Night Moves.   Posted by The Marshall.Group: 0
Increase Trask
 player, 263 posts
 Robo Hunter
Sat 14 Mar 2020
at 04:27
Re: Night Moves

Trask drops the muzzle of his weapon and begins to fire bursts in the wheel wells of the vehicles, starting with the lead car. He keeps this up, firing and then moving onto the next as he moves along the row.


Increase Trask rolled 10 using 5d12, keeping the highest dice only, rerolling max with rolls of 8,2,3,10,6.  shootin.
Peter Firecrow
 player, 947 posts
 No Old Ways here
 Wanna buy a gun?
Sat 14 Mar 2020
at 16:31
Re: Night Moves
Peter's eyes narrowed at the....whatever the hell they were, they didn't appear to be just normal, everyday humans...were mostly trying to get away. He saw the one trying to run away with their ally, Cannibal Jack. His lip curled up a bit as he knelt down and sighted closer to the ground to hit the creature's legs instead of chancing hitting Jack. He

7 of Clubs: 3 Actions.
Movement: None (kneeling).

Action 1: Drawing a bead on the one trying to run off with Cannibal Jack.
Action 2: Drawing a bead on the one trying to run off with Cannibal Jack.
Action 3: Firing burst, called shot to the leg of the one trying to run off with Cannibal Jack.

Target is moving fast -4. Called Shot Leg -4. Drawing a bead twice +4.

10:30, Today: Peter Firecrow rolled 6 using 4d10, keeping the highest dice only, rerolling max with rolls of 5,6,1,2.  Burst, called shot leg, draw bead 2x, at one with Jack.
10:30, Today: Peter Firecrow rolled 7 using 1d10, rerolling max with rolls of 7.  White Chip roll.

The Marshall
 GM, 2831 posts
 aka "helbent4"
 aka Tony
Tue 12 May 2020
at 04:04
Re: Night Moves
In reply to The Marshall (msg # 424):

There was a roar of engines as the 2nd to last vehicle pushed the flaming wreck off the end of the trailer. Now the four remaining muscle cars were free! They all reversed off the rear end of the trailer and their tyres screeched as they spun on the cracked pavement.

Peter's burst to the legs of the man carrying Jack caused him to stumble and drop his load. He fell, rolled a few times, then sprung up and continued to run towards his mates, but now empty-handed.

Smoker moved to help the freed deputy move back towards them. Jane fired more bursts at the vehicles as they deployed to provide covering fire for him.

Small calibre bullets from Trask's 5.56mm carbine don't seem to be doing much to the remaining vehicles. The rear one that was destroyed (and now pushed out of the way) was a sports car and a little flimsy in comparison, the rest seemed better armoured. And better armed! Two had low turreted Remote Weapon Stations with some kind of machine-guns, another had the port for a .50-cal. mounted in the hood, while another was equipped with a long-barreled auto-cannon poking through a large port in the armoured plate over the windshield.

There was a quick series of thumps from one of the armoured vehicles, then a string of pops as smoke grenades deployed all around them, spewing grey smoke.

Quickness Roll for Initiative, please!

This message was last edited by the GM at 04:08, Tue 12 May.

Jane Guin
 NPC, 829 posts
 Renegade Black Hat
 Former USAF Pilot
Tue 12 May 2020
at 06:27
Re: Night Moves
In reply to The Marshall (msg # 428):

As the smoke screen settled over the other vehicles Jane ceased fire. She called down to PEter, "Hun, that was a 20mm autocannon on that one 'Cuda! And I think I saw a minigun and a 40 Mike-Mike grenade launcher. If they want to escape they can just turn around, but if they come through us I say we go back into the forest. We can't stand against that firepower!"
Increase Trask
 player, 265 posts
 Robo Hunter
Sun 17 May 2020
at 09:07
Re: Night Moves

With his 5.56mm fire doing little to the wheel of these beast which seem as immune to his fire as the drivers Trask slips his aim slightly up on the last off the rack. Pulling the trigger he sends the 20mm AP slug into the engine compartment of the ride sporting the 20mm auto cannon.

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


-
Tech. Sgt. Airen Crichton
 player, 218 posts
 U.S.M.C. 1st Battlion
 Staff Wieldin Techno-Mage
Sun 17 May 2020
at 18:13
Re: Night Moves
  As he sees the grenade streak out Chricton starts sighting on one of the grenade carrying cars. He waits a fraction of a second and fires the rail gun again. Praying he hits the grenade rounds in the car.
Brother Edgar
 player, 279 posts
 Doomsayer
 Church of the Holy Atom
Sun 17 May 2020
at 19:00
Re: Night Moves
Brother Edgar whirled the glowing, crackling control rod around again as the enemy rushed past him with unimaginable speed.  He started to give chase, but he didn't get far before Jack was dropped and the nightspawn made it to a vehicle.  The vehicles.  They would try to run.  They would keep doing this....  The green fires raged brighter around him as he lifted the brilliantly glowing rod, "NO!!!  I CALL UPON THE WEAPONS OF SAINT OPPENHEIMER!!  I CALL UPON THE COURAGE OF SAINT BATES!!"  The tip of the rod began to swirl into a dense brighter glow as though gathering the Glow itself to a focused fist.  His voice quieted for a moment, even as the Glow coalesced.  Almost for himself now, asserting his purpose and his conviction that his course was right, "I act...only to to secure a better world for the Chosen...."
The Marshall
 GM, 2838 posts
 aka "helbent4"
 aka Tony
Sat 23 May 2020
at 06:09
Re: Night Moves
The smoke deployed and began to thicken. The surviving vehicles numbered four, and they were all muscle cars. (There was a seventh, burning.) With a squeal of tires they fishtailed, aiming themselves back the way they came, into the now-billowing smoke. The two vehicles with MGs sprayed Peter's vehicle and Brother Edgar. Fifty-cal bullets whanged off Peter's truck. Luckily (extremely luckily) Brother Edgar was behind the Humvees. More .50 cal. bullets riddled that vehicle's Kevlar-reinforced armoured side as Marcela ducked down reflexively.

Brother Edgar's Nuke miracle spat from his Glow Stick, striking the rear vehicle. It penetrated just above the rear bumper and erupted inside the passenger compartment with a tremendous clap of thunder. A brilliant green light shot out of every gun slit and view port, then the car was lifted up as a green mushroom cloud erupted from inside it, carrying the flaming tumbling wreckage aloft several dozen yards into the air.

Smoker arrived at Cannibal Jack's body where it had been dropped. He recoiled in horror, collapsing to the ground in shot. Suddenly there was as whine of hoverbike turbine and the vehicle took off screaming down the highway towards, then past the Humvee and technical.

Marshall Note:

The surviving vehicles that were on the car carrier appear to be retreating the way they came, away from the river. Whoever is on the hoverbike is still going towards the river, accelerating as fast as they can to get by your vehicles.

Need a damage roll from Trask (4d12).

Need a to-hit from Crichton. i can't recall, is his weapon considered small arms or light anti-vehicle?

The Marshall
 GM, 2843 posts
 aka "helbent4"
 aka Tony
Sun 31 May 2020
at 09:45
Re: Night Moves
The car hit by the Nuke continued to explode as it shot up into the air, becoming burning confetti!

Crichton's railgun slug slammed into the rear armorued window of another sports car, leaving a small hole. But there was so much kinetic energy behind that hit the entire car jumped forward! The slug exited the front armoured plate. At first it looked like nothing happened but then the car started to swerve and fishtail to the right, then left. It vanished into the smoke screen in a screech of skidding tires but there was no sound of a crash. The roar of their engines moved away. Using his ACR Trask fired a 20mm API shell at one of the retreating vehicles but his shot went wild.

At that point all the cars were gone from view, obscured by the thick grey smoke spewed from the smoke grenades. It was thermal smoke, defeating even Trask's suit-mounted FLIR. They were heading back the way they came, away from the river. The hoverbike screamed by them heading the opposite direction, towards the river. Smoker cranked off a couple shots from his FN but it was unclear if he hit. Jane had hit the dirt when the cars returned fire. It was lucky she had because she might still have been hit by the hail or lead, gunshield or not!

Marshall's Note: you have one chance to take an unaimed shot at the fleeing hoverbike. Bear in mind the point of the exercise was not just to avenge the Colonel, lying gravely wounded in hospital. It was also mainly to recover Rowan's lost hoverbike intact, stolen during the confrontation with Modeen and his gang at Skeleton Butte back in Idaho.

This message was last edited by the GM at 08:36, Wed 03 June.

Tech. Sgt. Airen Crichton
 player, 222 posts
 U.S.M.C. 1st Battlion
 Staff Wieldin Techno-Mage
Thu 4 Jun 2020
at 13:18
Re: Night Moves
   "Can nothing ever stay dead? Gonna ask Sinclair how to make sure it stays dead outside of cutting the head off." he says as he brings the rifle to it's sling to run with it. "One of these days gonna have to make a hover board."
Increase Trask
 player, 269 posts
 Robo Hunter
Sat 6 Jun 2020
at 04:54
Re: Night Moves

Trask turned from the feeling car and bellowing smoke and fire a burst towards the hover bike and its rider. He did not know if he registered any hits or just sent the guy on his way.  Turning back Trask would help with the task of clearing the cars of any threats and looking for something to tell them what was going on.


Increase Trask rolled 10 using 5d12, keeping the highest dice only, rerolling max with rolls of 6,10,2,3,7.  Shootin.


-
Brother Edgar
 player, 285 posts
 Doomsayer
 Church of the Holy Atom
Sun 7 Jun 2020
at 04:59
Re: Night Moves
Brother Edgar sagged visibly after the tremendous effort of channeling the divine and holy Glow to its most destructive potential.  The flickering glow of his weapon faded away as well.  Altogether, he seemed diminished.  He pushed himself to move over to the dropped and mangled form of Cannibal Jack... Just to check...  Just in case...
The Marshall
 GM, 2849 posts
 aka "helbent4"
 aka Tony
Sun 7 Jun 2020
at 06:53
Re: Night Moves
The bike was screaming along at 100 mph, weaving back and forth. A very difficult target! Rounds from Trask and Peter zipped by, apparently not hitting or doing damage if they did.

Marcela attempted to restart her Sheriff's Dept. Humvee, but the engine was stalled and would not restart.
Smoker Nix
 player, 1032 posts
 Scavenger & Tech
 Truck Crew
Sun 7 Jun 2020
at 09:57
Re: Night Moves
Smoker went over to the Humvee.

"Let me take a look at that."
Peter Firecrow
 player, 952 posts
 No Old Ways here
 Wanna buy a gun?
Sun 7 Jun 2020
at 17:00
Re: Night Moves
Peter pulled up his advanced combat rifle and fired without sighting up, just a quick reaction shot before the hoverbike and driver were out of range. But the shot missed, and at this distance it was hard to tell how close or far off. He let out an angry sigh and got back in to the truck and buckled in.

"Mount back up! We're giving chase on that hoverbike!"
The Marshall
 GM, 2850 posts
 aka "helbent4"
 aka Tony
Wed 10 Jun 2020
at 08:53
Re: Night Moves
Marcela bailed out of the Humvee. Seeing the man in police armour, she turned and ran towards him.

"Jerry! Oh God, Jerry! You're ok!"

Her husband, the Sheriff's deputy taken by the mysterious raiders, was limping down the highway. He was also dragging Cannibal Jack behind him. "Hey, this guy's not quite dead! Someone help me out here!" Jack was losing a lot of blood!
Brother Edgar
 player, 286 posts
 Doomsayer
 Church of the Holy Atom
Sat 13 Jun 2020
at 05:56
Re: Night Moves

As Jack was being brought towards him, Brother Edgar arrested his advance and moved to intercept.  There was a sudden surge of despair as he rushed to the side of the torn up man to inspect and render what aid he could...  With whatever he had left...
Increase Trask
 player, 270 posts
 Robo Hunter
Sat 13 Jun 2020
at 07:00
Re: Night Moves

Trask moved towards the little group that has clustered around the wounded. He kept his weapon at his shoulder and provided cover while people did their thing. Every few minutes he would change the direction he was covering while his sensors provided some more options.


-
Tech. Sgt. Airen Crichton
 player, 223 posts
 U.S.M.C. 1st Battlion
 Staff Wieldin Techno-Mage
Sun 14 Jun 2020
at 16:36
Re: Night Moves
 Chricton looks at Jack and the Technical and in split second mounts the technical just before Peter takes back off. He puts the rifle down and pulls his Colt Bluntline. He smiles as they race towards the fleeing hoverbike and says "The plaque that I recovered this from says it belonged to Will Bill. Always wanted to use it. Not many rounds left for these kinds of guns."
The Marshall
 GM, 2851 posts
 aka "helbent4"
 aka Tony
Tue 23 Jun 2020
at 03:47
Re: Night Moves
Hey everyone!

This has been a great game, I've enjoyed running it immensely. Things have been slow as work increases for me, my apologies.

That said my original vision of taking the Posse through adventures (I think) "Air Force One is Missing" and then "The Unity". That may have been a little ambitious!

After Ian died I was intending on at least wrapping up his subplot: recovering Rowan's hoverbike and taking out Kargo the Anti-Templar, then returning to Junkyard. Then either wrap up the game completely or go on hiatus.

That said, there are two logical courses here. One is to follow the latter course above w/r to finishing Rowan's subplot. This could happen really soon! Or if you guys would like to play a little longer we are (not coincidentally) in a good spot to run "Hell or High Water". After that we could bring it home to Junkyard and wrap it up, or embark on further adventures.

What are all your thoughts? I'm ok with continuing on with Hell or High Water. However if you want a nice wrap we are in a good position to do that as well!

Thanks,

Tony8
Increase Trask
 player, 271 posts
 Robo Hunter
Tue 23 Jun 2020
at 04:24
Re: Night Moves
I am happy to continue if that is what everyone else wants.


Cymon.
Smoker Nix
 player, 1034 posts
 Scavenger & Tech
 Truck Crew
Tue 23 Jun 2020
at 10:13
Re: Night Moves
Happy to continue for as long as it remains fun for all involved.
Tech. Sgt. Airen Crichton
 player, 225 posts
 U.S.M.C. 1st Battlion
 Staff Wieldin Techno-Mage
Tue 23 Jun 2020
at 12:48
Re: Night Moves
In reply to Increase Trask (msg # 446):

I'm here as long as you are willing to run Tony. Ian's death wasn't easy. And I know took the wind out of both of our games. But like I said I'm still willing to run as long as you are. I just have to much on my plate to actually run a game.
Peter Firecrow
 player, 954 posts
 No Old Ways here
 Wanna buy a gun?
Tue 23 Jun 2020
at 22:03
Re: Night Moves
With all the changes of players and characters, I might like a change of character at some point, but so long as YOU Tony are enjoying running and everyone else is in, I'm in also. I just don't want you to continue running the game if it's not fun for you. Or we could change things up and reboot to do a different storyline and characters if you need it to be fresh. Despite the slowness of the game at times, you are a great GM and I'm happy to hang out with you guys.
The Marshall
 GM, 2854 posts
 aka "helbent4"
 aka Tony
Wed 24 Jun 2020
at 04:50
Re: Night Moves
Arrgh, again, sorry, wrong thread for me to post this in!

Please continue in the OOC thread.

This message was last edited by the GM at 07:38, Thu 02 July.