Name
Sweet Spot Wisdom (w/ Aid Another)
7
1d20+6 [[1]]
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Alex "Duende" Villagos

CHAPTER NAME

https://i.imgur.com/nhdbjoh.jpg

spacer.png"I'm slowing down the last trike and the raiders on the roofs," Alex calls out. Even as he speaks, he pops two cartridges into the specialized port on his rifle to top off the magazine, a motion so fluid and practiced he's finished before he's done speaking. At this distance, and with the tank now moving a much more manageable speed, he knew he could make accurate shots off quickly. He wouldn't have the time to use some of his more effective tricks, but sometimes quantity counted more than quality, and his main goal was to attempt to distract and hinder the raiders that were the biggest threats to the refugees, and right now those were the ones on top of the vehicles and manning the guns.

 

Raising the rifle back to his cheek, he steadies himself against the tank and takes a quick cleansing breath as he aims at his first target - the last remaining trike. A quick squeeze of trigger and he moves on to the next before even waiting to see the outcome of the first shot, making a slight adjustment tot he left to bring the raider on top of the livestock truck in his sights. Again a squeeze of the trigger and a swing to the left, a bit further this time, finding the jeep with the two raiders on top. The nearer of the two, the one harrying the passenger, gets the first shot, then two into his partner stabbing the driver.

 

With one round left, he swings back to his right, to the chaos of the platform truck. The last shot goes to the far gunner - granted, the nearer one had apparently been firing on him, but so far his accuracy didn't exactly strike fear into Alex's heart, and now with Packer up top to provide even more cover, he was more concerned with the one that had been firing on the fleeing refugees. It was more of a distraction tactic than anything - as if being on fire wasn't enough of a distraction -  leaving the man bleeding badly but otherwise unharmed, and being too glancing a shot to even allow the chemical coating on the round to affect him.

 


 

OOC Stuff

 

 


Combat Mechanics

TEMPORARY EFFECTS

TEMPORARY EFFECTS

Thermal vision (ignore concealment from smoke, dust, etc.): 8 rounds

Chemical Coating - Improved Tanglefoot Bag: 5 rounds

Active Stance: Duelist/Long Cuts/Debilitating Injuries

Starting sequence: 5


COMBAT ACTIONS: Duende

Swift: Change Stance (link) - Barrage/Close Combat Specialist

Free: Reload rifle

Standard: Flurry (finish) - As a standard action the prodigy may make one ranged attack per link in her sequence, but no one creature may be targeted by a number of attacks greater than half the length of the sequence. These attacks are made at the prodigy’s full base attack bonus.

  • One attack at Trike 1
  • One attack at raider on top of livestock truck
  • One attack at raider on passenger side of jeep roof
  • Two attacks at raider on driver's side of jeep roof.

Any enemy I hit will be entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds). It will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)

 

Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) = +16 vs. touch AC; targets scouted, so treated as 2 AC less

Damage: 3d6 (Heavy Sniper rifle) + 7 (Dex/Enhancement)

 

See OGMW rolls for attack & damage

 

Move: Surface Cut (Opener) on platform truck gunner firing at refugees - 3 bleed damage on hit

 

COMBAT ACTIONS: Zuki

Swift: Maintain/recenter Aggressive Flanking on tank

Standard: Focusing Cry (restore MF to Duende & The Tank)


ACTION ECONOMY - Round 3

     Free Action: Reload rifle

     Immediate Action: -

     Swift Action: Change Stance (Link) - Barrage/Close Combat Specialist

     Move Action: Surface Cut (Opener)

     Standard Action: Flurry (Finisher 5)

     Full Round Action: -

     5 Foot Step: -

Sequence: 1 link (+0 Attack & Damage)

Rifle rounds: 0/6

 

General Info

 


OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

 


NOTABLE SKILLS/SKILL CHECKS

     Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15

     Perception: Base +22

 


SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

     Darkvision

     Perception: +21 (+1/60' Range Increment)

     Sense Motive: +10

     Stealth: +25

 


DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.

  • Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)
  • War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)
    •      Black: +7 Competence Bonus to Stealth
    •      Yellow: +7 Competence Bonus to Perception

 


DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Heavy Sniper Rifle x2)

Railgun: x3 range increment of firearm (540'). Can fire underwater.

    Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later

 


CONSTANT EFFECTS/STATBLOCK

Current Run Speed: 60 (60 Base)

Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)

Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)

Current Temp Hit Points: 50

Primary Martial Focus: Yes

Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )

Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current CMB: 11 (6 BAB + 5 DEX)

Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

SAVES

     FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)

     REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)

     WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)

Resistances: N/A

 

Alchemy

 

Formulae (# Carried)

Can have 5 Formulae 'active' at one time.

 


Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'

 


Improved Liquid Ice (2)

AoE Cold Damage + Stagger

Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round

5' Half damage

10' 3 damage

 


Chemical Coating: Improved Liquid Ice (1)

Cold Damage + Stagger

Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round

 


Improved Tanglefoot Bag (1)

AoE Sticks targets in place via glue-like substance

Struck target-2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     5' radius

 


Chemical Coating: Improved Tanglefoot Bag (1)

Sticks target in place via glue-like substance

Struck target-2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

Equipment

 


Daily Carry Gear

Tank Key

    

 

 

 

   
   
Edited by PigLickJF (see edit history)
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Refugee Column, Round 4

Outside Greenwood

 

As Tia growled forward, Tanya fired a specialized magnetic round. Though only denting the metal of the truck, it clamped on and emitted a powerful attractive force on the slugs fired from Tia's cannon, a little trick passed down from her father and his father before him. 

 

Det's shot arrived next, and destruction followed. The Archon had just finished delivering a damning condemnation, and he was taking a breath to deliver instructions for wrath upon the armored interlopers. Her modified round struck him on his armor with a small explosion, spinning him around. Then came the big explosion, erupting from his chest and washing over all the Wrathful behind him. They would have been blown off their feet were they not already standing against rails and otherwise tightly packed, but several caught fire from the burning explosive. More bangs signified additional shots delivered from Det's rifle, hitting the burning targets lit brightly by her flames, and delivering tertiary explosions. The Archon collapsed against the front of the platform, now a limp and smoldering figurehead for the vessel. One of his followers just stared, stunned, while the others tried to collect themselves for retaliation. 

 

It didn't help their efforts that the big platform truck was next stuck by a shot from the Boom Box. It smashed into the middle just behind the cab, spraying hot shrapnel out the other side. The vehicle was rocked and knocked to the side. The screeching sound of tearing metal followed as the giant buzzsaw on the truck behind it dug into the rear, sheering away metal, cutting through one of the supports of the platform. Amazingly, the whole contraption continued driving forward, but it was guesswork how long it would be before it simply collapsed. 

 

Next one of Doc's spheres launched from the Tank in a puff of steam, and smashed in a cloud between the Harpooner vehicle and the Jeep. The raiders atop the Jeep began coughing, and visibly swayed as the toxin affected them. 

 

Duende unleashed his own barrage of deadly metal. One shot snapped against the attack trike, gumming up its mechanisms, though it broke free of wires that snapped against the ground. The driver barred his teeth in effort as he tried to control it. His next shots struck the zealot in the livestock truck, and the two raiders on the jeep. Both of the latter were stuck to the roof of the jeep my the modified round, while the zealot in the truck ahead managed to avoid being locked down, even as the material still entangled him. One final shot grazed the neck of a gunner on the platform truck, causing blood to begin gushing from the wound.

 

Packer pushed the speed loader round into the breech, the extra hitch as he closed it up telling him that he didn't quite fit the round in perfectly. No matter, it would still fire. He practically leapt up the steps through the loader hatch, arriving atop Tia and setting his shield. And none-to-soon.

 

Metal began zipping and pinging off of the Tank and Packer's giant shield as a deluge of fire came in from multiple directions. The starboard gunner on the platform truck unleashed a long chattering spray of machine gun fire, apparently trying to hit anything he could. The gun truck kept advancing as well, and the gunner on that vehicle fired a more focused burst. Packer felt in impact on his armor as a round glanced off, and several on his shield as he lowered it to provide extra cover to Tanya's head and torso. 

 

A steak of smoke erupted from the top deck of the platform truck. "RPG!" one of the Tanker's shouted, and the braced themselves. But the rocketing explosive arced wide, and sent an explosion of dirt into the air a few dozen meters behind the tank. More muzzle flares came from the top deck of the platform truck as the individual raiders also fired their personal firearms at the tank riders. No strangers to flying lead, Tia's Tankers held fast and no one was hit.

 

The platform truck kept going forward, and the buzzsaw truck was able to extricate its weapon from the back, swerve, and continue in pursuit of the fleeing refugee vehicles. Those were now gaining ground, though the buggy in the lead with the woman who'd been signaling turned suddenly coming around in a loop, appearing to maneuver to get in the rear of the formation, or perhaps to offer assistance if it was needed. On the livestock truck, the zealot had crawled over the sideboard, almost disappearing from sight, and sidled along to the driver-side window where he appeared to get into a struggle with the driver.

 

The Harpooner vehicle accelerated, crunching against the jeep, pushing past its rear bumper, and driving toward the Tank. The grapple line was still attached, and the rear end of the jeep was pulled around forward as Harpooner moved, being dragged along with it. The vehicle moved through and out the other side of Doc's toxic cloud, though the front end of the jeep didn't quite make it clear. The raiders atop were stuck fast, injured by gunfire, and trying to cut their way out of the restraining material.

 

The buzz of a trike motor and a maniacal war cry punched through the noise. The remaining trike, though struggling, had maneuvered around and closed on the tank. The zealot on back poured a bottle of some liquid into his mouth, and was the source of the ululation. As the trike came close to the Tank, the maddened warrior launched himself off with a rather impressive leap, landed on back of the Tank, and struck down with the bulky end of his polearm. "Die sinners!" he yelled. It was apparently a grenade attached the pole, for it exploded on contact, flame and shrapnel reflecting off the tank's hull and slicing through the air nearby. One of the ablative plates Det had installed took the impact for the tank. The Zealot himself was rocked by the blast, though despite some sliced skin and a shredded ear, he seemed remarkably intact. Hot bits of metal and a concussive impact also washed over Tanya and Duende, and the sound of it thrummed through the tank interior below.

 

OOC / MECHANICS

OOC

Round 4... FIGHT! (Tanya and Duende need to make a DC20 ref save). Packer didn't end up needing to use any actions to increase others' AC, though if he has anything to help ref saves, that would help Tanya and Duende.


MECHANICS

Crew Results 

Tanya: Hits the Platform Truck with a loadstone shot, the hardness absorbs all damage but everyone else gets +3 on hitting it.

- Common raider humanoids and vehicles are considered Scouted for your effects

Doc: Drives Tank 70' SW. Launches a Drowsy Venom to front bumper intersection of Harpooner. All within the burst fail their save and become fatigued, except for the passenger in the Jeep.

- Vehicles and Raiders are considered Scouted

Martin: Hit with main cannon attack on the Platform Truck, dealing 78 damage (before hardness, etc). It has gained the Broken condition. Bullrush succeeds, driving it into the front of BuzzTruck. The Buzzsaw deals additional damage.

Packer: Reloads from the Speed Rack, and heads topside. Prepares to defend allies.

Det: Puts the governor back on, and fire a really mean shot. 

  • Archon hit with initial shot, dealing damage. Adjacent raiders suffer Explosive Rounds damage.
  • Archon fails save, Land Mine triggered on detonator sending an Incendiary cone backwards.
    • Archon, P Zealot 2, both Gunners, and the truck suffer the full effects of the explosive and are set on fire
    • P Raider 1, 2 and P Zealot 1 make the save, only suffering half damage.
  • Archon, P Zealot 2, Starboard Gunner, Port Gunner trigger AOOs from Det, all of which connect. Both raiders take additional splash damage.

Duende: Goes agro and shoots lots of stuff. Trike 1, BuzzZealot 1, Harpooner Raider 1 and Harpooner Zealot 2 are all Hit (Zealot 2 twice)

  • Trike and Buzz Zealot 1 save against Tanglefoot, suffering the lesser effects
  • Both enemies atop jeep fail saves, and are glued to the top, unable to move.

- Vehicles and Raiders Scouted

- Zuki restores Duende's and Tank's Martial Focus

Tanya/Doc/Duende: Raider KnowledgeThe Wrathful use religious doctrine and might-makes-right rhetoric to attract violent followers with little compunctions about hurting innocents. They're rank-and-file aren't particularly well trained, just mean and willing to cause pain. They typically use a mix of melee weapons and whatever guns they can lay hands on, but aren't especially well equipped or supplied. They typically have members who are decent enough drivers, though rarely remarkable.

Zealots are their elite fighters, proving themselves worthy of better equipment and training through loyalty and viciousness. They will typically try more dangerous maneuvers, like leaping to other vehicles at full speed.

Many Zealots carry several grenades or molotov cocktails, along with a "Boomspear" — a polearm tipped with a shaped explosive ideal for disabling vehicles, sometimes at the cost of their own life and limb. They gain the bravery, or really insanity, to do with by imbibing a chemical cocktail that surges them with adrenalin and reduces inhibition and pain response.

Most strike groups are commanded by an "Archon", a lieutenant who keeps the raiders in line, coordinates efforts, pronounces sinners, and escalate their pack into a violent frenzy.

Doc/Tanya/Duende: Vehicle KnowledgeWrathful vehicles tend to be highly customized (as is obvious) for aggressive features and offense. They are constructed with standard metals (Hardness 10 for the trucks, 7 for the Trikes).

Typically besides some main offensive weapon they carry a few "boarders" ready to hurl themselves onto vehicles they are chasing down and disable or take control of them. The nimble trikes are a prime example, mostly used to maneuver into position and get one of the Zealots on the back onto an opposing vehicle.

Most vehicles are built to take out smaller prey, though the group as a whole may have a handful with enough punch to take on The Tank. Many also have N02 tanks for sudden speed boosts, though in limited quantities.

Trikes: 1 driver, 1 rider
Trucks: driver and cab passenger, usually 4 or so raiders in the back
Platform Truck: looks to be there to give the lieutenant an elevated view of the tactical situation. Speakers project his voice to give orders or denounce sinners.

 

NPCs                               

The Greenwood vehicles continue fleeing at top speed. The lead buggy pulls around, doing a bit of a loop, seeming to be ready to give assistance.

Platform Truck [broken]: Has taken a lot of damage, but still rolling. All passengers take actions before it moves forward.

  • Port Gunner: Leaves gun, spends action rolling on the ground to try and put out fire on himself. Succeeds.
  • Starboard Gunner: Suppressing Fire attempt, encompassing all PCs except Martin. Result is 15, which doesn't hit anyone's touch AC. All safe.
  • P Zealot 1: Takes a swig of something. 5'step to other side, fires an RPG at Tank. Misses.
  • P Zealot 2: Barrage attack vs Duende with a longarm. Unless there is an effect reducing your AC to 15/16, it misses.
  • P Raider 2: Tries to shoot Packer, misses.
  • P Raider 1: Mostly confused, hurting, checking on Archon. Archon is dead.

Gun Truck [broken]: Continues coming straight for Tank. Fires another burst encompassing Packer, Tanya, Tank. Almost hits Tanya, but between Packer's extra protection and Cover, it misses.

Trike 1: Closes on the Tank, moving to just behind it (barely making it with reduced speed). 

  • Trike 1 Zealot: Drinks something on the way in. Then leaps onto the tank, planting the thick back end of spear upon landing. The HEAT grenade explodes, doing some damage to the reactive armor Temp HP. The blast encompasses Tanya and Duende for 14 b/p/s damage (ref save DC20 for half). The Zealot is caught in the blast as well, but is still standing atop the Tank.

Harpooner: Accelerates and veers right, pushing the Jeep out of the way. The cord is still attached, which turns the Jeep's backside. The movement brings the remaining occupants of the vehicle through the Drowsy Venom, but they make their saves. 

  • Harpooner Zealot 1: Stuck atop Jeep, trying to cut away tanglefoot goo.
  • Harpooner Raider 1:  Stuck atop Jeep, pulls out knife to cut away tanglefoot goo.

BuzzTruck [broken]: After colliding with Platform Truck, swerves, pulls forward and continues chasing refugees (though is mostly losing ground now.

  • Buzz Zealot 1: On livestock truck. Though has taken a shot, climbs over the side and scoots along to driver side. Reaches in through window.

 

(Dust could is mostly dissipating, and no longer offering concealment)

 

Knowledge Checks

Identify Vehicles: K:Engineering

Identify Raiders: K:Local


Scene / Map / Enemies

Cedar Valley and Greenwood 

The Tank has just emerged from the valley. A road leads southeast to the settlement of Greenwood, which is aflame and surrounded by a very large force of raiders. A smaller group of raiders has broken off the main body to chase down a contingent of survivors, both of which are headed up the road and directly toward The Tank. Greenwood itself is in ruin, and the raider vehicles have churned up and damaged a good portion of the surrounding fields. There were some basic walls and defensive emplacements surrounding the town, but those have all been completely breeched. 

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Map

Roll20 Link

Grid measurements are accurate.

Tactical Closeup (click to enlarge)

 

image.png.3e0f9e9496488f92c07eccfe0e85cc68.png

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ENEMIES

Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: Tanglefoot: half speed [Unscratched] | Range (at beginning of turn): 5'

-- Trike 1 Zealot: On back of Tank

Trike 2: Prone, out of action.

> Trike 3 Prone, out of action.

> BuzzTruck Huge vehicle. 1 driver, 1 passenger, X riders. Conditions: [Broken] | Range (at beginning of turn): 80'

  - - Buzz Zealot 1 on side of Livestock truck. Current position has Cover from Tank

> GunTruck Huge vehicle. 1 driver, 1 passenger, 1 gunner, X riders. Conditions: [Broken] | Range (at beginning of turn): 95'

> Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: [Unscratched] | Range (at beginning of turn): 75'

 - - Harpoon Zealot 1 and Harpoon Raider 1 atop Jeep

> Platform Truck Huge vehicle. 1 driver, 1 passenger, 2 gunners, 5 riders (Archon, 2 zealots, 2 raiders). All top deck occupants have Partial Cover. Conditions: On Fire [Broken] | Range (at beginning of turn): 65'

  • Archon: Dead
  • P Raider 1: 
  • P Raider 2:
  • P Zealot 1:
  • P Zealot 2: On fire
  • Port Gunner: Bleeding
  • Starboard Gunner: On Fire

____________________________

Other NPCS

Group of escapees from Greenwood

• Off-roader buggy

• Bus

• Truck with big fuel tank

• Hauler truck with trailer

• Truck with livestock pen (Zealot in back)

• Cruiser

• Jeep [Harpooned]

• Dirt Bike 

• Pickup [Wrecked, Prone]


Tank

THE TANK

Gargantuan Land Vehicle (15'W x 25'H x 15'H)

40 base speed | 32 AC | 15 Hardness

HP: 170/170 | Temp HP: 18 (Reactive Armor) 

Stress: 15

Engine Governor: OffTurn on/off as swift action.
When on, +15' speed, 10 stress per turn

Crew Martial Focus: Yes

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Main Cannon

PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments

Speed Loader Round: No (loader or gunner may reload as move action)

30 Ammo Capacity

Base Cannon Rounds: 21

AP Rounds: 2

HE Rounds: 2

Canister Rounds: 2

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Gadgets and Secondary Weapons

Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses.

LauncherLaunch object any direction in 60' range increments. 3/4 uses.

Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.

Gadgets: 10/10 remaining.

Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.

Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 100/100 ammo.

_________________________

Capacity

Raw Material Storage: 500/500 lbs

Passengers: 5/8 (Doc, Tanya, Martin, Det, Jana) | On Top: limited only by room (Packer, Duende)


Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents

 

Edited by Paxon (see edit history)
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    Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6

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Despite the seriousness of the situation, despite the lives lost, homes razed, and peace shattered, seeing half a dozen explosives go off in rapid succession made Det's heart flutter, just like every time before, plastering a wide grin - that the unenlightened would call 'crazed' - on her face, framed by a blush more commonly seen on hormonal teens when their crush walks by. Sometimes she wished for a less violent life, after some of their worse contracts, one where she didn't have to see communities torn apart by greed or hatred. Sometimes she wished she had actual arms again. Sometimes, she even dreamed of a distant retirement, rebuilding Slag Valley and surrounding it with enough explosives and traps to make Doc have an aneurysm if he ever got within fifty miles of the place. But never, not from the first moment she wandered into the mines, to when she lost her arm, to when she lost her other arm, to even now, did Ariane ever even consider the notion she'd stop making things explode in new and exciting ways, nor would she ever.

 

Still, her medically ill-advised calling wasn't the only thing driving The Crew's resident Boom Expert; she had earned her keep on The Tank with her skill, but she had been driven to join the first place to Protect. Keep the people safe. And now the wolf was at the door, both metaphorically and literally, and they were the last line of defense. Det swings her rifle around, leaving the devastation behind for the moment - she'd give them another present later - to focus on the other active threat; the lone zealot currently threatening the settlers and their livestock truck. She reverses her earlier adjustments to the rifle - as much fun as blowing the Disciple up would be, she doubted the settler he's attacking would enjoy it quite so much - and takes aim down her scope, settling on the man's weapon. He'd still be a threat without it, but nowhere near as much of a one, and at least the shrapnel from it shattering would distract him.

 


Show Mechanics

OOC commentary

 

 

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Main Hand: Heavy Sniper Rifle (9/15 rds)
Off Hand: Empty

Technician Gadgets: 5/6

Martial Focus: No

___________________________________________________

Full: N/A

Free: Reload rifle as a free action
Swift: None
Move: Aim down the Sniper Scope (+4 to-hit)
Standard: Vital Strike Sunder on Buzz Zealot 1's weapon; if the weapon is destroyed, all excess damage is dealt to the zealot.

Show Mini Character Sheet

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Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6

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STATS

Str 12 (+3) Dex 20 (+5) Con 20 (+5) Int 17 (+3) Wis 10 (+0) Cha 7 (-2)
HP 90/90 [THP: 50/50] HD d10+5 Speed 30 ft. 

 

Initiative +9
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German

___________________________________________________
OFFENSE

Grenade Launcher (range 70ft) +12 attack, varies on ammo
Heavy Sniper Rifle (range 180/1,800, touch to 900) +13 attack, 3d6+5 B&P damage

Seeker Missile Cannon (range long (400 + 40ft/level) N/A attack, 1d4x6 bludg/fire damage in 5ft radius around each missile

___________________________________________________
DEFENSE

AC 20 [Touch 15, FF 15]

CMD 22 [FF 17]

Saving Throws Fort +12, Ref +12, Will +9
DR N/A

Special Clarifying Reinforcements (+2 comp to Will saves)

___________________________________________________
SKILLS

Craft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14

___________________________________________________
Whatever Else

Weapon-Propelled Grenades 

Smoke, Flashbang, Frag

 

Show Equipment

 

 

Hidden Storage (10lbs current, 10lbs/1cbft max)

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Trap Bag (10lbs)spacer.png

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General Inventory (42 lbs.)

Exquisite +3 Sturdy Backpack (4lbs): +2 to Strength for carry weight

50 rounds of Heavy Ammo (5.5lbs)

Gunsmith's Kit (2lbs)

Masterwork Binoculars (2lbs)

2 Smoke Weapon-Propelled Grenades [WPGs] (2lbs)

2 Flashbang WPGs (2lbs)

3 Frag WPGs (3lbs)

Exceptional +3 Thieves' Tools (2lbs)

Flashlight (1lb)

Gasmask (2lbs)

2 Gasmask Filters

Compass (.5lbs)

Walkie-Talkies [1 pair] (1lb)

Det's Lucky Toolbox [Exceptional +3 Profitable Craft [Mechanical] Tool] (5lbs)

Engineering Kit (10lbs)

 

Equipped Gear (33.5 lbs)

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Heavy Sniper Rifle (15lbs)

Grenade Launcher (6lbs)

Seeker Missile Cannon

Darkleaf Cloth Leather Lamellar (12.5lbs)


Coin Purse
Platinum: 0
Gold: 100
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 100 (light)/200 (medium)/300 (heavy)

Current Weight: 85lbs

Show Abilities

  

Passive Effects

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Breaking Blast: Det's ranged attacks deal full damage to objects, instead of half.

 

Expert Reloading: Ariane reduces the time needed to reload ranged weapons she is proficient in by one step: full-round > standard > move > free

 

Mechanical Savant: When Ariane makes a successful ranged attack with an attack action, AoO, or additional attacks granted by class features or talents, while wielding a crossbow or firearm, she deals extra damage equal to 1/2 her BAB (minimum 1).

 

Huntsman Training: Det only suffers a -1 penalty per range increment when using a ranged weapon.

 

Greater Sunder: Det gains a +1 competence bonus to sunder combat maneuver checks, as well as to her CMB vs sunders. For ever 4 BAB she has, this bonus increases by 1 [+2]. Does not stack with Powerful Maneuvers or Greater Sunder feat.

 

Opportunist: Creatures struck by Det's dart traps or who fail a save against her snare traps provoke an AoO from her. She may make this AoO with a ranged weapon, so long as it is within her first range increment.

 

Warning: Allies who can see and hear Det never trigger her traps unless they choose to.

 

Combat Reflexes: Ariane gains additional attacks of opportunity each round equal to her Dexterity modifier (+5).

 

Active Effects
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Vital Strike: When Det uses the attack action, she may make a single attack at her highest BAB with double the base weapon damage dice (not multiplied on a critical hit)

 

Deadly Shot (Sniper Sphere): As a special attack action, Det may make an attack with a ranged weapon, and may add one (snipe) talent she knows to the attack. She may expend martial focus to have the attack deal an extra 1d10 damage, plus 1d10 per 4 BAB. This damage is reduced to d6 if the attack targets Touch AC.

 

Hindering Projectiles (snipe): Ariane's successful deadly shot lodges inside the target, inflicting a -2 penalty to attack rolls, AC, and CMD. This ability stacks, increasing the penalty by 2 per application. The target may remove a single stack by spending a move action, or multiple as a full-round action.

 

Place Snare or Dart Trap: As a full-round action (standard, if she has Martial Focus), Ariane can make a DC 5 Craft [Mechanical] check to place a snare trap or dart trap in a square within her reach. [This will be in OOC tags: The trap persists for 1 round per point she beats the DC by, and occupies one five-foot square, plus one more five-foot square per five ranks in Craft [Mechanical]. All squares must be contiguous, and she cannot place two traps in the same square. Entering a square triggers the trap. The DC to resist her traps is 10 + 1/2 Craft [Mechanical] Ranks + her constitution modifier. The DC to detect or disable her traps is 10 + Craft [Mechanical] Bonus. If Det warns someone, or they see her place the trap, they get a +5 circumstance bonus to Reflex saves, AC, and Perception checks against that trap. A Trap has Hardness equal to Craft [Mechanical] ranks, AC equal to 10 + Craft [Mechanical] ranks, and 5 + (5 per 2 Craft [Mechanical] ranks); Hardness 6, AC 16, 20 HP.

 

Snare Trap: A snare trap targets the first creature to enter one of the squares it occupies. A creature may avoid the snare with a successful Reflex save. Doing so leaves the trap untriggered and makes the creature both aware of the trap and able to pass through its space freely without further risk of triggering it. A snare may benefit from one (snare) talent.

 

Dart Trap: A dart trap targets a line originating from one corner of the squares it occupies, out to Close Range (25ft + 5ft per two ranks of Craft [Mechanical], 40ft), and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in line until one is hit. You may substitute Craft [Mechanical] + Int mod + BAB for Dex+BAB on this roll. The dart deals 1d6 damage, plus 1d6 for every two ranks above 1 (2d6 at 3, 3d6 at 5, and so on), with Crit 20/x3. A dart trap may benefit from a single (dart) talent. 

 

Trap Talents: Tripwire (failure knocks the target prone, loses 5rds of duration upon triggering), Razor Wire (as Tripwire, but also deals slashing damage equal to a Dart trap's to the triggering creature), 

Gadgets and Inventions
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Charge: 18/18

Gadgets: 

Heavy Sniper Rifle (4 charges)

Grenade Launcher (4 charges)

Seeker Missile Cannon (6 charges)

Name
Sunder Damage (including Thunder Blows)
45
9d6+5 [[2,6,1,6,4,5,5,5,6]]
Sunder Roll
26
1d20+23 [[3]]
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Packer ‘The Stump’ Green

spacer.pngTopside, Packer can get the full picture of the combat even as rounds rain down on his armor and shield. He sees the Gun truck pull a bead on Tasha and casually intercepts with his shield. Likely they wouldn’t have even harmed her with Docs meds kicked in, but Packer had long learned that if you give the Wastes half a chance to kill you they will take it.

 

Speaking of trying to kill, Packer didn’t care much for their new passenger. The zealot wasn’t as polite as their client Jana so Packer was going to show him the exit. Stepping up to the Zealot and expecting their retaliation, Packer drops a shoulder and rushes at the Zealot. “Engaging hostile boarder!” Packer reports as he moves to engage the enemy.

OOC

Actions/Conditionals

Swift Action: (Taken by previous round Immediate Action)

Move Action: Move Adjacent to Trike Zealot

Standard Action: Bull Rush the Zealot. If successful Packer will not move with the Zealot but remain adjacent to Tasha. Roll in Tower.


If Packer is Attacked (including the zealots AoO): Reserve 2 AoOs for Packer to use Active Defense on self for 2 attacks. Reserve 4 AoOs to give Tasha Bodyguard+Active Defense for 2 Attacks.

Condition

HP 84/90-6, Temp Hp: 50, Delayed Damage: 0/18, DR 5/-, NLFH: 6

AC: 34 (31 vs projectiles)

Counters

 

Name
Bull Rush v Zealot
28
1d20+11 [[17]]
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Alex "Duende" Villagos

Fire!

spacer.png"Raider on the tank!," Alex called out unhelpfully. He reacted quickly to the suicidal man's attack though, ducking into the tank to avoid the worst of the blast. Even without Doc's fortifying brews it would have only singed him, but with them coursing through his veins he barely felt it as the flames washed over him. He immediately popped back up and unsurprisingly found Packer there dealing with the threat.

 

With the raider on the tank taken care of and Det taking out the weapon of the raider in the livestock truck, Alex turned his sights back on the jeep. The two raiders on top had been slowed down by his last shots as he'd hoped, but he knew it wouldn't last long and the passengers of the jeep were still in big trouble. Quickly ejecting his spent magazine and popping in a new one, he made another quick adjustment to his rifle and took aim at the raider above the driver, hoping to finish him off for good. Taking an extra moment to aim, he fired, with a solid shot right to center mass. That should do the trick, and even if it didn't finish him off, it would likely at least leave him in a state of being unable to pose a threat as the sticky goo and barbed cabling wrapped around his limbs.

 


 

OOC Stuff (None)

 

 


Combat Mechanics

TEMPORARY EFFECTS

TEMPORARY EFFECTS

Thermal vision (ignore concealment from smoke, dust, etc.): 6 rounds

Chemical Coating - Improved Tanglefoot Bag: 3 rounds

Starting Stance: Barrage/Close Combat Specialist

Starting sequence: 1


COMBAT ACTIONS: Duende

Swift: Change Stance (link) - Duelist/Long Cuts/Debilitating Injuries

Free: Reload rifle

Free/Non-action: Knowledge (local) to re-scout raider for Find Gap

Full round: Deadly Shot (2 snipes) - Trap Launcher (Razorwire tripwire) + Pinning Shot w/ Vital Strike & Deadly Aim, aiming at raider on driver side of jeep roof (link if damage done)

  • If hit, he will be entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds). He will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)
  • He will also be grappled (pinning shot - can break free by destroying the ammo used in the attack (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape Artist or combat maneuver check made as a move action against CMD 27).
  • He will also need to make a DC19 Ref save or take an additional 3d6 damage (razorwire) and be knocked prone (tripwire).
  • He will also take 3 bleed damage and suffer -3 to attack rolls as long as the bleed lasts (Duelist/Long Cuts/Debilitating Injuries)

Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) + 1 (sequence) -1 (Deadly Aim -2, -1 mitigated by Emperor fate motif) = +16 vs. touch AC; target scouted, so AC treated as 2 less

Damage: 6d6 (Heavy Sniper rifle + Vital Strike) + 7 (Dex/Enhancement) + 4 (Deadly Aim) + 1 (sequence) + 3d6 (razorwire) = 34 + 39 (crit!) + 9 (razorwire) + 3 bleed

 

(See OGMW rolls thread for rolls)

 

COMBAT ACTIONS: Zuki

Swift: Maintain/recenter Aggressive Flanking on tank

Standard: Total Defense to regain Martial Focus


ACTION ECONOMY - Round 4

     Free Action: Reload rifle

     Immediate Action: -

     Swift Action: Change Stance (Link) - Duelist/Long Cuts/Debilitating Injuries

     Move Action: -

     Standard Action: -

     Full Round Action: Deadly Shot (Link)

     5 Foot Step: -

Ending sequence: 3 links (+1 Attack & Damage)

Rifle rounds: 5/6

 

General Info

 


OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

 


NOTABLE SKILLS/SKILL CHECKS

     Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15

     Perception: Base +22

 


SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

     Darkvision

     Perception: +21 (+1/60' Range Increment)

     Sense Motive: +10

     Stealth: +25

 


DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.

  • Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)
  • War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)
    •      Black: +7 Competence Bonus to Stealth
    •      Yellow: +7 Competence Bonus to Perception

 


DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Heavy Sniper Rifle x2)

Railgun: x3 range increment of firearm (540'). Can fire underwater.

    Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later

 


CONSTANT EFFECTS/STATBLOCK

Current Run Speed: 60 (60 Base)

Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)

Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)

Current Temp Hit Points: 43/50

Primary Martial Focus: Yes

Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )

Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current CMB: 11 (6 BAB + 5 DEX)

Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

SAVES

     FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)

     REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)

     WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)

Resistances: N/A

 

Alchemy

 

Formulae (# Carried)

Can have 5 Formulae 'active' at one time.

 


Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'

 


Improved Liquid Ice (2)

AoE Cold Damage + Stagger

Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round

5' Half damage

10' 3 damage

 


Chemical Coating: Improved Liquid Ice (1)

Cold Damage + Stagger

Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round

 


Improved Tanglefoot Bag (1)

AoE Sticks targets in place via glue-like substance

Struck target-2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     5' radius

 


Chemical Coating: Improved Tanglefoot Bag (1)

Sticks target in place via glue-like substance

Struck target-2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

Equipment

 


Daily Carry Gear

Tank Key

    

 

 

 

   
   
Edited by PigLickJF (see edit history)
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