Jump to content

[IC] Trespassers of the Multiverse DC; XCOM 2 Subplot: Return of the Traitor


GodofGamingRWBY

Recommended Posts

<"A suicide run. Get in there with a plastic explosive payload of about one kilo, and hopefully detonate under the barrel or something. Anything to delay repeated fire while we work to fight off the ground assault.">

 

Harry patted his backpack, reminding himself where the canister was in there, and where the detonators were (on opposite sides of the bag), so that they could be removed efficiently. A kilogram of C4 was significant, but now where near the level of a bomb or missile and the cannon might be set up to take that kind of explosion. However maybe in the right location, along with the extra force that the antimatter might contribute, it might be able to do something.

Link to comment
Share on other sites

  • Replies 386
  • Created
  • Last Reply

Top Posters In This Topic

"Yes Ma'am," Frigus nodded, "I've got a couple questions, is there anything we should know about the cannon?  Point defense, energy shield, weaknesses?  Anything other than angry aliens shooting at me out there?  And where's the nearest window or escape hatch I can get out of the ship?"

After waiting for a response and starting out towards the nearest exit, Frigus finally chimed into the coms conversation.

<Frigus here, I'm on my way to the breach from the bridge.  The Commander want's us to take out the cannon so I'm going to meet Aquila on the ground.  Has anyone seen Nader?  Over.>

Link to comment
Share on other sites

Aquila looked at the Battle Nun like she was crazy when she suggested he go deal with an entire cannon crew. Then he nodded.

"Have I ever done anything that'd make you think I'd shy away from a couple of scrubs with a gun? Let's go!"

Aquila dons his helmet before starting to make his trip towards the artillery piece. If we waited some of these other guys might take the glory!

Link to comment
Share on other sites

1 hour ago, Strider said:

<"A suicide run. Get in there with a plastic explosive payload of about one kilo, and hopefully detonate under the barrel or something. Anything to delay repeated fire while we work to fight off the ground assault.">

 

Harry patted his backpack, reminding himself where the canister was in there, and where the detonators were (on opposite sides of the bag), so that they could be removed efficiently. A kilogram of C4 was significant, but now where near the level of a bomb or missile and the cannon might be set up to take that kind of explosion. However maybe in the right location, along with the extra force that the antimatter might contribute, it might be able to do something.

Alan rapidly requisitioned a spare GREMLIN after he heard Harry's reponse, and he attempted to make some quick modifications on the drone to synch it up with his R.C.C. and allow it to both lift up a 1KG canister and possibly shock it to trigger its explosive payload when ordered to before he designated the drone as 'Runner 1' and ordered it to advance towards Harry's current reported location. 

<"I'm sending the Runner up to your current location Doctor.">

Link to comment
Share on other sites

Before Sandman left, Nader turned, reach out, and said something to him before he got far enough away that Nader's voice would ring through the whole wing. "Sandman, if you meet anyone not on the radio heading towards the medical sector, tell them that the third, fourth, fifth, and sixth tiles from the right are a safe entry point where they won't have to worry about tripwires. Nader had set up a rather extensive set of traps around the medbay entrance, hoping to off an alien or three if they decided to storm the hospital and came across his unpleasant surprises: that he had taken all the standard rifles he could grab from the armory and the claymore, and rigged them up around the entrance so that the claymore's detection and tripwires would unleash a hell of firepower onto any enemy who brutely charged the medical entrance.

 

Then he put his finger to the side of his mask, pressing it in just the right way so the edge of the mask pressed into the headset's button inside of his helmet. <"This is Nader. I just buttoned up the hospital entrance real tight; if you're coming in, come in through the third, fourth, fifth, and sixth tiles from the right, because those are the areas I kept clean from tripwires and the claymore's detection range. If they try to go in brute force through the medical wing at some point, they're going to have a nasty surprise. Also, I'm on my way to the breach! Don't know how quickly, though.">

 

The fact of the matter was that though Nader was completely ready for a fight, he was constantly encased in about one hundred and sixty pounds slash seventy-two and a half kilograms of gear (Nader would always have a soft spot for imperial) and that meant that as strong as he was, Nader was NOT very fast. Still, that just meant that every second counted even more, and Nader went stomping off in the direction of the reactor bay without hesitation, his heavy armor clanking loudly as he moved down the hall. At least he had become much swifter in his armor over the course of these two missions. As Nader heavily and loudly jogged towards the reactor bay, he cocked the Gut Punch, which he had attached to the underside of his Sorraia.

Link to comment
Share on other sites

Engineering Bay

 

Thankfully, the engineers managed to get their heads together rather quickly, two of them swiftly putting the platings back onto the Sectopod, while a group of five quickly ran out to get to the Reactor and prevent it from exploding. Alan’s new Runner 1 Drone was also fairly easy to get into shape, happily flying off for it’s last and most glorious hour. Probably.

 

Weirdest thing that happened that he could see was several inactive GREMLINS suddenly activating, lifting off and flying out of the Engineering Bay.

 

 

Nader

 

At Nader’s information, Sandman merely nodded, before turning and heading out. Other than that, it wasn’t hard for Nader to make his way to the breach, spotting the Reactor and broken hull, and the cannon that was preparing to fire once again.

 

 

The Reactor

Spoiler

Roll: Nat 20 vs 16!
Quality: 17: Pretty high!
Randomness: 89: BOY OH BOY

 

Tygan couldn’t really afford to look at Rachel or Aquila, furiously working on the panel to get it working. However, after Rachel’s plead for assistance, the humming from the Reactor seemed to… Well, chance.

 

Then, not even a minute afterwards, several GREMLINS flew into the room, repairing tools extended as they flew towards the Reactor. At the same time, a bolt of green energy fired out of the damaged Reactor, searing the ground next to Tygan and causing him to jump back. However, even with Tygan not at the controls, they simply continued to move on their own as the GREMLINS went to work. A bit into their work, another bolt flew out, nailing one of the working GREMLINS and splitting it in half, the two burning pieces falling to the ground while the others worked without hesitation.

 

For the most part, Tygan blinked in surprise, then looked at Rachel, “Well, this is unexpected… But certainly not intriguing. What exactly did you do?” he asked.

 

Rachel gains 4 Merit for awakening the Avenger’s Machine Spirit
 

Not long afterwards, both Harry and Runner 1 arrives to the breach, ready to get out and do shit.

 

The Bridge

 

“There’s an emergency ladder that leads straight to the Firebrands landind pad. We’ve gotten reports of some Lost wandering around the area, but if they come around here now ADVENT should wipe them out… Other than that, no” The Commander replied, shaking her head as multiple video feeds began popping up on the hologlobe, showing XCOM’s operatives engaging ADVENT’s forces, “Phantom, regroup with your squad. ADVENT can easily cut you off in that position. Plasma, aim for the MEC’s joints, take out their ability to fire back at you” she quickly ordered, before turning back to the group that had so far assembled in the Bridge, “I’ve never seen that sort of cannon deployed by ADVENT before. If my forces can get a closer look-”

 

“There’s no need for that” Proditor interrupted, floating into the room, “I’ve seen that before. It’s an experimental cannon Angelis made several years ago. A specialized siege cannon for breaking defensive barriers normal ADVENT weaponry couldn’t pierce. Attacking the cannon would be useless. However, it requires a massive amount of power to operate, which forces each to be supplied with a generator. That is its weak point. Destroy or overload the generator, and the cannon is taken out” he informed.

 

At that, the Commander thought for a second, then nodded, “I see… If my troops can get a clear shot of it, I can have them destroy it then. Otherwise, I’ll make sure ADVENT doesn’t take a step near the Avenger” she stated, narrowing her eyes at the many, many video feeds in front of her, taking in every single bit of information she could.
 

Aquila

 

Aquila managed to hop out of the Avenger fairly easily, his landing kicking up sand on the desert floor. Looking around, he could see the signs of war around him, from the rapid fire of plasma and concentrated magnetic bursts. He could even see two Sectopods in the distance, engaging in several XCOM operatives, and several ADVENT mobile tanks, with repeaters firing at the downed Avenger.

 

He himself, however, had two options. Either assist XCOM’s assault, or continue down a fairly crumbled ravine that went towards the ADVENT Cannon.

 

The cannon is 6 squares away from the Avenger. Aquila is not in combat at the moment, and can take one action per turn. Every four turns, the cannon will fire again, taking out 15% of the Avenger’s HP. There are three ADVENT Tanks around that each will deal 1% each turn. If the Avenger is destroyed, XCOM is basically done for.

 

Don’t let that happen.

 

You can enter squares other enemies are in for melee combat. If you’re out of the square though, you gain a 10% miss chance to all ranged attacks, for every square, unless you have a scope. You can also only see enemies if one ally is two squares away from them, or if they fire at you.

 

... So yeah, good luck.
 

Status

Spoiler

Nader (E6): 32/32 Healthy

 

Aquila (E6): 38/38 Healthy

 

Harry (E6): 42/42 Healthy

 

Runner 1 (E6): 10/10 Armed and Ready (Can move twice per turn)

 

ADVENT

 

Cannon (B1): ???

 

The Chosen

 

The Hunter (???): Healthy

The Assassin (???): Healthy
 

 

Link to comment
Share on other sites

As Harry arrived at the breach, he saw a drone heading towards him, which he approached after it had landed. <"Got the drone Alan, thanks.">

 

Next, he quickly rifled through his backpack, pulling out the spray canister and detonator that he'd picked up. First, he broke the seal on the can, and sprayed a copious amount of the stuff onto the middle of the drone, between the sets of propellers. Then, he stuck the can itself into the slightly expanding and solidifying foam, and finally he pushed the detonator into the glob. Hopefully detonating the stuff on the outside would be enough to rupture the canister, and blow up the whole thing.

 

At this point, he realized a small problem. He didn't have any way to fly the thing. <"Hey Alan! You planning on flying that thing from where you are, or what?">

Link to comment
Share on other sites

Frigus turned to look at Proditor when he walked in and took a bit of a sarcastic tone with his teammate.

"I'm guessing you're going to wait here and help XCOM before making a thoroughly dramatic entrance at the last minute?"

He paused hardly long enough to get a response before continuing.

"Anyway, I'm going to go put some angry aliens on ice.  Thanks for the help."

He smiled before heading for the emergency ladder, once out on the landing pad he summoned his armor and Keyblade-glider and started flying to meet up with Harry and Aquila.

<Frigus here.  Don't bother engaging the Cannon directly, it's heavily armored, but if we take out its generator it won't be able to fire.  I'm on my way to meet with Aquila and Harry now.  Over>

 

Link to comment
Share on other sites

10 hours ago, Strider said:

As Harry arrived at the breach, he saw a drone heading towards him, which he approached after it had landed. <"Got the drone Alan, thanks.">

 

Next, he quickly rifled through his backpack, pulling out the spray canister and detonator that he'd picked up. First, he broke the seal on the can, and sprayed a copious amount of the stuff onto the middle of the drone, between the sets of propellers. Then, he stuck the can itself into the slightly expanding and solidifying foam, and finally he pushed the detonator into the glob. Hopefully detonating the stuff on the outside would be enough to rupture the canister, and blow up the whole thing.

 

At this point, he realized a small problem. He didn't have any way to fly the thing. <"Hey Alan! You planning on flying that thing from where you are, or what?">

Alan was fiddling about with the Sectopod's controls for a moment as Harry made his response known, and after finally getting he damned thing to work again he quickly replied with 
<"Yes I am, I'll try and get to the breach as soon as possible with my Sectopod but for now I need you to escort the runner until it can deliver the payload safely to the cannon itself, unless you want to end up delivering it by hand that is.">

Link to comment
Share on other sites

Harry nodded once out of habit. <"Got it. Tell me if you need anything. I'd suggest having it stay behind me for the first part of the advance, I can take some hits, then going high, and free falling to the target. I'll see if I can get some other people to help lay down suppressive fire against any ADVENT troops who see it and aim up.">

 

At this point, Harry stopped to listen to Frigus' message, then sent off one more instruction. <"Alan, you heard that, aim for the generator not the cannon itself.">

 

Next, Harry waited till the drone took off to fly behind him, and he approached Nader. "Me and Alan are trying to get this thing in close to maybe blow the generator. If I could get some extra suppressive fire on anyone aiming upwards at the thing, that'd be great."

 

Move forward 1 square to D6 with the drone behind Harry.

 

Spoiler

HP: (Con*2)+20=42+6=48

 

Essence: 1

Constitution: 11

Dexterity: 1

Intelligence:  8 (x1.25)->10 (+3 on wounded with D'Arnets)

Resistance:  3 (+9)->12

Strength:  3

Synergy: 1

 

Perks:

Prodigy: Harry's INT is treated as boosted by 25%.

Advanced Biotechnology: Harry regains 10% MHP per turn.

Applied Knowledge: When Harry tends to someone else's wounds, he regains half the HP he healed for them.

 

Flaw:

Combat Surgeon's a dangerous job: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed. If he used a multiheal, he simply takes a copy of the first three attacks made against the subjects of the multiheal.

 

 

Actions (6 combat slots)


Slap on Bandaid and call it good enough: Heals one target by 1d4+INT

Level 2: This heal now has first strike.

Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

 

Speedy Prognosis: Harry gets one extra turn per combat round, only allowed to be used for healing actions (no attacking actions, maybe no buffing). Nonupgradeable, and cannot be duplicated.

 

Bone Reinforcement: Harry has +3 MHP, this passive doesn't take up a slot.

Level 2: Now +6.

 

Jump Start: If an ally has been brought to 0 HP within the last two rounds, Harry, using a combination of a large adrenaline injection, a small electric defibrillator, and a bunch of cellular regeneration compounds, may bring that ally back to life at half health. Once per world cooldown, and won't work if the ally has been completely incinerated or something similar.

 

Wolftech Kevlar Polymer Synthesis Heavy Ballistic Infantry Combat Armor: Grants +5 RES, but at a -2 STR penalty.

Level 2 (merit): This armor no longer has a penalty.

Level 3 (Trick): This armor now grants 2 less RES, but grants two Slots which can only be used for specially designed items (Plates, primarily)

  • 1xDeath Wyvern Plate (+3 RES)
  • 1xDeath Wyvern Plate (+3 RES)

 

D'Arnet's Modern Military Medical Procedures Digital+Field Kit: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get, and tools. Grants +3 to INT when treating wounded. Lets the user heal a target by 1d4+INT.

 

ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.

 

Link to comment
Share on other sites

"Sounds like a plan. I can't guarantee I'll spot the fuckers before they get a shot off, but once I can start firing I'll keep whoever and whatever I have to distracted. Allah knows I've got the right armaments for it. I can sprint out ahead, but I'm not going to be able to keep up the pace, I'll warn you that right now."

Nader then made good on his word, dashing outwards in order to be the forward scout for the whole operation, in a storm of clanking and rattling as the man and his 110 lb armor and his five guns moved off from the Avenger in about as much of a sprinting burst of action as Nader could possibly manage. As much as he sure as shit didn't like the idea of being shot in the head, it was probably prudent that he be the one to make first contact with the enemy -- chances were better that he'd get through relatively unscathed than they were for everyone else.

Nader makes use of his Akimbo passive's extra move to, uh, run faster, moving to D5! The Gut Punch was cocked in the transition to the battle.

 

Spoiler

Rabid Tiger Infantry Armor (Perk, Starting Gear, Level 2): Nader's prized possession, a full-body-concealing set of manganese-steel alloy plates with thick, tough military fabric backing, and usually capable of deflecting the majority of small arms fire. The ergonomics of his armor is improved from the standard, with series of small interlocking plates being used at the elbows, pauldrons, and knees, and with the ends of the plates themselves being rounded. It has two rails, on on each arm, that he can fit his guns onto, either so that they can slide when fired or to fix them there completely. He can pull on a trigger on the bottom of his wrist to fire these guns.
+9 RES, Nader gains two additional action slots that are limited to guns of at minimum rifle size, and the armor automatically levels when Nader clears a world.
(Levels: Perk: +3 RES, the action slots, the auto-leveling
Starting Gear: +1 RES
Level 2 (AP): +2 RES

Level 3 (Australia Clear): +3 RES

 

Horsekiller 1935R (Starting Gear, Level 5): A semi automatic .60 cal rifle, this gigantic, five-foot-barrel beast of a weapon can deal some massive damage, capable of killing a horse in one hit or penetrating Tiger Armor, but even with the multiple upgrades Nader has given the gun, it is unwieldy and inaccurate.
Deals 6d6+3+DEX damage, but has a 10% chance of missing. Heavy weapon.
(Levels: Starting Gear: 2d6+3+DEX damage, 10% miss chance
Level 2 (AP): +1d6 damage

Level 3 (Merit): +1d6 damage

Level 4 (Merit): +1d6 damage

Level 5 (Merit): +1d6 damage)

 

M3 Sorraia (Level 5, all Merit): A literal machine gun, this general purpose machine gun fires .30 cal bullets and can fire 800 rounds in a minute, with the tripod removed for mounting on his armor. However, even with a solid system of straps and braces he can only fire a burst for a second or two before the recoil makes it utterly uncontrollable. 
Deals three attacks of (1d8+DEX) damage, 2 turn cooldown, which can be distributed among up to 3 targets as Nader wishes. Heavy weapon.
(Level 1 (AP): 2/3*(1d8+DEX) damage, 2 turn cooldown)

(Level 2 (AP): Can hit one target with both attacks or two targets with one attack each

Level 3 (Merit): Damage upgraded to 1d8+DEX damage

Level 4 (Merit): Upgraded to 3 attacks, damage dropped back to 3/4*(1d8+DEX) per attack.

Level 5 (Merit): Damage reupgraded to 1d8+DEX per attack)

 

Mk. 3 Osprey (Level 3): A much more tame rifle than his other weaponry, the Osprey rifle is chambered in 7.62mm, with a 10 round magazine and with the Mk. II Eagle Scope, and is a very accurate weapon, as well as not being a weapon that would blow a man to pieces. Meant for snipers, Nader uses it when he needs precision, and holds it rather than mounts it.
Deals 4d6+DEX damage and if the target has a dodge chance they must pass a DEX check (vs damage that would be dealt, if the GM chooses to use a DC) or they fail to dodge. Rifle-sized, not heavy.

(Level 2 (Merit): Damage upgraded to 3d6+DEX.

Level 3 (Merit): Damage upgraded to 4d6+DEX)

 

Personal Assault Weapon (Level 3): Unimpressed with the piddly little PDW he got in Australia, Nader gave it a bigger, full rifle sized chassis, entirely ruining the point of the weapon but making it more likely to hit on target. He also modified it to be automatic, completely changing the gun’s mechanism.
2d4+DEX damage, or instead can stun 1 enemy for 1 turn, at the expense of rendering the gun unusable for a 3 turn cooldown. Rifle-sized, not heavy.
(Level 1: 1d4+DEX damage
Level 2 (Merit): Upgraded to 2d4+DEX damage, counts as rifle sized.
Level 3 (Merit): Given the ability to stun an enemy for 1 turn, at the cost of a 3 turn cooldown for the whole gun.

 

UF-XW-US Gut Punch (Level 3): This "underbarrel" shotgun is actually just a flat-out normal sized pump-action shotgun built by Nader, which has a rig with metal loops that can be cinched over another gun. It is at its best when fired at an approaching enemy, or when time is taken to line the spread up.

The UF-XW-US “Gut Punch” deals 3d6+Dex damage, but an action can be used to pump the gun, which lasts until Nader is attacked/the gun is fired. If Nader is attacked in melee, the “Gut Punch” will automatically fire and deal 5d6+Dex damage, which is applied before the opponent’s attack lands.

(Level 2 (Merit): Damage upgraded to 2d6+DEX, 4d6+DEX w/ pump

Level 3 (Merit): Damage upgraded to 3d6+DEX, 5d6+DEX w/ pump)

 

Akimbo: Nader carries an awful lot of guns around with him, and though it's usually entirely impractical to go firing two guns at once, sometimes Nader can find an opening with which to fire two of them off, or to fire one off as he does something else. It's a tiring affair, though, with the size of the guns he often uses.

Nader gets an extra move this turn. 3 turn cooldown.

 

Heavy Metal Blow (Level 2): Sometimes, even if you can’t shoot someone with a gun, you can still introduce them to the business end of Newton’s First Law close up, especially when in heavy armor with heavy guns. Deals 1d8+STR damage, deals 1d20+STR instead if Nader is in his armor and wielding a heavy gun.

Level 2: Upgrade from 2d8+STR to 1d20+STR with armor and gun.

 

Link to comment
Share on other sites

"I?  I only asked the Avenger itself to assist us, and should it prove reluctant, for the God-Emperor to intercede with it on our behalf.  Judging by the enthusiastic response of this vessel's mighty machine-spirit, the Emperor likely did not have to act.  You are a lucky man, doctor, as is your crew.  The Avenger must care for you greatly to give such a response, even with its own existence on the line," The warrior nun smiles, gently patting a nearby bulkhead, "I would strongly suggest a full maintenance overhaul, high grade fuel, and if you have any available upgrades to this vessel's systems to express your gratitude for its actions.  All machine-spirits that serve humanity deserve honor and respect, but ones this enthusiastically helpful are rare.  As the only ordained clergy on this vessel, I strongly recommend that you repay the Avenger's diligence and service to the best of your abilities.  Now, unless you have anything I might assist you with in the repairs, I believe I should join the assault on that cannon.  Being the best-qualified of our group to repair a starship's reactor is not the same as being qualified to repair a starship's reactor, and even with the machine-spirit's aid, projects this large and complex are a bit out of my comfort zone."

Link to comment
Share on other sites

  • 2 weeks later...

Avenger

 

At Frigus’s comment, Proditor’s head barely turned when he replied to Frigus, “No. The Commander is more than capable of taking care of things here” he stated, before floating after Frigus. Once Frigus gets up to the landing pad, he could see a large amount of the battlefield, seeing XCOM battling ADVENT in greater detail. They were pushing forward, attempting to break apart the multiple tanks opening fire on the Avenger, and had already set up three turrets at the Avenger’s entrance ramp. Proditor himself joined Frigus up at the top, and when the latter flew to meet up with Nader and Harry, Proditor himself floated down to assist XCOM’s push.

 

Proditor and Frigus join the battle!

 


For the most part, Tygan simply stared at Rachel, his face slowly lighting up in wonder at her explanation,  “I see… Remarkable. A ‘machine-spirit’ that operates on its own… The Commander would love to hear this…” he commented, watching the drones continue to work before turning to Rachel, “But yes, that cannon is the top priority. I’ll make sure this reactor doesn’t turn the next few miles into nothing but dust” he stated, before turning back to the control panel to assist the Avenger repair itself.

 

Rachel joins the battle!


The Sectopod, due to already being activated, didn’t take long for it to be moving at Alan’s control, marching off to battle. However, it was fairly clear that he wouldn’t be able to fit it through the doors leading to the “breach” with the time that he had, which forced him and the Sectopod to march to the main exit of the Avenger, and straight into the battle.

 

Alan joins the battle!

 

 

Actual Battle

 

The Party


Aquila moves up to E5, and manages to see the first enemies in the Ravine. Two regular Mutons, again, and a giant, red, unarmored Muton that roars in pure rage at the sight of him, before sprinting towards him.

 

Harry moves to D6 with the Drone following behind him.

 

Nader moves to D5 ahead of Harry, and sees two squads of enemies. Three Chryssalids, and the three ADVENT soldiers engaging a small group of XCOM troopers.

 

 

XCOM & ADVENT

Roll: 65

 

As the battle continued to rage on, both ADVENT and XCOM appeared to be fighting in what seemed like a standstill. Neither were gaining any ground, with both sides managing to land solid hits on several of their troops. Neither lost any, but the marks were there.
 

 

Avenger HP: 82%
Turns until cannon is charged: 3
ADVENT Tanks remaining: 3

 

XCOM Forces: 95%

 

Status

Spoiler

Status:

 

Nader (D5): 32/32 Healthy

 

Aquila (E5): 38/38 Healthy

 

Harry (D6): 42/42 Healthy

 

Runner 1 (D6): 10/10 Armed and Ready (Can move twice per turn)

 

Proditor (C6): 22/22 Healthy

 

Sister Rachel (E6): 28/28 Healthy

 

Frigus (D6): 34/34 Healthy

 

Alan (C6): 26/26 Healthy

 

XCOM

 

Ao Toshinori (B6): 40/40 Healthy, 1 Focus

 

Lazarus (C6): 55/60 Scratched

 

ADVENT

 

Cannon (B1): 100%

 

3 Chryssalids (D4): Healthy

 

2 Mutons (E4): Healthy

 

Berserker (E5): Healthy, PISSED AS HELL

 

3 ADVENT Troopers (C5): Wounded

 

2 ADVENT Stun Lancers (A5): Wounded

 

Tank (B5): 80%

 

Tank (D3): 100%

 

Tank (A3): 100%

 

 

The Chosen

 

The Hunter (???): Healthy

 

The Assassin (???): Healthy
 

 

Link to comment
Share on other sites

Aquila marks the berserker and then Blocks.

"This is Aquila, I've got two of the ugly ones from that ship we were and and a bigger uglier one charging me."

 

Moves

Spoiler

-Actives
(Perk Backed) Dueling Target: Marks an enemy. That enemy takes 1.5x more damage from Aquila and deals half damage to him. Can only affect one target. Free action.
Block: Halves all damage taken, but can’t attack at all.
    L2 Counter Strike: Can counter attack, but the damage is halved.

    L3 Get behind me!: An ally can choose to be affected by block, losing their ability to attack but having damage to them halved.

Groin attack: Knocks the air out of an enemy. Deals 1d6 damage and if the target fails a STR v CON check they're action locked for two turns.
 
 
-Passives

Combo (Trick): Once per two rounds, Aquila can make a free attack with his flail.
 
 
-Trumps
Revenge:  Aquila has a meter with points equal to his Health. Every time he takes damage without countering or counter attacks he gains points equal to damage taken/dealt. When the meter is full he gains temporary hitpoints equal to his maximum health and his damage is increased by 1.5x for three turns. Can only trigger once a fight.
 
 
Equipment:
 Trusty Flail: A piece of metal on a chain attached to a handle. 2d6+Str damage.

   L2: Heals for half the damage caused by a counter.
 Imhotep's Shield - This probably magical item gleams with a faint, inner light.  Provides a +[str/2] bonus to resistance while equipped. +2 res when Fighting against invaders from a faraway place, defending newfound allies, defending friends who are not fighting alongside the user, protecting the current world from destruction.
Modern Crusade Armor: A suit of armor made from modern materials, and most importantlyit fits his asthetic. +3 RES, doubled against bullets.

 

Link to comment
Share on other sites

  • 2 weeks later...

"Need a lift?"

 

Frigus uses Keyblade Glider to transport himself, Harry, and Runner1 to the tile "B6".
This grants a 10% dodge chance to all riders.

 

https://docs.google.com/spreadsheets/d/1yLU_g47ZmUPRqkurvLH8d-VaevDTfbHCdaSSm3azqXI/edit?usp=sharing

(Map link)

 

Spoiler

MHP: 34

 

Essence: 4

Constitution: 3

Dexterity: 6

Intelligence: 9

Resistance: 3

Strength: 0

Synergy: 0

 

Actions:

 

-Actives

 Cure: Restorative energy that mends bones and seals wounds.  

Restore 1d4+[Int] HP of one target.

-Level 2(trick): +1 target.

-Level 3(trick): Now remove one ailment from effected target(s).

 

Blizzard(Blast): Send out a cone of ice magic that freezes those affected.  

Deal [Key atk] cold damage to three targets, reduce their Init by [Int]/3, cooldown=2.

-Level 2: +1 target.

 

Barrier: A magical wall of force that impedes incoming attacks.

Reduce the damage dealt to one target by 50% until this Init slot next round, this action cannot be take more than once per round.

 

Keyblade Glide (Trick): Frigus can use his Keyblade to fly with up to one other passenger, in and out of combat. He cannot attack with his keyblade while flying on it, but while flying both Frigus and his passenger have a 10% dodge chance.

 

Gravity(Draw)(Trick): Frigus creates a tiny maelstrom of gravity, sucking in foes.
Choose Two groups of Mooks, for 2 turns, attacks that would hit one instead hit both.

 

-Passives

Combo+(Trick): Once per round when you make a basic Keyblade attack against a target you may follow up with a Combo Keyblade attack against the same target as a free action.

 

HP Boost: A common skill among Keyblade wielders, used to boost one’s physical durability.

Increase MHP by 8

 

 

Equipment:

 

Name: Keyblade

Damage: 0d6+[Int]

Type: Active

Special Qualities:

-Lockbreaker I: You may use your Keyblade to open mundane locks with relative ease, the GM may prompt an Int check for more difficult locks.

-Sever I: Keyblade damage dice are now d8 instead of d6.

 

 

Time Spiral:

Special Qualities:

-Keychain: Attached to a "Keyblade"
-Bolster Keyblade: +1 dice.

-Threadweave: Once per encounter, maximize all damage dice of a single attack as a free action.

-Heroism Point: Once per plot, guarentee a roll of 20 v 1 on your next non-crafting check as a free action.

-Temporal Lock: By thrusting the keyblade into an enemy or object and locking it tight, Frigus can cause the target to become locked in time, unable to affect or be affected by anything. This does not cause the target to stop being affected by orbital movement. Only one target can be locked at a time. Unwilling targets are entitled to an opposed essence check to resist. Targets can be unlocked in the same manner as they were locked.

Level 2: +1 Dice, Bound.

Level 3: + 1 Dice.

 

Link to comment
Share on other sites

Nader made a slightly strangled sound as he saw the three giant horrible insect claw death monsters, and immediately he raised his left arm in their direction: holy shit, holy shit, holy shit, those things needed to die before they opened him up like a tin can and ate all of his organs. It wasn't long before the signature BOOM of the Horsekiller 1935R rang out, sending a .60 cal bullet (with an improved powder charge from its WW1 origins, thanks to recent upgrades) hurtling in the direction of one of the chitinous, murderous creatures. He then spoke over the radio, tension in his voice. "Nader here, I'm near to Aquila's fight, and a firefight between some normal alien grunts and some troopers, but I've also got no less than three of these, fuckin, big spiky murderbugs not far from me!"

Nader fires the Horsekiller 1935R at the Chryssalids, doing 6d6+3+DEX (5)+STR (6) damage but with a 10% chance to miss plus range! The Gut Punch is cocked.

Spoiler

Rabid Tiger Infantry Armor (Perk, Starting Gear, Level 2): Nader's prized possession, a full-body-concealing set of manganese-steel alloy plates with thick, tough military fabric backing, and usually capable of deflecting the majority of small arms fire. The ergonomics of his armor is improved from the standard, with series of small interlocking plates being used at the elbows, pauldrons, and knees, and with the ends of the plates themselves being rounded. It has two rails, on on each arm, that he can fit his guns onto, either so that they can slide when fired or to fix them there completely. He can pull on a trigger on the bottom of his wrist to fire these guns.
+9 RES, Nader gains two additional action slots that are limited to guns of at minimum rifle size, and the armor automatically levels when Nader clears a world.
(Levels: Perk: +3 RES, the action slots, the auto-leveling
Starting Gear: +1 RES
Level 2 (AP): +2 RES

Level 3 (Australia Clear): +3 RES

 

Horsekiller 1935R (Starting Gear, Level 5): A semi automatic .60 cal rifle, this gigantic, five-foot-barrel beast of a weapon can deal some massive damage, capable of killing a horse in one hit or penetrating Tiger Armor, but even with the multiple upgrades Nader has given the gun, it is unwieldy and inaccurate.
Deals 6d6+3+DEX damage, but has a 10% chance of missing. Heavy weapon.
(Levels: Starting Gear: 2d6+3+DEX damage, 10% miss chance
Level 2 (AP): +1d6 damage

Level 3 (Merit): +1d6 damage

Level 4 (Merit): +1d6 damage

Level 5 (Merit): +1d6 damage)

 

M3 Sorraia (Level 5, all Merit): A literal machine gun, this general purpose machine gun fires .30 cal bullets and can fire 800 rounds in a minute, with the tripod removed for mounting on his armor. However, even with a solid system of straps and braces he can only fire a burst for a second or two before the recoil makes it utterly uncontrollable. 
Deals three attacks of (1d8+DEX) damage, 2 turn cooldown, which can be distributed among up to 3 targets as Nader wishes. Heavy weapon.
(Level 1 (AP): 2/3*(1d8+DEX) damage, 2 turn cooldown)

(Level 2 (AP): Can hit one target with both attacks or two targets with one attack each

Level 3 (Merit): Damage upgraded to 1d8+DEX damage

Level 4 (Merit): Upgraded to 3 attacks, damage dropped back to 3/4*(1d8+DEX) per attack.

Level 5 (Merit): Damage reupgraded to 1d8+DEX per attack)

 

Mk. 3 Osprey (Level 3): A much more tame rifle than his other weaponry, the Osprey rifle is chambered in 7.62mm, with a 10 round magazine and with the Mk. II Eagle Scope, and is a very accurate weapon, as well as not being a weapon that would blow a man to pieces. Meant for snipers, Nader uses it when he needs precision, and holds it rather than mounts it.
Deals 4d6+DEX damage and if the target has a dodge chance they must pass a DEX check (vs damage that would be dealt, if the GM chooses to use a DC) or they fail to dodge. Rifle-sized, not heavy.

(Level 2 (Merit): Damage upgraded to 3d6+DEX.

Level 3 (Merit): Damage upgraded to 4d6+DEX)

 

Personal Assault Weapon (Level 3): Unimpressed with the piddly little PDW he got in Australia, Nader gave it a bigger, full rifle sized chassis, entirely ruining the point of the weapon but making it more likely to hit on target. He also modified it to be automatic, completely changing the gun’s mechanism.
2d4+DEX damage, or instead can stun 1 enemy for 1 turn, at the expense of rendering the gun unusable for a 3 turn cooldown. Rifle-sized, not heavy.
(Level 1: 1d4+DEX damage
Level 2 (Merit): Upgraded to 2d4+DEX damage, counts as rifle sized.
Level 3 (Merit): Given the ability to stun an enemy for 1 turn, at the cost of a 3 turn cooldown for the whole gun.

 

UF-XW-US Gut Punch (Level 3): This "underbarrel" shotgun is actually just a flat-out normal sized pump-action shotgun built by Nader, which has a rig with metal loops that can be cinched over another gun. It is at its best when fired at an approaching enemy, or when time is taken to line the spread up.

The UF-XW-US “Gut Punch” deals 3d6+Dex damage, but an action can be used to pump the gun, which lasts until Nader is attacked/the gun is fired. If Nader is attacked in melee, the “Gut Punch” will automatically fire and deal 5d6+Dex damage, which is applied before the opponent’s attack lands.

(Level 2 (Merit): Damage upgraded to 2d6+DEX, 4d6+DEX w/ pump

Level 3 (Merit): Damage upgraded to 3d6+DEX, 5d6+DEX w/ pump)

 

Akimbo: Nader carries an awful lot of guns around with him, and though it's usually entirely impractical to go firing two guns at once, sometimes Nader can find an opening with which to fire two of them off, or to fire one off as he does something else. It's a tiring affair, though, with the size of the guns he often uses.

Nader gets an extra move this turn. 3 turn cooldown.

 

Heavy Metal Blow (Level 2): Sometimes, even if you can’t shoot someone with a gun, you can still introduce them to the business end of Newton’s First Law close up, especially when in heavy armor with heavy guns. Deals 1d8+STR damage, deals 1d20+STR instead if Nader is in his armor and wielding a heavy gun.

Level 2: Upgrade from 2d8+STR to 1d20+STR with armor and gun.

 

Link to comment
Share on other sites

  • 2 weeks later...

Alan confidently strode outside of the breach in the hull with his best armored suit, his clown mask showing that good old glasgow grin at his enemies, and a giant death machine to hide behind, "I've got the panzer, and the millers standing next to it," he confidently declared as his Sectopod opened fire on what will hopefully become two very dead ADVENT troopers, and his hands quickly became a blur of movement as he tried to align his highly experimental shield generator all around him and find an opening inside of the Tank's systems at the same time.

Sectopod:
Heavy Magnetic Guns on two ADVENT troopers on B6, dealing 3d6+14 damage to the two of them if it hits.

Runner 1, continue following after Frigus and Harry

Alan, Assuming Direct Control on the Tank to try and make a 1d20+Int v 1d20+Int check to assume direct control over it's systems, with a +20% boost to Alan's intelligence for this roll due to his heavily modified CTY 360 being used.
Loadout

 

(Perk backed) Assuming Direct Control!:  Alan makes a 1d20+Int v 1d20+Int check against a mechanical and hackable enemy, allowing him to try and assume direct control over up to two enemies per world on a permanent basis. Although the action can also be used to disable a mechanical and hackable enemy without controlling it which prevents it from using its moves to do anything other than making an opposed 1d20+Int v Alan's initial roll check that takes an entire move to perform. This action has no cooldown.
Level 2: Alan can now choose to not keep a Drone he is controlling on a permanent basis at the end of the encounter where he took control over it.

(Trick) Jury Rigging: Alan is able to quickly use his almost excessive amounts of intelligence and hands on mechanical engineering to maintain and repair a mechanical ally's systems with pretty much anything he has at his disposal. Allows Alan to repair mechanical units to heal [Intelligence] health.
Level 2: The amount healed is now Intelligence x 1.5

Passives/Equipment:
Rigger Command Console: A wrist mounted electronic device Alan built from the various electronic parts he could obtain from the Avenger's engineering bay. While it does in fact look cool it is a bit too heavy to be fully comfortable. Level 1: Grants Alan two additional action slots that he can only use to equip drones.
Level 2: Grants Alan a total of three action slots that he can only use to equip drones.
Level 3: Grants Alan a total of four action slots that he can only use to equip drones.

Drone Mastery: Alan is better than most at directing drones to do his bidding. Deal with it.
Level 1: One drone can be commanded to perform a single action as a free action that is considered as being part of Alan's move once per round
Level 2: One drone can be commanded to perform two actions as a free action that is considered as being part of Alan's move once per round  
Level 3: Alan can now choose to order two different drones to perform one action each as a free action that is considered as being part of Alan's move once per round.

Highly Experimental Shield Generator "H.E.S.G." (Somebody really needs to work on that acronym): +3 to Resistance due to Alan gradually starting to understand how to refine the damned thing/Learning how to use what he already has better)
Merit Level 2: This item is now bound and it also provides and additional +2 to Resistance due to Alan's tendency to tinker with things whenever it is appropriate to do so finally paying off.
Level 3: Res boost increased by +2. Also gains the [Drone/Autogear] tag

 

Heavily Modified Sony CTY-360: Alan's cyberdeck is based off of a heavily modified Sony CTY-360 chassis that had gotten all of its original parts gingerly taken out of it at some point. The fact that some if not most of the modifications present inside of this machine is known for its power and steadfast reliability is presumably enough to offset the fact that simply having one of these on your person could get you sent away for life or summarily executed. When attempting to perform an action that has the "Hacking" tag applied to it, the user has the option to use the cyberdeck as his computer of choice. Boosting Alan's Intelligence by 10% for the action's effect while he is using the cyberdeck. This effect can only be activated once per round, and it takes a free action to activate
Level 2: Int boost for hacking abilities increased to 20%

 

Alan's Drones

 

(2 action slots)
Alan's Sectopod:
An intact Sectopod that Alan somehow managed to hack, the lucky bastard.
Alan’s Sectopod Perks:
Heavy Armor: In order for the Sectopod to take damage, enemies must deal more damage than its Res.
Machine Core: As a machine full machine, the Sectopod does not have a Con stat. Instead, it has 70 hp that can be upgraded with the right material.
Flaw: ADVENT Programming: Despite being under Alan’s control, the Sectopod’s natural programming makes it extremely resistant to his commands in combat. The Sectopod can only act every other turn, and can only have a maximum of one move for those turns.

HP: 70 Essence: 8 Strength: 15 Dexterity: 7 Intelligence: 8 Resistance: 10 Synergy: 14

Actions:
Heavy Magnetic Gun: The Sectopod’s main turret, capable of shredding most heavy tank armor.
Deals 3d6+Syn damage to two enemies.
Electric Field: A strong, electrical pulse that emanates from the Sectopod’s legs. Automatically activates when an enemy gets into melee range against it, and deals 2d6+Syn damage, free action, two round cooldown.
Trump: Wrath Cannon: Deals (6d6+Syn)*2 Damage against up to three enemies, but requires a full turn to charge. The charge is not interfered ADVENT Programming. Once per encounter.

 

 

Link to comment
Share on other sites

Heal Ao or Frigus, or both if they get hurt this turn, for 2d4+13

 

 

Spoiler

HP: (Con*2)+20=42+6=48

 

Essence: 1

Constitution: 11

Dexterity: 1

Intelligence:  8 (x1.25)->10 (+3 on wounded with D'Arnets)

Resistance:  3 (+9)->12

Strength:  3

Synergy: 1

 

Perks:

Prodigy: Harry's INT is treated as boosted by 25%.

Advanced Biotechnology: Harry regains 10% MHP per turn.

Applied Knowledge: When Harry tends to someone else's wounds, he regains half the HP he healed for them.

 

Flaw:

Combat Surgeon's a dangerous job: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed. If he used a multiheal, he simply takes a copy of the first three attacks made against the subjects of the multiheal.

 

 

Actions (6 combat slots)


Slap on Bandaid and call it good enough: Heals one target by 1d4+INT

Level 2: This heal now has first strike.

Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

 

Speedy Prognosis: Harry gets one extra turn per combat round, only allowed to be used for healing actions (no attacking actions, maybe no buffing). Nonupgradeable, and cannot be duplicated.

 

Bone Reinforcement: Harry has +3 MHP, this passive doesn't take up a slot.

Level 2: Now +6.

 

Jump Start: If an ally has been brought to 0 HP within the last two rounds, Harry, using a combination of a large adrenaline injection, a small electric defibrillator, and a bunch of cellular regeneration compounds, may bring that ally back to life at half health. Once per world cooldown, and won't work if the ally has been completely incinerated or something similar.

 

Wolftech Kevlar Polymer Synthesis Heavy Ballistic Infantry Combat Armor: Grants +5 RES, but at a -2 STR penalty.

Level 2 (merit): This armor no longer has a penalty.

Level 3 (Trick): This armor now grants 2 less RES, but grants two Slots which can only be used for specially designed items (Plates, primarily)

  • 1xDeath Wyvern Plate (+3 RES)
  • 1xDeath Wyvern Plate (+3 RES)

 

D'Arnet's Modern Military Medical Procedures Digital+Field Kit: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get, and tools. Grants +3 to INT when treating wounded. Lets the user heal a target by 1d4+INT.

  

ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.

 

Link to comment
Share on other sites

Sister Rachel jogs over to the hole, and notices that Nader is in close combat with a Tyranid!  "Emperor preserve us, Tyranids!"  And if there is a bit of fear in her voice, who could blame her?  Quickly readying her flame-based weapons, she triggers her jump pack and soars in an arc to land next to the armored Forenian in zone D5.  "Nader!  I have arrived to assist you!  Those creatures are Tyranids!  I do not recognize these warrior forms, but they lack the disquieting aura of a synapse creature.  Without one of those, they will be dumb beasts, but no less individually dangerous for it.  We will need to thoroughly incinerate the bodies, and ensure that there are no others where these foul creatures came from.  They can usually fight even when dismembered or decapitated, so aim for the center of mass.  I will apply a combat enhancement drug to help you survive close combat should the creatures reach us.  It has proven a far superior alternative to martyrdom in nine of ten clinical trials."  Sister Rachel deploys her medicae rig, and uses her Triage trick to give herself a bonus healing action.  Then, she uses Feel No Pain to apply two stacks of Guts to Nader, each of which will let him survive a lethal blow with 1 HP left.

 

Action Loadout:

Spoiler

Emergency Revival (level 1):  Sister Rachel deploys her medicae rig to revive a downed ally.  That downed ally returns to the encounter with 1 HP.  This action does not remove wounds, and thus will not work on somebody who has surpassed their wound threshold.  Counts as a healing action.

 

Feel No Pain (level 2):  Sister Rachel uses combat drugs and acupuncture in conjunction with her medicae rig to temporarily shut down target ally’s ability to feel pain.  Grants a two stacks of the status condition ‘Guts’ to the target.  Whenever somebody with ‘Guts’ would be downed, they are instead reduced to 1 HP and lose a stack of ‘Guts’.  Counts as a healing action.  Can self-target.

 

Incinerator Flamer (level 1):  Sister Rachel deploys her blessed, Astartes-issue flamethrower to deal devastating damage to anything it’s pointed in the general direction of.  Deals 2d10 + [strength] holy and fire damage divided evenly among two enemies, ignoring cover.  This powerful and rare weapon was gifted to her as an apology by a Grey Knights Captain after two rookie Knights earned a Darwin Award trying to anoint themselves with the blood of a Sister of Battle to improve their magic resistance.  Grey Knights are immune to warp sorcery and corruption due to their warded armor and geneseed derived directly from the God-Emperor himself.

 

Chirurgeon’s Treatment (level 1, trick):  Sister Rachel has extensive experience in treating all manner of poisons, curses, and other horrifying ailments with her medicae rig and prayers to the God-Emperor.  Cures one debuff or status ailment of her choice afflicting target ally.

 

Dual Seraphim-Pattern Inferno Pistols (level 3)  Sister Rachel deploys her sidearms, a pair of powerful melta pistols, to burn through enemy armor.  Deals 1d8 + [intelligence] fire damage, strikes the chosen target twice, and each hit forces the victim to make a resistance save against the damage dealt +2 (Or +4 for ADVENT targets).  Should they fail, they must choose to either sacrifice an equipped, resistance-boosting item permanantly or suffer a –[essence] debuff to their resistance until combat ends.  This debuff stacks with itself.  This action counts as both a melee attack and a ranged attack.

 

Triage (level 3, trick):  Sister Rachel’s extensive medical training grants her an extra action each round, which must be spent on a healing action.  1 round cool down.

 

 

Fortress of the Mind (Level 3, Passive):  Sister Rachel gets +5 to checks that Deny the Witch applies to.

 

Seraphim-Pattern Jump Pack (level 1, trick):  Sister Rachel can use her jump pack to fly, with all that entails.  This model is designed specifically for the Sisters of Battle, with bladed, wing-like stabilizers to make them appear as the God-Emperor’s avenging angels descending from the heavens.

 

Link to comment
Share on other sites

Nader, more than a little bit on edge himself, with essentially all of his guns the Chryssalids' way, jumped a bit when Rachel suddenly jump packed over to him. "Bwah-- al'ama!" He sighed and turned his head slightly to see that it was just Rachel landing beside him. She started talking about Tyranids (some other unimaginably horrible thing from her world, no doubt) and suggested killing these aliens as thoroughly as possible, a suggestion Nader figured he could get behind. Then she started talking about combat drugs, and he would have been more worried about the potential horrible corrupting effect that these drugs might have on his body and mind, except, well, "I think pretty much anything is a far superior alternative to martyrdom, thanks!"

Link to comment
Share on other sites

Map Link

 

Proditor

 

Proditor himself scans the battlefield silently, nearly tuning out the sounds of war around him. It was an odd feeling, being on the side that was fighting those he had commanded for so long. If there ever was a point of no return, this would've been the final straw. Or perhaps not, knowing Angelis. 

 

That thought was enough for Proditor to snap out of his thoughts, lifting one hand out of his robes as blue energy swirled around it (83), before firing out and piercing the chest of one of ADVENT's many troops (In C5), throwing them back from the sheer force and 20 damage.

 

Proditor Loadout

Spoiler

Perks

 

Pyrophobic (Flaw): Proditor has a special fear of fire, seeing it as a tool that can destroy anything it sets it’s sights on, no matter what technology is used against it. When hit with a fire attack, Proditor has a 75% chance to be stunned on his next turn.

 

 

Actions:
-Actives

Psionic Control: Ethereals can take over the minds of weaker opponents, using them for their own use. Targets one enemy and forces a check that uses Proditor’s Intelligence vs the target’s Essence. If Proditor wins, the enemy falls under his control for 4 turns, but has to sacrifice his actions to control the target. If he fails, nothing happens. 6 turn cooldown.

Psionic Control Level 2: Mind Controlled unit now acts separately to Proditor.
Psionic Control Level 3: Duration increased to 5 turns.

 

Psi Lance: A bolt of pure psionic energy that Proditor fires from his mind at a single target, dealing 2d6+Syn damage.

Psi Lance Level 2: Damage increased to 3d6+SYN
Psi Lance Level 3: Damage increased to 3d6+SYN*1.25

 

Mind Fray: Proditor infects the mind of an opponent, forcing a check against Proditor’s Intelligence vs the target’s Essence. If Proditor wins, the enemy takes [INT]/2 points of damage, and their Essence lowers by 1 point for every 4 Intelligence Proditor has.

 

-Passive

Growing Knowledge: Proditor has learned a great many things from previous wars, making him a quick learner on the battlefield. After every round, Proditor gains +2 Int, up to a maximum of +6.

 

(Trick) Psychic Barrier: The user triggers a RES check against incoming projectiles, until the user takes damage

 

-Trumps

 Rift: Proditor unleashes his full Psionic might, creating a large rift in the air that promptly explodes. Up to four enemies can be targeted by this ability, and when they do, they must make a check against Proditors INT*1.5 vs their Essence. If they do not succeed, They gain a 50% miss chance for 1 turn due to nausea. Enemies targeted by this take 3d8+INT damage each, Bypassing many physical defences. Once per encounter.

 

Ethereal Body: Ethereals, while their biology is very different from regular humans, have the ability to 'transcend' their physical form, becoming practically spiritual. For 1 turn after this trump is used, Proditor becomes completely untargetable. Once per plot.
Level 2: Duration increased to 2 turns

 

-- Trespasser Group --

 

Aquila Marks the Berserker, then stands his ground as the raging brute continues its charge.

 

Frigus uses his Glider to bring himself, Harry, and the Drone to B6, giving them 10% chance to dodge as well.

 

Nader lines up the Horsekiller, and with a loud, ear shattering "BOOM" (20)... Hits one of the Chryssalids, practically making it explode with a hefty 41 damage. (14) The two other Chryssalids are rightly freaked out by this, but quickly regain their composure... And then roar at Nader.

 

Needless to say, a good portion of ADVENT troops were surprised to see an entire Sectopod walk out of the Avenger, and even more so when it began to open fire on them. (71) (82) Unluckily, two of them were selected by the Sectopod, though only one was torn apart by tank's massive turret with 28 damage respectively.

 

Alan, on the other hand, begins his hacking minigame, targetting one of ADVENT's tanks. (NATURAL 20 versus 23!) Evidentally, Alan was getting better at hacking ADVENT's machines, as he was able to take control of the tank before the operators inside even knew what had happened. Alan gains 1 ADVENT Tank

 

I'll get stats for the Tank later

 

Harry holds his heal until Ao or Frigus get injured.

 

In the name of the Emperor, Rachel's first action in the Avenger Defense is to inject Nader with drugs (managing to get it through his armor, an impressive feat). Nader can now survive two fatal attacks. Which may help him soon.

 

-- ADVENT --

 

The Berserker, having nothing stopping her, continued to charge Aquila, jumping into the air as she neared and bringing both of her fists down upon his shield. (23 vs 19) (21 vs 22) Perhaps unsurprisingly, the sheer force brought down upon it was transferred right into Aquila, nearly bringing him to the ground. Thankfully, he managed to take the brunt of the Berserker's attack, only taking 9 damage. The other two Mutons simply follow after the Berserker, not yet firing their rifles.

 

The two Chryssalids, on the other hand, charge at Nader. Unfortunately, the act of doing so was met by another loud boom as the Gut Punch was triggered, hitting one for a hefty 19 damage. However, it was not enough to dissuade the two, as both of them lashed out at Nader, their claws managing to pierce through his armor, each dealing 8 and 9 damage respectively. (24 vs 7) (12 vs 13) After the two stepped back from their attack, Nader could feel the sting of their claws... And the feeling of poison beginning to seep into him. Nader is now poisoned!

 

Despite the continued pressure being put on them by both XCOM AND the Party, the two ADVENT Troopers in C5 immediately switch their targets, both aiming at Proditor and then firing. (70) (65), their shots fly true (19 vs Nat 1) (22 vs 4), and right into his frail body for 11 damage in total.

 

The two ADVENT Troopers in B5, on the other hand, open fire at the Sectopod firing at them (65) (91), one unable to hit it due to having to keep in cover, while the other managed to land his hits on the tank... Only to realist his rifle couldn't do shit against armor that thick.

 

(46) The rest of ADVENT continues their assault on XCOM, now making more progress against them. In a sudden push, their Stun Lancers began to gain ground killing one of XCOM's Operatives.

 

-- The Chosen --

 

"Well, this is rather interesting. You still have that tank up an working... You're not too shabby of a hacker. However..." The Hunter's voice spoke on the comm chat, before another loud boom echoed through the field (39), right before the Sectopod's main turret was hit by a single bullet, shattering the mechanisms needed to fire and rendering it useless, for now, "I can't be letting others be having fun why MY toys."

 

The Hunter has been revealed at C1!

 

The Assassin continues to sneak around...

 

-- XCOM --

 

With ADVENT now somewhat distracted, Ao took the initiative and lept out of cover, activating both of her Psi-Blades as she charged into battle, lifting one up to shield herself from gunfire until she reached new cover, quickly diving into it before a stray bullet could take her head off. Her path was followed by one of the other XCOM Operatives, a clear recruit who was likely getting in over his head.

 

Lazarus, on the other hand, merely lifted up one of his hands, firing a grappling hook at one of the larger cliffs (D5), activating the retraction mechanism to launch himself towards it. Once he got to the cliffside, he used the momentum to dive up onto it, ripping out his hook, then rolling to his feet, quickly firing a short burst at the wounded Chryssalid, adding 16 damage to it. Unfortunately, it was clearly alive... Just not doing well.

 

"Lazarus, finish the Chryssalid. We don't need a Hive to pop up right now" The Commander ordered, earning herself a nod from Lazarus, who put one last burst into the Chryssalid, putting it down with another 16 damage.

 

(7) For the most part, however, XCOM was struggling to keep their ground. Most of their troops were struggling to land hits on the enemy, even with the Commander's guidance.

 

 

As the battle continued to rage on, more of ADVENT's Troops made themselves known, charging to complete their own mission and capture the Commander. ADVENT Priest and two more ADVENT Troopers have appeared on C4

 

Avenger HP: 80%
Turns until cannon is charged: 2
ADVENT Tanks remaining: 2

 

XCOM Forces: 90%

 

Status

Spoiler

Status:

 

Nader (D5): 15/32, Guts (x2), Poisoned

 

Aquila (E5): 29/38 Taking on a fuckin' Berserker in Close Combat. Revenge (9/38)

 

Harry (B6): 48/48 Healthy

 

Runner 1 (B6): 10/10 Armed and Ready (Can move twice per turn)

 

Proditor (C6): 11/22 Heavily Wounded

 

Sister Rachel (D5) 28/28 Healthy

 

Frigus (B6): 34/34 Healthy

 

Alan (C6): 26/26 Healthy

 

Sectopod (C6): 70/70 Main gun disabled.

 

Tank (B5): 40/50

 

XCOM

 

Ao Toshinori (B5) 40/40 Healthy, 1 Focus

 

Lazarus (D5) 55/60 Scratched

 

ADVENT

 

Cannon (B1): 100%

 

3 Chryssalids (D5): One exploded, one executed, one healthy.

 

2 Mutons (E5) Healthy

 

Berserker (E5): Healthy, PISSED AS HELL, Marked

 

3 ADVENT Troopers (C5): Wounded, 1 dead.

 

3 ADVENT Troopers (B5): Wounded, 1 torn apart.

 

2 ADVENT Stun Lancers (A5): Wounded

 

ADVENT Priest (C4): Healthy

 

2 ADVENT Troopers (C4): Healthy

 

Tank (D3): 100%

 

Tank (A3): 100%

 

 

The Chosen

 

The Hunter (C1): Healthy

 

The Assassin (???): Healthy, Sneaky Sneak
 

 

Link to comment
Share on other sites

"Thanks Frigus. Let's just keep pushing forward. We'll run out of time quick once they notice that we're trying to get the drone in close."

 

Use main action to move forward to B5. Use the turn gained from Speedy Prognosis to heal Ao or Frigus for 2d4+13 if one of them is damaged. Frigus is priority.  Also continue to attempt to bodily shield Runner 1 drone from view and incoming fire.

 

 

Spoiler

HP: (Con*2)+20=42+6=48

 

Essence: 1

Constitution: 11

Dexterity: 1

Intelligence:  8 (x1.25)->10 (+3 on wounded with D'Arnets)

Resistance:  3 (+9)->12

Strength:  3

Synergy: 1

 

Perks:

Prodigy: Harry's INT is treated as boosted by 25%.

Advanced Biotechnology: Harry regains 10% MHP per turn.

Applied Knowledge: When Harry tends to someone else's wounds, he regains half the HP he healed for them.

 

Flaw:

Combat Surgeon's a dangerous job: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed. If he used a multiheal, he simply takes a copy of the first three attacks made against the subjects of the multiheal.

 

 

Actions (6 combat slots)


Slap on Bandaid and call it good enough: Heals one target by 1d4+INT

Level 2: This heal now has first strike.

Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

 

Speedy Prognosis: Harry gets one extra turn per combat round, only allowed to be used for healing actions (no attacking actions, maybe no buffing). Nonupgradeable, and cannot be duplicated.

 

Bone Reinforcement: Harry has +3 MHP, this passive doesn't take up a slot.

Level 2: Now +6.

 

Jump Start: If an ally has been brought to 0 HP within the last two rounds, Harry, using a combination of a large adrenaline injection, a small electric defibrillator, and a bunch of cellular regeneration compounds, may bring that ally back to life at half health. Once per world cooldown, and won't work if the ally has been completely incinerated or something similar.

 

Wolftech Kevlar Polymer Synthesis Heavy Ballistic Infantry Combat Armor: Grants +5 RES, but at a -2 STR penalty.

Level 2 (merit): This armor no longer has a penalty.

Level 3 (Trick): This armor now grants 2 less RES, but grants two Slots which can only be used for specially designed items (Plates, primarily)

  • 1xDeath Wyvern Plate (+3 RES)
  • 1xDeath Wyvern Plate (+3 RES)

 

D'Arnet's Modern Military Medical Procedures Digital+Field Kit: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get, and tools. Grants +3 to INT when treating wounded. Lets the user heal a target by 1d4+INT.

  

ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.

 

Link to comment
Share on other sites

Nader turned his head left and right as quickly as he could (he had a gigantic bug creature to deal with, but a .60 cal shot had blown a gory, lethal hole in one, and a hail of bullets another, so he had some breathing room) and he didn’t think he liked what he saw. There were, at least, two people with him but there were issues at the fringe of the fight — the apparently friendly mind altering space alien colonialist was getting focus-fired upon, and the big ugly alien was bearing down on the ship, with only one person Nader didn’t exactly trust in the way. It was looking like the battle was not going fantastically, but Nader figured he could start to turn that around. He had to stand his ground and pull his weight instead of just letting himself fall into the background. But DAMN he did not have to like it. 

 

”I NEED YOU TWO TO WATCH MY BACK, BECAUSE IT IS ABOUT TO GET VERY VERY HAIRY FOR ME!” With that shouted at Rachel and Lazarus, Nader raised his right arm and yanked on the lever near the bottom of that arm’s armor, and the M3 Sorraia roared to life, rapidly spitting led. He yanked that arm in a semicircle, and bullets flew... well, quite a few places really, but at the moment Nader didn’t give a damn except about shooting up the three targets he... well, maybe not wanted, but needed to draw the attention of: one of the normal troopers, the remaining Chryssalid, and the big ugly alien bearing down on Aquila.

 

Nader fires the M3 Sorraia at one of the ADVENT troopers at C5, the remaining Chryssalid in his square D5, and the Muton Berserker at E5, dealing 1d8+DEX (5)+STR(6) to each one he hits. Thanks to the No Silencers Here perk, they’re also compelled to attack him at least once this turn, and this doesn’t require him to hit to accomplish.

Spoiler

Rabid Tiger Infantry Armor (Perk, Starting Gear, Level 2): Nader's prized possession, a full-body-concealing set of manganese-steel alloy plates with thick, tough military fabric backing, and usually capable of deflecting the majority of small arms fire. The ergonomics of his armor is improved from the standard, with series of small interlocking plates being used at the elbows, pauldrons, and knees, and with the ends of the plates themselves being rounded. It has two rails, on on each arm, that he can fit his guns onto, either so that they can slide when fired or to fix them there completely. He can pull on a trigger on the bottom of his wrist to fire these guns.
+9 RES, Nader gains two additional action slots that are limited to guns of at minimum rifle size, and the armor automatically levels when Nader clears a world.
(Levels: Perk: +3 RES, the action slots, the auto-leveling
Starting Gear: +1 RES
Level 2 (AP): +2 RES

Level 3 (Australia Clear): +3 RES

 

Horsekiller 1935R (Starting Gear, Level 5): A semi automatic .60 cal rifle, this gigantic, five-foot-barrel beast of a weapon can deal some massive damage, capable of killing a horse in one hit or penetrating Tiger Armor, but even with the multiple upgrades Nader has given the gun, it is unwieldy and inaccurate.
Deals 6d6+3+DEX damage, but has a 10% chance of missing. Heavy weapon.
(Levels: Starting Gear: 2d6+3+DEX damage, 10% miss chance
Level 2 (AP): +1d6 damage

Level 3 (Merit): +1d6 damage

Level 4 (Merit): +1d6 damage

Level 5 (Merit): +1d6 damage)

 

M3 Sorraia (Level 5, all Merit): A literal machine gun, this general purpose machine gun fires .30 cal bullets and can fire 800 rounds in a minute, with the tripod removed for mounting on his armor. However, even with a solid system of straps and braces he can only fire a burst for a second or two before the recoil makes it utterly uncontrollable. 
Deals three attacks of (1d8+DEX) damage, 2 turn cooldown, which can be distributed among up to 3 targets as Nader wishes. Heavy weapon.
(Level 1 (AP): 2/3*(1d8+DEX) damage, 2 turn cooldown)

(Level 2 (AP): Can hit one target with both attacks or two targets with one attack each

Level 3 (Merit): Damage upgraded to 1d8+DEX damage

Level 4 (Merit): Upgraded to 3 attacks, damage dropped back to 3/4*(1d8+DEX) per attack.

Level 5 (Merit): Damage reupgraded to 1d8+DEX per attack)

 

Mk. 3 Osprey (Level 3): A much more tame rifle than his other weaponry, the Osprey rifle is chambered in 7.62mm, with a 10 round magazine and with the Mk. II Eagle Scope, and is a very accurate weapon, as well as not being a weapon that would blow a man to pieces. Meant for snipers, Nader uses it when he needs precision, and holds it rather than mounts it.
Deals 4d6+DEX damage and if the target has a dodge chance they must pass a DEX check (vs damage that would be dealt, if the GM chooses to use a DC) or they fail to dodge. Rifle-sized, not heavy.

(Level 2 (Merit): Damage upgraded to 3d6+DEX.

Level 3 (Merit): Damage upgraded to 4d6+DEX)

 

Personal Assault Weapon (Level 3): Unimpressed with the piddly little PDW he got in Australia, Nader gave it a bigger, full rifle sized chassis, entirely ruining the point of the weapon but making it more likely to hit on target. He also modified it to be automatic, completely changing the gun’s mechanism.
2d4+DEX damage, or instead can stun 1 enemy for 1 turn, at the expense of rendering the gun unusable for a 3 turn cooldown. Rifle-sized, not heavy.
(Level 1: 1d4+DEX damage
Level 2 (Merit): Upgraded to 2d4+DEX damage, counts as rifle sized.
Level 3 (Merit): Given the ability to stun an enemy for 1 turn, at the cost of a 3 turn cooldown for the whole gun.

 

UF-XW-US Gut Punch (Level 3): This "underbarrel" shotgun is actually just a flat-out normal sized pump-action shotgun built by Nader, which has a rig with metal loops that can be cinched over another gun. It is at its best when fired at an approaching enemy, or when time is taken to line the spread up.

The UF-XW-US “Gut Punch” deals 3d6+Dex damage, but an action can be used to pump the gun, which lasts until Nader is attacked/the gun is fired. If Nader is attacked in melee, the “Gut Punch” will automatically fire and deal 5d6+Dex damage, which is applied before the opponent’s attack lands.

(Level 2 (Merit): Damage upgraded to 2d6+DEX, 4d6+DEX w/ pump

Level 3 (Merit): Damage upgraded to 3d6+DEX, 5d6+DEX w/ pump)

 

Akimbo: Nader carries an awful lot of guns around with him, and though it's usually entirely impractical to go firing two guns at once, sometimes Nader can find an opening with which to fire two of them off, or to fire one off as he does something else. It's a tiring affair, though, with the size of the guns he often uses.

Nader gets an extra move this turn. 3 turn cooldown.

 

Heavy Metal Blow (Level 2): Sometimes, even if you can’t shoot someone with a gun, you can still introduce them to the business end of Newton’s First Law close up, especially when in heavy armor with heavy guns. Deals 1d8+STR damage, deals 1d20+STR instead if Nader is in his armor and wielding a heavy gun.

Level 2: Upgrade from 2d8+STR to 1d20+STR with armor and gun.

 

Link to comment
Share on other sites

"The defenders of Holy Terra shall not fall to a foul xenos toxin!  We shall endure."  Sister Rachel uses Chirugeon's Treatment to cure Nader of the Chryssalid's venom.  "Our strength cannot be poisoned!  We shall not falter this day or any other!"

 

Spoiler

Emergency Revival (level 1):  Sister Rachel deploys her medicae rig to revive a downed ally.  That downed ally returns to the encounter with 1 HP.  This action does not remove wounds, and thus will not work on somebody who has surpassed their wound threshold.  Counts as a healing action.

 

Feel No Pain (level 2):  Sister Rachel uses combat drugs and acupuncture in conjunction with her medicae rig to temporarily shut down target ally’s ability to feel pain.  Grants a two stacks of the status condition ‘Guts’ to the target.  Whenever somebody with ‘Guts’ would be downed, they are instead reduced to 1 HP and lose a stack of ‘Guts’.  Counts as a healing action.  Can self-target.

 

Incinerator Flamer (level 1):  Sister Rachel deploys her blessed, Astartes-issue flamethrower to deal devastating damage to anything it’s pointed in the general direction of.  Deals 2d10 + [strength] holy and fire damage divided evenly among two enemies, ignoring cover.  This powerful and rare weapon was gifted to her as an apology by a Grey Knights Captain after two rookie Knights earned a Darwin Award trying to anoint themselves with the blood of a Sister of Battle to improve their magic resistance.  Grey Knights are immune to warp sorcery and corruption due to their warded armor and geneseed derived directly from the God-Emperor himself.

 

Chirurgeon’s Treatment (level 1, trick):  Sister Rachel has extensive experience in treating all manner of poisons, curses, and other horrifying ailments with her medicae rig and prayers to the God-Emperor.  Cures one debuff or status ailment of her choice afflicting target ally.

 

Dual Seraphim-Pattern Inferno Pistols (level 3)  Sister Rachel deploys her sidearms, a pair of powerful melta pistols, to burn through enemy armor.  Deals 1d8 + [intelligence] fire damage, strikes the chosen target twice, and each hit forces the victim to make a resistance save against the damage dealt +2 (Or +4 for ADVENT targets).  Should they fail, they must choose to either sacrifice an equipped, resistance-boosting item permanantly or suffer a –[essence] debuff to their resistance until combat ends.  This debuff stacks with itself.  This action counts as both a melee attack and a ranged attack.

 

Triage (level 3, trick):  Sister Rachel’s extensive medical training grants her an extra action each round, which must be spent on a healing action.  1 round cool down.

 

 

Fortress of the Mind (Level 3, Passive):  Sister Rachel gets +5 to checks that Deny the Witch applies to.

 

Seraphim-Pattern Jump Pack (level 1, trick):  Sister Rachel can use her jump pack to fly, with all that entails.  This model is designed specifically for the Sisters of Battle, with bladed, wing-like stabilizers to make them appear as the God-Emperor’s avenging angels descending from the heavens.

 

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...