RolePlay onLine RPoL Logo

, welcome to Deadlands: Hell on Earth

15:53, 28th March 2024 (GMT+0)

Night Moves.

Posted by The MarshallFor group 0
Jane Guin
NPC, 817 posts
Renegade Black Hat
Former USAF Pilot
Thu 10 May 2018
at 01:25
  • msg #126

Re: Night Moves

In reply to The Marshall (msg # 124):

Obviously seeing something in the fog, Jane fired a burst from the Ma-Deuce. The entire truck rattled with the shock of the heavy machinegun as shell casings fell into the bed. and the mist lit up with the muzzle flash. The gunfire echoed around them in a strange way. Jane seemed to be aiming for the figure with the axe who threw the head.

"Shit! Target front, danger close!"


18:21, Today: The Marshall, on behalf of Jane Guin, rolled 8 using 4d10, keeping the highest dice only, rerolling max with rolls of 6,8,7,2.  Quickness check.

18:22, Today: The Marshall, on behalf of Jane Guin, rolled 10 using 5d12, keeping the highest dice only, rerolling max ((3,2,8,8,10)).

Increase Trask
player, 212 posts
Robo Hunter
Thu 10 May 2018
at 02:14
  • msg #127

Re: Night Moves


"Incoming." was all that Trask was able to utter before the head came towards the convoy, it would seem they have found their quarry. His rifle was already at his shoulder and had been the entire time they had been waiting, now it was up and firing at the figure.

Alis it would seem today was not his day to die and Trask probably misses the shot.

Increase Trask rolled 7 using 4d8, keeping the highest dice only, rerolling max with rolls of 4,1,2,7.  Quickness.

Increase Trask rolled 6 using 5d12, keeping the highest dice only, rerolling max with rolls of 1,2,4,6,5.  Shootin.



-
Brother Edgar
player, 205 posts
Doomsayer
Church of the Holy Atom
Thu 10 May 2018
at 07:27
  • msg #128

Re: Night Moves

Brother Edgar's eyes widen at the sight of the shadow axeman, but moreso at the head thrown at them.  His glow flickered wildly at his rising anger at the wanton cruelty, but he took a deeper breath.  Refusing to be goaded into random action.  He said quietly, "Be still and aware.  Our enemy wants us to act rashly.  Don't."  The Doomsayer continued to stare into the mists as the small convoy rolled forward, trying to see the real threat before it came...
The Marshall
GM, 2664 posts
aka "helbent4"
aka Tony
Wed 16 May 2018
at 04:48
  • msg #129

Re: Night Moves

The small convoy rolled forwards into the fog as the severed head of the hapless deputy formerly manning the gate post up ahead. It was possible to make out an expression of terror on his face as blood sprayed from the severed stump as it thumped erratically along and disappeared under the front of the technical. Seeing the killer for an instant up ahead Trask cranked off a wild shot at the figure as it disappeared into the mist. Jane loosed off a burst to no observed effect.

Within a few seconds the technical bumped up against the arm of the traffic barrier blocking the road into the town. It was fairly sturdy being wood reinforced with metal, but there was a heavier reinforced gate that remained open behind it. For now.
Increase Trask
player, 213 posts
Robo Hunter
Wed 16 May 2018
at 04:56
  • msg #130

Re: Night Moves


Trask kept his rifle pointing forward after missing the shot. He covered the gate and would take down anyone stupid enough to try and close it as the trucks moved forward. He was still getting a feed for his sensors flashing across his HUD so hopefully any movement to the sides would flash him a warning.

-
Peter Firecrow
player, 871 posts
Not that kind of Indian
Wanna buy a gun?
Thu 17 May 2018
at 02:16
  • msg #131

Re: Night Moves

Peter flinched when things got...messy. The severed head was uncalled for and pissed him off. He wasn't sure if the axe-carrying murderer had anything to do with the fog or not, and whether it was Kargo or not, but he no longer cared. The asshole needed to be put down regardless.

He backed the truck up as far as he could without actually hitting the semi. Then he revved the engine as much as he dared before popping it back in to gear and trying to ram through the reinforced arm over the gate.
Jane Guin
NPC, 818 posts
Renegade Black Hat
Former USAF Pilot
Thu 17 May 2018
at 02:47
  • msg #132

Re: Night Moves

In reply to Peter Firecrow (msg # 131):

Seeing what was about to happen Jane first braced herself a the technical reversed until it was almost touching the rig. Looking down and behind she called out, "stop stop stop!" to let Peter know he'd gone as far back as he could.

Just before they started rolling again she swung the Ma-Deuce back around to the front and let loose a short burst near where the swing arm was mounted on the pedestal. All three full-metal-jacket .50-cal bullets struck the reinforced swing arm, shattering it. "Woo-hoo! Keep going, lover!" she called out to Peter as he drover over the fallen swing arm with a thump of wheels.
Tech. Sgt. Airen Crichton
player, 143 posts
U.S.M.C. 1st Battlion
Staff wieldin Techno-Mage
Thu 17 May 2018
at 18:26
  • msg #133

Re: Night Moves

  Chricton just keeps scanning for targets at this point. He waits for his chance knowing he likely will only get one maybe two shots before whatever it is gets to them all.
The Marshall
GM, 2671 posts
aka "helbent4"
aka Tony
Sat 2 Jun 2018
at 04:04
  • msg #134

Re: Night Moves

In reply to Tech. Sgt. Airen Crichton (msg # 133):

The two vehicles drove slowly forward past the wrecked barrier into the mist, occupants desperately trying to see into the gloom.

Once inside the fenced-in centre of town they couldn't even make out the low 1-and 2-story brick and wooden buildings about a block down. Peter recalled there was a wholesaler on the left and a hardware store on the right, both large but single-story.

There was some shouting up ahead and then a screaming sound coming from dozens of throats. The sound was feral, hungry! They could see a ragged line of figures, rushing towards them within the fog, screaming and howling!

Marshall's Note: Players can take all their actions at once. Peter - 4, Trask - 2, Bro. Edgar - 2, Smoker - 2, Crichton - 2, Jane (NPC) - 5.

For everyone wishing to shoot, the range is 15 yards and there is a -4 for the mist. Crichton didn't make his Search check and is therefore caught a little flat-footed and is at a further -2 for Hip-Shootin'. As well there is no way to Draw a Bead (aim). Rodakill busted on his check so he is Surprised, but the rig's AI is still capable of driving.

Peter's Technical

Peter (Driving)
Jane (NPC) (Gunner, Ma Deuce)
Crichton (in truck bed, various Junker and mundane weapons)

Roadkill's Rig

Roadkill (NPC) (Cab, driving)
Brother Edgar (Cab, shotgun seat with Glow Stick)
Trask (top forward trailer gun position, NA SAW and/or ACR)
Smoker (top rear trailer gun position/M2HB)

Note, as the wave is coming from the front this means they are not in Smoker's line of fire with the trailer's rear-facing mounted weapon.

Smoker Nix
player, 971 posts
Scavenger & Tech
Truck Crew
Sat 2 Jun 2018
at 11:41
  • msg #135

Re: Night Moves

Smoker, realising that the enemy is coming from the other side, resists the urge to start shooting into the mist and merely keeps overwatch against anyone trying to sneak around the back of their mini-convoy.
Increase Trask
player, 215 posts
Robo Hunter
Sun 3 Jun 2018
at 07:37
  • msg #136

Re: Night Moves


Trask pulled his rifle into his shoulder as he pulled the trigger forward of the magazine and fires two 20mm HE grenades towards the line of crazies descending on the rig. He sets 20 mils to burst at head height above the line of targets.

Increase Trask rolled 13 using 5d12-4, keeping the highest dice only, rerolling max with rolls of 4,9,7,5,(12+5)17.  Shootin.

Increase Trask rolled 6 using 5d12-4, keeping the highest dice only, rerolling max with rolls of 10,10,7,4,10.  Shootin 2.

Increase Trask rolled 9 using 4d12, keeping the highest dice only, rerolling max with rolls of 4,6,5,9. = 24 Damage.

Increase Trask rolled 8 using 4d12, keeping the highest dice only, rerolling max with rolls of 6,5,5,8.  = 24 Damage.


-
This message was last edited by the player at 05:59, Mon 04 June 2018.
Brother Edgar
player, 207 posts
Doomsayer
Church of the Holy Atom
Sun 3 Jun 2018
at 13:45
  • msg #137

Re: Night Moves

Brother Edgar saw the line of attackers.  Felt the urge to think of them as howling, feral creature-people.  But, he couldn't see.  Couldn't /know/.  And he could not bring himself to unleash the Glow without that sure knowledge.  The rattle of gunfire told him his companions didn't share his reticence.  He offered a prayer and centered his mind on channeling the Atom through him, "I act only to succor the Doomed.  And they shall know me by me deeds...."  His glowing aura flared briefly in the truck's cab as he prepared for what comes.

Casting Tolerance in preparation for casting Glow Stick later.

I'd like to Hold my other action.

09:44, Today: Brother Edgar rolled 10 using 5d12, keeping the highest dice only, rerolling max with rolls of 2,8,8,10,7.  Atomic Faith! - Tolerance TN: 5.

Peter Firecrow
player, 873 posts
Not that kind of Indian
Wanna buy a gun?
Mon 4 Jun 2018
at 05:35
  • msg #138

Re: Night Moves

Peter stopped the truck quickly. The sounds were a bit unnerving and sure didn't sound like normal folk to him. He was loathe to shoot first and possibly ask questions later, but they were in a potentially very dangerous situation. He pulled the advanced combat rifle up and leaned out the window. He started off by firing a grenade off from the launcher on the rifle, aiming for a spot in the line straight ahead of him. Then he fired a burst at the lead still standing creature or person.

4 Actions (1 Held Card).
Driving truck forward.

Action 1: Readying Advanced Combat Rifle.
Action 2: Firing one 1 grenade from launcher straight at line set to airburst (hit a 10 total).
Action 3: Driving forward.
Action 4: Holding 1 card.

This message was last edited by the player at 17:39, Thu 07 June 2018.
The Marshall
GM, 2673 posts
aka "helbent4"
aka Tony
Tue 12 Jun 2018
at 05:00
  • msg #139

Re: Night Moves

The technical screeched to a halt, but greenish smoke belched from the rig's stacks as Gilles, the onboard AI, assume Peter would also be speeding up. In reaction to Peter's brake-stand Gilles swerved to the left, taking out part of the gate with a shudder. Unfortunately, it seemed some of the chain-link was caught in the truck's suspension and this could cause a lot of problems if it got tangled up in the axle!

A howling filled the air as the brilliant red laser rangefinder beams from Peter and Trask's ACRs stabbed out into the fog. To increase the lethality of the 20mm grenades, these rounds could be set by the ACR to not just explode on impact but airburst over and behind cover. Or for targets in the open, explode with a proximity fuse at, say, head height.

When the acreaming horde swept towards them in the mist, proximity-fused airbursts at head height was what their ACRs' ballistic computers automatically selected. The three rounds went off at head height in the crowd of around what they could see, perhaps too late, was actually about twenty maniacs (men, women and children) heedlessly charging towards them. Peter's high explosive fragmentation round pretty much vapourised one and decapitated another, and Trask's second HE round also pulped the craniums of two more. A dozen others went down of various grievous wounds to their upper and lower torsos, arms and legs.

Firing the cal-fifty almost at point blank range, Jane mowed down the last four mindlessly charging attackers. Their bodies hit the cracked pavement just in front of the technical. As shell casings tumbled into the brass-catcher mounted on the side of the Ma-Deuce's receiver, Jane yelled, "PETER, WHY IN THE HELL ARE WE STOPPING? THEY ARE ON FOOT, WE CAN OUTRUN THEM!"

Behind them, Smoker thought he could see someone moving towards them in the mist...


Marshall's Note:
I am waiting for Crichton's actions before advancing the turn. Smoker can make a Search check.

This message was last edited by the GM at 05:09, Tue 12 June 2018.
Tech. Sgt. Airen Crichton
player, 145 posts
U.S.M.C. 1st Battlion
Staff wieldin Techno-Mage
Tue 12 Jun 2018
at 05:38
  • msg #140

Re: Night Moves

  Due to the smoke getting a clear shot at anything was next to impossible for the junker so he waits for something a little more concrete to present itself.

Action 1 --> Sleeving a card.
        Action 2 --> Wasted on observation.

Smoker Nix
player, 972 posts
Scavenger & Tech
Truck Crew
Tue 12 Jun 2018
at 08:07
  • msg #141

Re: Night Moves

Smoker peered through the murk. He could have sworn he could see something moving, but what?
The Marshall
GM, 2674 posts
aka "helbent4"
aka Tony
Thu 14 Jun 2018
at 08:37
  • msg #142

Re: Night Moves

In the fog behind them Smoker could see several shapes closing in, maybe four or five. Angling in from his right, about 20 yards away. The rig had stopped to avoid ramming the technical so they would easily catch up in the next 5-10 seconds.

The rig was stopped to the technical's left, having bulldozed part of the gate and fenceline. It looked like all the attackers had gone down, wounded by the proximity-fused 20mm grenades and .50 cal bullets if not exactly dead.

Marshall's Note: Everyone make a Cognition check, as well as a Quickness Check.
Peter Firecrow
player, 876 posts
Not that kind of Indian
Wanna buy a gun?
Tue 19 Jun 2018
at 01:54
  • msg #143

Re: Night Moves

Peter let out a long sigh, looking back over his shoulder at Jane with the slightest hint of a reproachful glare. "Well I aim a bit better when not driving at the same time, and seeing as how you don't have a lot of protection back there if they grabbed on and climbed in, I wanted to avoid that. My apologies.

He started the truck moving again, even as he apologized sincerely over the radio to Roadkill, however, for stopping and causing them to have to maneuver and crash in to the gate like that.

OOC: Or not if we are not on the next turn yet, just consider this fluff if we are still in combat.
The Marshall
GM, 2676 posts
aka "helbent4"
aka Tony
Tue 26 Jun 2018
at 19:45
  • msg #144

Re: Night Moves

Shots echoed off the buildings for several seconds, bounced around by the weird acoustics of the fog. A few forms still writhed in pain on the ground. While many of the attackers were probably dead, all seemed down and on their way to bleeding out as one would expect from wounds caused by 20mm fragmentation grenades and .50 calibre bullets.

Except this didn't seem to be the case! With growing surprise and horror they saw the attackers that were the farthest away begin to struggle to get on their knees. The ones closest were also slowing rolling around to try and get up. Only those whos' heads had been decapitated or pulped by the hot lead were staying down. These beings didn't seem like "Walkin' Dead". For one thing they moved far too fast. Another was they seemed too feral and almost rat-like, at least for most common varieties of "Walkers". And their features were altered: most had lost most of their hair and they could see at least some had overgrown canine and incisor teeth protruding from their mouths!

The ones that Peter and Trask blasted were at 30 yards range. The half-dozen Jane took down were lying down, writhing, 2-5 yards in front of the technical.

Smoker couldn't see any of this. Instead, he saw a handful (5) attackers break from the woods to the right and lope towards the rear of the trailer at a dead run! They were about 30 yards away.
This message was last edited by the GM at 20:07, Tue 26 June 2018.
Smoker Nix
player, 975 posts
Scavenger & Tech
Truck Crew
Wed 27 Jun 2018
at 10:31
  • msg #145

Re: Night Moves

Smoker opened fire on the figures approaching the rear of the trailer.
Peter Firecrow
player, 880 posts
Not that kind of Indian
Wanna buy a gun?
Thu 5 Jul 2018
at 03:52
  • msg #146

Re: Night Moves

Peter let out a small growl of confusion as he saw them all starting to get back up, some quicker than others. He shook his head and radioed Roadkill, "We are going to have to try and drive for it, fast!"

So saying, he put the truck in gear and made for the first open 'path' he could find that the semi could follow - well, the semi could go through some of the creatures if it had to, he supposed. The point was not to get overrun and keep moving, hopefully fast enough before the creatures got back up.
Increase Trask
player, 217 posts
Robo Hunter
Thu 5 Jul 2018
at 21:40
  • msg #147

Re: Night Moves


Trask lowered his rifle slightly and fired a series of bursts into any groups standing and then he started in on those just getting back to their feet.

OOC: Three five round bursts.

Increase Trask rolled 23 using 5d12, keeping the highest dice only, rerolling max with rolls of 8,(12+11)23,7,9,8.  Shootin 1.

Increase Trask rolled 10 using 5d12, keeping the highest dice only, rerolling max with rolls of 4,10,3,10,7.  Shootin 2.

Increase Trask rolled 11 using 5d12, keeping the highest dice only, rerolling max with rolls of 2,7,11,5,3.  Shootin 3.

Brother Edgar
player, 210 posts
Doomsayer
Church of the Holy Atom
Fri 13 Jul 2018
at 19:14
  • msg #148

Re: Night Moves

Brother Edgar leaned forward, trying to will his eyes to see through the mist and gloom and gunfire to find a path for Roadkill to follow.  Until he did, he kept up a quiet, whispering prayer....

Quickness 9, so 2 Action Cards.  Keeping my Hole Card from last round.

Edgar is trying to assist Roadkill in finding a way through....unless something tries to get in the cab or something major gets in the truck's way....  Cognition just in case? 11

15:11, Today: Brother Edgar rolled 11 using 4d6, keeping the highest dice only, rerolling max with rolls of 1,(6+1)7,2,(6+5)11. Drive Assist! Cognition. 15:05, Today: Brother Edgar rolled 9 using 3d8, keeping the highest dice only, rerolling max with rolls of 4,4,(8+1)9. New Round Draw - Quickness.

The Marshall
GM, 2684 posts
aka "helbent4"
aka Tony
Fri 13 Jul 2018
at 20:27
  • msg #149

Re: Night Moves

There was no particularly clear path through the group in front of them. Peter was forced to swerve left and right to avoid running people over as he accelerated!

Marshall's Note: Peter can make a Drive check (TN5) to avoid running over anyone or hitting them. After this I will resolve other actions and complete the turn.
Tech. Sgt. Airen Crichton
player, 147 posts
U.S.M.C. 1st Battlion
Staff wieldin Techno-Mage
Fri 13 Jul 2018
at 22:04
  • msg #150

Re: Night Moves

  Chricton is a little out of his element at the moment. Motor pools and what not are his normal thing. However he is a soldier. So he reacts like one. Anything that gets close he shoots at point blank range. If nothing's close he tries to clear a path more or less.
Sign In