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File: Intro_M3_Masked_Spirit.jpg (863 KB, 2441x1478)
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Optimistically, the war will be over by the end of the year.
We hope.
But for now - let's find out if we last long enough to see the morning sun. The night out there has teeth, and we're not the only stalkers of odd corners of the earth.

--

>Twitter: https://twitter.com/CompanyComQM
>There's a discord. They tell me to link it: https://discord.gg/DZCVvVU

>https://www.youtube.com/watch?v=VZ8z-t2ejnY
>>
File: Trencher_v4_1.jpg (1.41 MB, 2109x2836)
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Okay, listen up!

---

Based on information from asset Tveilirisk (helpfully engaged in going over some weapon schematics at this time), we executed a raid on Imai Station - and after a fight in which our armor section was rendered into scrap, took the place then dug up what we came here for.

The beating heart of an Archtheurge.

Best keep it in the leadlined box - it's not being as. . . quiet . . . as a heart without a body should.

Our original corridor of extraction have closed behind us however, night is falling fast and we have unconfirmed rumors of new deployments of Pytherian assault companies of some as-of-yet unconfirmed capacity, Battlewalker Invective operating in the area and a full retreat of the Regular Army across the Isfelt forest region.

High Command is doing what they can to rally the situation on their end, and have sent a rapid response recon team on a merry meandering ride around the Pytherian lines to pick us up.

Our job is to still be alive to be here when they do.

Questions?

>Previous Threads: >>2681209
>http://boards.4chan.org/qst/thread/2692108#top
>http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Skirmish%20Sketch (Not required, nor all Trenchers)
>>
File: GUNSGUNSGUNS_v1.png (241 KB, 2382x1459)
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But hey, it isn't /all/ bad news.

Some old caches of militia equipment were left lying around here, and we've scrounged the full armoury that techpierce Twelve managed to subvert. Oh yes, Trenchers. You get new guns just as you're about to die.

Every day is a lovely day in this division.

--

CIW-82
Trading the smooth handling and easy ergonomics of the Chirni-77 for the ability to put a slug clean through two walls, the Combined Infantry Weapon is a recent development. The smart composites and integrated eletronics makes for a more versatile approach to urban combat, but Singularity Cloud R&D is still working on fixing the recoil. And the weight. And the tendency to jam.

Veritas Assault Shotgun
It goes boom. Each individual slug (actually a shaped fletchette) lack the penetrating power of any other weapon, but since each pull of the trigger fires a cloud of the things. As a BLAST weapon, however, it suffers a severe drop-off in accuracy at range.

Vindicator GL
It turns out its not just the Pilots who get to play with precariously tuned, volatile & reactive matter. The burst fire enabled combat support grenade launcher ARCS, can fire up to six shots before reloading, and comes with variable setting payloads.

It also jams, breaks, gets stuck in "discharge all" mode occassionally and weighs more than the CIW-82 the quartermaster glued to a steel plate, but look, we're trying here.

> TECH and TRENCHERs can deploy with different weapons than the baseline Chirni-77.
> RESOPS can too, but the Manipulation Device takes up your hands, so you're going to need to spend 4 AP to cycle between weapon sets.

--

>https://docs.google.com/document/d/1YPNs01vtVjQmldJIAQVPvKvK_miHlTe8c2qUtd1c9N8/edit

>Incomplete Field Guide.
>>
>>2706109
>>2706097
>>2706083

==Name==
Ht XXFocus XX Reaction XX
AP YY Grit YY Crunch YY (3 or 0)
--
Accuracy-XX
Fieldcraft-XX
[Other Skill]-XX
--
Hand1: WEAPON

>Pilots have a Reaction and Grit of 0 when inside a vechile
>ResOp and Tech have a Crunch of 3.

>Experimental Gear for Pilots Previously Field Tested:
>Pilots may pick these for their vehicle. Each piece past the first reduces INT by 4 and adds +1 Complexity (Increasing issues from rolling critical failures).

[Vitamer Hydraulics Actuator]
"Fluids are nearly impossible to compress. The 'nearly' is the important part"

2 Integrity or 4 AP to shift 2 hexes in any direction as a jump (This triggers a melee Assault if you do it into things)
Spend 2 Integrity to buy 1 Move for movement or facing turn purposes.
Rolling an 18 on any check might cause a feedback blowout.

[EelPlate]
Generate 1d6 Electricity per turn. 1 AP to generate 2 Electricity. Discharge as a Chemsprayer, spending 1 Point for Range.

Note that Electricty Arcs, Conducts and interacts really badly with certain environments and metallic opponents.
>>
>>2706114
Got the link.

>>2706109
>Vindicator GL
I originally enlisted to be a support guy, but becoming a psionic put a damper on that. This would cover more utility options.
Are the grenades in the Vindicator GL shared with the Trencher's kit, or are the grenade canisters incompatible with handheld grenades?

>>2695323
>(Just a reminder to everyone, and for those who didn't know, but everyone who lived and in the case of Grommet being revived, (probably) you get a level-up. To explain each of you get to increase a single stat by one, or most of them anyway, you can't improve your armor, for instance. But your Accuracy, Reaction, HT, GRIT, Focus, and possibly others can be increased by one. You cannot for instance increase your action points. Hope to see you all next time this rolls around as veterans, and cheers!)
>>2681893
>>Unexpected Veterans gain a Stat - you may increase Ht, Acc, Focus, Processing, Fieldcraft, Grit, Crunch/Effect, Reaction.
>Any stat that isn’t AP.
>Stats on weapons don’t qualify.
I'll pick more Accuracy, to prevent dangerous failure when psionic [Scanning.]
If characters level up from survived missions, does that mean all the survivors of the first mission have an extra level up?
>>2681640
>***Note*** veteran stat gain for Hardrada places into accuracy
>>2683998
Which would mean Hardrada, the only original survivor who served in another mission, has a spare level up?

=="Rookie"==
Ht 10/10 Focus 12/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-12
Fieldcraft-12
[Controlled Psionics]-lvl 2
>[GRIT] is Range. 1 AP or Focus for +1 Range
>Spend AP interchangeably on any unit. 1 AP or Focus to deal 3 HT damage. Auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range.
--
Det: [Light] (DR 2; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
VindicatorGL (TBD)
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out)
Gasmask (4 AP; Immune to Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)
>>
Rolled 4, 3 = 7 (2d10)

>>2706097
What do we do if they don't make it, Command? What's plan B?

==Beau==
Ht 12 Focus 12 Reaction 9
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Wielding: Chirni-77
>>
>>2706122
>>2706122
https://docs.google.com/document/d/1YPNs01vtVjQmldJIAQVPvKvK_miHlTe8c2qUtd1c9N8/edit
Provides charsheets for new characters.
>>2706140
Like the one I'm using. Assuming you want to use it.

>>2706162
>What do we do if they don't make it, Command? What's plan B?
>>2706097
>The beating heart of an Archtheurge.
"Pretty sure they'll hide the Archtheurge's heart somewhere, wait for another time to retrieve it, and accept the casualties."
>>
>>2706173
Oh boy. One of those 'once in a lifetime' operations is it? Aww hell, guess I can kiss my next paycheck goodbye right now.
>>
>>2706188
"Pretty much, yeah."
https://archived.moe/qst/thread/1766432/#1767730
"The last war had something similar to what we're about to experience, the defenders won with a lot of preparation."
>>
>>2706162
Improvise.

Also, use your Trencher multitool and 6 AP to dig straight down.

Saves on effort later.
>>
>>2706228
>Also, use your Trencher multitool and 6 AP to dig straight down.
Why use 6 AP when you can use all your AP and String Out the subsequent turn, or with partners?

>>2694345
>"That's respectable. If we get to visit the grave again I'd like to take a look at his corpse. Perhaps bring it to Tveilirisk to take a look at. If that’s acceptable.”
>>2706097
>Based on information from asset Tveilirisk (helpfully engaged in going over some weapon schematics at this time), we executed a raid on Imai Station - and after a fight in which our armor section was rendered into scrap, took the place then dug up what we came here for.
“Could we try extracting the Archtheurge’s corpse with us as well for research? Having something like that could greatly improve life expectancies.”
>>
>>2706097
Is there any point to having two MG's?
>>
>>2706239
If you think you can PULL IT OFF and go BEYOND THE CALL OF DUTY, Trencher
>>
>>2706244
Redundancy and overlapping fields of fire.

You could try to fire both, or overwatch seperate directions. And someone else could man your spare.
>>
>>2706239
Because digging that many extra graves seem crassly pessimistic, Trencher. Your own will suffice.
>>
>>2706246
"I’ll try. How do we dig up and extract his corpse?"

>>2706252
>>2684529
>Little Man --> Pilot + Passenger capacity. Up to 4 trenchers can "Ride along" on a walker. They're not inside it, they're on it, and are not shielded.
You mean by riding it under the same conditions?

>>2706258
https://docs.google.com/document/d/1YPNs01vtVjQmldJIAQVPvKvK_miHlTe8c2qUtd1c9N8/edit
==Memorial==
TR | Alice [Exploded]
TR | Duck [Shot]
TR | Grommet [Soul Lost] (Event revived)
TR | Spider [Exploded]
TR | Deadman [Exploded]
TR | Bob [Shot]
TR | Pinwheel [Shot]
TR | Dimas [Shot]

Pi | Dimas [Mobility Kill]
Pi | Arnold [ AT Kill]
Pi | Brontide [Mobility Kill]

Re | Sloth [Shot]

12 Trencher Casualties. 1 Revived.
14 Trooper Casualties. 1 Veteran Casualty.

==Post Brief==
Mission 1 :
75% Casualties Trenchers [9/12]
60% Casualties, Troopers [9/15]

Mission 2
0% Casualties, Trenchers
62.5% Casualties, Troopers [5/8]

Mission 3
42.9% Casualties, Trenchers [3/7]
25% Casualties, Troopers. [1/4]

"We'll need them."
>>
>>2706162
Scintilating Attractor
>Attract and store raw force. Any single damage or kinetic potential within Grit may be harnessed with 3 AP.
>9 AP treats your GRIT as a radius for the same effect.
>Harnessed Force is spent on a 1:1 basis for range, damage, targets, effect...

>Harness a truly staggering amount of force for something ... weird.

Great, I ask for air support, they send me an anti-bomb.
>>
>>2706273
Why- thank you command yes I do put in a lot of effort and sometimes I wonder if really it's at all worth it in the middle of a war but that just put the sunshine in my morning. Thank you, you are very 'scintillating' yourself.

You know, suicide missions aside, I think we can get along quite well. Not like my old commander who used to - to run me over with tanks and step on me with walkers and send me to sweep for mines! It was awful.
>>
Rolled 3, 2, 5 = 10 (3d6)

>>2706097

Hey there fellas. What's the news about these here [Autofire3] MG's?
I've been outta the action for a bit. Returnin' from sick leave. That many donuts...never again.

==Chunk McDonut==
AP12 INT 40/40 Focus 12/12 DR16
--
Accuracy: 9
Melee: 12 (1d6+m)
--
[Heavy] (AP: 1:1 Facing; 2:1 Hex Move)
[MG] 2d6+2, 2AP [Autofire3], 60deg
[MG] 2d6+2, 2AP [Autofire3], 60deg
>>
File: M3_PreBrief.jpg (690 KB, 1752x1469)
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=Trenchers Trying=
TR1 | Rookie
TR2 | Beau
PI3 | Chuck

BLUE RAT: 3 Veterans
Supplies: 20

--

During our raid earlier, the local non-combatants responded as expected and fled south, pushed by the ferocity of our advance.

The lack of sigilcraft rousing to meet us can be explained by what we uncover beyond the stretches of a broken, if serviceable, estate - rows upon rows of slumbering machines. The pilots never had a chance to reach them before Protocol dictated that they be led off by the station guardians.

We are beginning to set in the area.

Expect the enemy to be coming from THE EAST / NORTH EAST.

Blue Rat is standing by.
>>
>>2706309
Primary - Offensive - Charging

[Linked Firing Solutions]
Double AP cost to fire most costly weapon.
Fire second weapon with same attack versus same target (separate roll).
Damage accrues simultaneously.

---

"Halleluja. The eggheads finally came up with something USEFUL".
>>
File: M3_Spawn.jpg (3.44 MB, 4241x3736)
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=Trenchers Trying=
TR1 | Rookie
TR2 | Beau
PI3 | Chuck

BLUE RAT: 3 Veterans
Supplies: 20

--

Any trencher may relocate to flags A, B or C and move up to their AP for free from that point to Get Into Position.

--

Task or give final standing orders.

--

Trenchers with a multi-tool may designate 12 AP worth of construction anywhere around flags A, B or C. This is in addition to MOVEMENT.

(Pilots may also do this, since you can loan a shovel and step outside the mech for a moment . . . )

--

We expect the first enemy probe to come through the field of broken machines spaning NORTH EAST.

PREPARE YOURSELVES, TRENCHERS.

[ Trenchers to DIG IN ]
>>
>>2706467

Movin' out!

>Spend supplies for 4 Trenchers to carry.
>Move 66666

==Chunk McDonut==
AP12 INT 40/40 Focus 12/12 DR16
--
Accuracy: 9
Melee: 12 (1d6+m)
--
[Linked Firing Solutions]
[Heavy] (AP: 1:1 Facing; 2:1 Hex Move)
[MG] 2d6+2, 2AP [Autofire3], 60deg
[MG] 2d6+2, 2AP [Autofire3], 60deg
>>
>>2706467
> Deploy 5x4d3 hi-ex charges north-east of C on the road
> Get into position 1122222234
>>
>>2706467
Blue Rat, wait for us to occupy the attackers then see if you can't wire those mechs to explode.
>>
>>2706539

Ooooohhhh

finally

something /fun/
>>
>>2706539
>>2706557
Wait, why do that when we can have Troopers man the mechs as fire support? Do you think Veterans or Troopers can pilot them?
>>
>>2706467
>Trenchers with a multi-tool may designate 12 AP worth of construction anywhere around flags A, B or C. This is in addition to MOVEMENT.
Does this drain our character's AP for the turn, or is it extra for each trencher?
>>
>>2706501
>>Spend supplies for 4 Trenchers to carry.
What are you spending the supplies on? We don't need to spend supplies for the Multitool.
>>
>>2706599
Because Pytherian fuel mixes burn so prettily. AH! That reminds me.

You two keeping the hostages, get them to tell us where the fuel depot is so we can blow that up too.
>>
>>2706625
>>2706629
>>2706599
Preperation bonus to help bunker down against the coming storm of swords and guns.

4 Trenchers = 4 Troopers, Command imagines.

No one can drive the inactive Sigilcraft. A TechSpec might be able to briefly control them. Without the Bonded Pilots, they are inoperable.
>>
>>2706647
>Preperation bonus to help bunker down against the coming storm of swords and guns.
Extra it is.

>>2706645
>>2706647
>No one can drive the inactive Sigilcraft. A TechSpec might be able to briefly control them. Without the Bonded Pilots, they are inoperable.
True, but think of the value of capturing all those mechs. We should extract at least one for research.
Spread out the remaining mechs for more explosive coverage, place them close to their lines so they're more likely to try crewing them, or try wiring up the fuel tanks and mech to explode separately and use the fuel tanks as traps elsewhere?
>>
>>2706662
If you can work out a way to get pieces of their SIGILCORES from the shells themselves, we can carry them with us and decrypt them at HQ.

The fuel cells will still be able to explode.

But it will require going out to get them, or sending someone competent...

[ Processing ]
>>
>>2706671
What skills do we need for the Sigilcores and fuel cells? Can only Trenchers do it or can Troopers too?
>>
File: M3_TURN_1.jpg (3.29 MB, 4241x3736)
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=Trenchers Trying=
TR1 | Rookie
TR2 | Beau
PI3 | Chuck

BLUE RAT: 3 Veterans
EASY RIDER: 4 Troopers
Supplies: 17

D1: 5d3
D2: 5d3
>Detonate any charge with 1 AP, or set a [Condition] like "Proximity"
--

Against a tattered sky covered in grey clouds and the vast blue of the sky Vanadian western plains, our little slice of happy hearth and home is small.

And on the distant horizon, the gentle rumble of marching feet. . .

[ 1 ]
>>
>>2706671
HQ is okay with pieces of core? Stellar, there'll be a lot of those all over the place once Blue Rat is done. Hey Chuck, if sigil-whatevers are powering the pytherian walkers, what's powering ours?
>>
>>2706467
>4 Trenchers = 4 Troopers, Command imagines.
>>2706266
>>>2706246#
>"I’ll try. How do we dig up and extract his corpse?"
>Order 1 Trooper to dig up and extract the rest of the Archtheurge's corpse.

>>2706467
>Call Field Station at flag B within cover, away from North-Eat invaders line of fire. Or inside building B if we can make another doorway next to the flag.

>>2706557
>Call in 3 more veterans near the sigilcraft to assist the other 3 veterans. Have each veteran try to obtain the sigilcores and fuel cells from each sigilcraft. Try to extract all Sigilcore and 1 fuel cell for research. Rest of the fuel cells can be used as extra traps or wired to the sigilcraft to their blow. Their discretion to use the rest of the fuel cell explosives for.
Would having more Sigilcores provide more research?
>>
>>2706683
>>2706675
6 years of Bonded Training in the Pytherian House of the Bonded, in Pyther, The Vast.

The first step upon the path will the transaction of your memories for Service and of your Passion for Control.

Should your survive and remain functional, the winding path then would involve cerebospinal fluid replacements, implants and the encapsulation of all you used to want to be in the a glass shell.

... we may need to take expedited action, and have a TechSpec hijack the things.
>>
File: CommandStaff.png (231 KB, 3073x1740)
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COMMAND STAFF

[ Apologies for forgetting ]
>>
>>2706702
What happens if we don't have any TechSpec?

>>2706694
Guess having the others manually extract the Sigilcores and fuel cells isn't going to work well.

>>2706683
>Hey Chuck, if sigil-whatevers are powering the pytherian walkers, what's powering ours?
>>2706097
https://docs.google.com/document/d/1YPNs01vtVjQmldJIAQVPvKvK_miHlTe8c2qUtd1c9N8/edit
"Not him, but I think it's just regular computers and fuel."
>>
>>2706647 >>2706694 >>2706711
4 Troopers was correct.
>>
>>2706713
Manual extraction of the core. That requires picking it up, which requires DESTRUCTING through the DR PLATING.

A TechSpec could actually pilot the craft. Or make them eject Cores.
>>
File: M3_Turn_2.jpg (3.32 MB, 4241x3736)
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=Trenchers Trying=
TR1 | Rookie
TR2 | Beau
PI3 | Chuck

Supplies: 8

=Allies=
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans
FieldStation

=Traps=
D1: 5d3
D2: 5d3

--

[YELLOW WYVERN] Let's GIT ON with it THEN and ladies, this time I won't have one yush get stuck in a pit aga--- YOU RAT BASTARDS

[BLUE RAT] YOU YELLOW BELLIED COWARDS

[YELLOW WYVERN] YOU DETRITUS SCAVENGING MAMMALS

[BLUE RAT] YOU OVERBEARING OBNOXIOUS OCHRE OBSOLETE OGRES

[YELLOW WYVERN] ---! ---! --

This time, Rats. *This time*. Good to see you.

--

In the distance, a blaring horn calls a ready...
>>
Thought I posted earlier.

>>2706714
Understood.

>>2706716
>Manual extraction of the core. That requires picking it up, which requires DESTRUCTING through the DR PLATING.
What's the intel on enemies? How much DR do they have?
>>
>>2706501
>>2706714
>>2706726
Oh now I get it, those 4 Troopers are manning the mech. I didn't think of that.
>>2706726
>Call in 1 Trooper at flag B.
>>2706694
>>Order 1 Trooper to dig up and extract the rest of the Archtheurge's corpse.

>>2706726
>post
kek
>>
>>2706727
16 or more, going by our tech. Just stick explosives in the important looking bits, veterans! No time to be messing about -- we've got wrecks in the west if you want to try something fancy once everything else is dead.

>>2706083
>>
>>2706735
>we've got wrecks in the west if you want to try something fancy once everything else is dead.
>>2706083
Most of those wrecks are ours, not theirs. Chances are they aren't in good condition either for research.
>>2706735
>16 or more, going by our tech. Just stick explosives in the important looking bits, veterans!
Not a bad idea. Assuming it won't destroy the cargo in the process.

Oh yeah, didn't we capture a Sigilcraft in mission 2? How was it?
>>
>>2706747
Left behind in Foltern.

The previous one detonated.

The previous-previous one was renaimated by a Theurge of the Spheres.

Find me a complete Sigilcore and I will take it apart *myself* to tell you how it works, Trenchers. Might get the TA to actually do something with their precious time.
>>
File: Trencher_M3_Turn3A.jpg (3.14 MB, 4241x3736)
3.14 MB
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=Trenchers Trying=
TR1 | Rookie
TR2 | Beau
PI3 | Chuck

Supplies: 8

=Allies=
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans
FieldStation

=Traps=
D1: 5d3
D2: 5d3

--

And with a roar, they arrive - fast scout bikes bearing Pathfinders on a recon mission. Seeing nothing, they roar down the battered pathway. Expecting little.

Suspecting little.

>The Pytherians are UNAWARE
>Final Preperation Phase - all trenchers may allocate 12 bonus AP to any Construct Work near a FLAG.

[ TRENCHERS ]
>>
>>2706754
Looks like we have another objective. >>2706694
>>Call in 3 more veterans near the sigilcraft to assist the other 3 veterans. Have each veteran try to obtain the sigilcores and fuel cells from each sigilcraft. Try to extract all Sigilcore and 1 fuel cell for research. Rest of the fuel cells can be used as extra traps or wired to the sigilcraft to their blow. Their discretion to use the rest of the fuel cell explosives for.
How many Sigilcores should we bring? Just one?

>>2706754
>TA
What does TA stand for?
>>
>>2706758
Tactical Assistance. Or TS - Tactical Support.
>>
>>2706758
The more get with you, the better off we are. But extracing them will take a while, and then transport... and anyone doing so cannot fight.

Blue Rat says they'll -- uhuh -- piss easy and-- uhuh -- tell him he --- no, I can't say that to a soldier, man --- uh

Blue Rat says they'll "get it done". I paraphrase.
>>
Rolled 3, 1, 5, 2, 1, 2, 2, 1, 6 = 23 (9d6)

>>2706756

>Move 21: 4AP
>Face 1: 1AP
>Overwatch [Linked Firing Solutions] 1: 4AP
>Overwatch [MG] 1: 2AP


==Chunk McDonut==
AP12 INT 40/40 Focus 12/12 DR16
--
Accuracy: 9
Melee: 12 (1d6+m)
--
[Linked Firing Solutions]
[Heavy] (AP: 1:1 Facing; 2:1 Hex Move)
[MG] 2d6+2, 2AP [Autofire3], 60deg
[MG] 2d6+2, 2AP [Autofire3], 60deg
>>
>>2706773
If the Veterans extract the cores, we'll deploy more Troopers to transport it.

>>2706756
>>2706733
>>>2706726#
>>Call in 1 Trooper at flag B.
>>>2706694(You)#
>>>Order 1 Trooper to dig up and extract the rest of the Archtheurge's corpse.

Still thinking what to spend the rest of my points on.
>>
>>2706756
Leave the bikes to me, I got it handled alright

> Prep Phase: Deploy more explosives northwest of B in that pile of corpses
>>
>>2706756
> 1AP Move 3
> 6AP Overwatch -- steal energy from the moving bikes
> 3AP Then blast the pathfinders with it

==Beau==
Ht 12 Focus 12 Reaction 9
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Wielding: Chirni-77
>>
File: M3_Turn_4.jpg (3.14 MB, 4241x3736)
3.14 MB
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=Trenchers Trying=
TR1 | Rookie
TR2 | Beau
PI3 | Chuck

Supplies: 1

=Allies=
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE]
RESSURECTIONIST: 1 Trooper [Get The Corpse]
FieldStation

=Traps=
D1: 5d3
D2: 5d3
D3: 5d3
D4: 5d3
Detonate with 1 AP, or set a [Condition] ("Proximity", etc)
--

[RED SNAKE] SSSSSSSS

[BLUE RAT, YELLOW WYVERN] SSSSSSSSSSSSNAKE??

--

We prepare a trap for our quick foes...

[ Reaction Phase ]

Processing a little slow today / having some issues. May call it after next phase for a "Break" then pick up again later. People around for 1-1.5 hours would mean we could continue for a bit
>>
>>2706756
>Prep points.
>>2706385
>We expect the first enemy probe to come through the field of broken machines spaning NORTH EAST.
>>2706775
>>2706783
>Free dodge, face 1. Evaluate x9. Try to avoid getting hit by friendly fire.
>Relocate as close as possible to North-East, which would be 4 hex to the East at flag B. Based off my original deployment. I should be next to the hedges.
>Sprint 1 2x7. It'll look like 1 222222. I should be next to the tree and hedges by building B.
>[Construct] Barbed wire
>String out 2x2. It should look like 22, going over the hedges and into the road.
>[Construct] Sandbag at 5
>String out 6x2. It should look like Sandbags behind the barbed wire, placing me near to where I ran to.
>[Construct] Trench at 4
>String out 3. It should have the trenches behind the sandbags. I should be in it. The trenches should be adjacent to the doorway.
>Move 4, so I'm out of the line of fire. Face 1.
Should be at 22 AP, 12+10 AP for my limit. 2 focus spent.
>>
>>2706832
Subsequent stats.

=="Rookie"==
Ht 10/10 Focus 10/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-12
Fieldcraft-12
[Controlled Psionics]-lvl 2
>[GRIT] is Range. 1 AP or Focus for +1 Range
>Spend AP interchangeably on any unit. 1 AP or Focus to deal 3 HT damage. Auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range.
--
Det: [Light] (DR 2; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
VindicatorGL (TBD)
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out)
Gasmask (4 AP; Immune to Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)
>>
>>2706840
>>2706832
I'll need those coordinates of "Relocate as close as possible to the North-East" expressed as a hex route from Flag B.
>>
>>2706851
>>2706832
>>Relocate as close as possible to North-East, which would be 4 hex to the East at flag B. Based off my original deployment. I should be next to the hedges.
Relocate to Flag B at 2 1 from origin. It's in [Tr2]'s run path. I can draw it.
>>
>>2706855
>Relocate to Flag B at 2 1 from origin. It's in [Tr2]'s run path. I can draw it.
Well since I can't really tell what the flag's position is, I think it's 1 2 1 from Flag B. 2 hex range from where I deployed next to the flag.
>>
Rolled 3, 1, 5, 5, 4, 5 = 23 (6d6)

That gets a bit loud
>>
File: M4_Turn_5.jpg (3.14 MB, 4241x3736)
3.14 MB
3.14 MB JPG
=Trenchers Trying=
TR1 | Rookie
TR2 | Beau
PI3 | Chuck

Supplies: 1

=Allies=
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE]
RESSURECTIONIST: 1 Trooper [Get The Corpse]
FieldStation

=Traps=
D1: 5d3
D2: 5d3
D3: 5d3
D4: 5d3
Detonate with 1 AP, or set a [Condition] ("Proximity", etc)
--

They may know we're here...

[ HOLD ]
>>
>>2706884
Eugh, I hate it when they turn into liquid like that. And they broke the bikes!
>>
File: 1530838027214 Drawing.jpg (3.1 MB, 4241x3736)
3.1 MB
3.1 MB JPG
>>2706855
>I can draw it.
>>2706832
>>2706826
Tried to draw it. I'm using GIMP so I couldn't get a shape tool.

>>2706868
What were the rolls for?

>>2706884
>BLUE RAT: 3 Veterans
What is Blue Rat doing?
>>
File: M3_Turn5.jpg (3.12 MB, 4241x3736)
3.12 MB
3.12 MB JPG
=Trenchers Trying=
TR1 | Rookie
TR2 | Beau
PI3 | Chuck

Supplies: 1

=Allies=
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE]
RESSURECTIONIST: 1 Trooper [Get The Corpse]
FieldStation

=Traps=
D1: 5d3
D2: 5d3
D3: 5d3
D4: 5d3
Detonate with 1 AP, or set a [Condition] ("Proximity", etc)
--

A sliding bike tears across a volatile packed explosive trap - then another comes careening after it.

They detonate, almost too loud for human ears.

The bikes go off.

The grenades the pathfinders carry cook off.

The brocade catches fire, barbed wire is ripped out, a wall comes crumbling down.

Surprised, shock, blinking dust and grit out of their eyes a *very* surprised trooper raises his gun to prevent a prison break.

[ TRENCHERS ]
>>
>>2706949
That went horribly well.
>>
>>2706949
>>2706956
Too well.
>>2706943
Well there goes my barricade.
>>
Rolled 2, 3, 2 = 7 (3d6)

>>2706949

>Turn facing 3: 2AP
>Move 1112: 8AP
>Overwatch [MG] 3: 2AP

==Chunk McDonut==
AP12 INT 40/40 Focus 12/12 DR16
--
Accuracy: 9
Melee: 12 (1d6+m)
--
[Linked Firing Solutions]
[Heavy] (AP: 1:1 Facing; 2:1 Hex Move)
[MG] 2d6+2, 2AP [Autofire3], 60deg
[MG] 2d6+2, 2AP [Autofire3], 60deg
>>
>>2706949
>The brocade catches fire, barbed wire is ripped out, a wall comes crumbling down.
>>2706961
>Well there goes my barricade.
Well now I know the effects of compounding multiple explosives too close for comfort.

Cover me, I'll try sprinting North to West for the flag and toss some nades at the pathfinders' flanks.

>>2706949
>>2706678
Where'd the facings go?
>>
File: 1341235123534.jpg (12 KB, 300x244)
12 KB
12 KB JPG
>>2706974
Ok.

>>2706949
> 4AP +6AP make another 4d3 charge and detonator
> Overwatch northwest

==Beau==
Ht 12 Focus 12 Reaction 9
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Wielding: Chirni-77
>>
>>2706995
>Ok.
Thanks.

>>2706949
>Free dodge face 1
>Sprint 1x6 6 1x2 6x2 5 6x2. Should look like 111111 6 11 66 5 66
>Capture flag.
>Take down flag.
>Spend 1 focus AP.
>Toss stun grenade at South-Center pathfinders.
>Spend 2 focus AP.
>>2692389
>TRENCHERS on FOOT can freely enter buildings (brown) through windows ("Find one" with construction, 4 Points) or doors (Look for one with Field Craft).
>Find door.
>Enter door.

=="Rookie"==
Ht 10/10 Focus 5/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-12
Fieldcraft-12
[Controlled Psionics]-lvl 2
>[GRIT] is Range. 1 AP or Focus for +1 Range
>Spend AP interchangeably on any unit. 1 AP or Focus to deal 3 HT damage. Auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range.
--
Det: [Light] (DR 2; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
VindicatorGL (TBD)
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out)
Gasmask (4 AP; Immune to Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)
>>
Rolled 5, 4, 5, 5, 2, 6 = 27 (6d6)

>>2707028
Dice.

>>Free dodge face 1
Face 4 that is.
>>
>>2706140
>Are the grenades in the Vindicator GL shared with the Trencher's kit, or are the grenade canisters incompatible with handheld grenades?
Guess not.
>>2706109
>Vindicator GL
>+1 AoE
Is this on top of the base AoE for the grenades, so a stun grenade with AoE 2 in a canister would have AoE 3?
>>
>>2707028
14 = sprint = 7 AP, 2 Focus
Capture! 4 AP = 11 AP (Failure - flag is *surrounded* by the Pytherians, you do not have a secure claim)
1 Focus = 1 AP

Grenade! 4 AP
2 AP left over, 2 focus = okay

Find door, 4 AP?
Enter door, 1-2 AP movement?

>>2707046
They are not compatible. A Heavy Stun Grenade, fired from a Vindicator, has tremendous AoE and disregards cover.

And yes - AoE 3.
It's... very bright.
>>
>>2707053
>Capture! 4 AP = 11 AP (Failure - flag is *surrounded* by the Pytherians, you do not have a secure claim)
So another action? I didn't know you had to clear the ones around them first, nor that capturing it took so much AP.
>Find door, 4 AP?
Nor the amount of AP for finding doors would be 4 AP.
>Enter door, 1-2 AP movement?
I guess 1 to enter the door and 1 to move into the building?

Looks like I underestimated the projected AP costs for this.

>>2707053
>They are not compatible.
Figures.
A Heavy Stun Grenade, fired from a Vindicator, has tremendous AoE and disregards cover.
>And yes - AoE 3.
>It's... very bright.
Wonderful.
>>
>>2706083
>Use veterancy point to upgrade my dodge innate skill
>Deploy
"Haven't I done enough?"
Captain Hardrada
Ht 12 Focus 12 Reaction 11
AP 10 Brawn 4 Power 0
--
Accuracy-12
Fieldcraft-12
--
Hand1: Chirni77 (1d6+2, ammo 34/40 (2), RoF1/3,2; AP 3, reactive)
Armor: light (DR 2)
Inventory:
QD (1d6, ammo 18/18 (2), RoF 1/3,2)
Frag x2, smoke x2, stun x2, 2x field kit, Gasmask
Knife (1d3+M, multitool)
Agile Violence]
+2 Reaction
May Dodge for free (Once per turn)
Regain 1 Focus per downed hostile
>>
>>2706727
>What's the intel on enemies? How much DR do they have?
>>2692304
Is there a new enemy class sheet?
>>
>>2707069
Are you using an older rules sheet? How'd you manage to get your stats so high?
>>2706097
https://docs.google.com/document/d/1YPNs01vtVjQmldJIAQVPvKvK_miHlTe8c2qUtd1c9N8/edit
There have been multiple rule changes. The Google Doc has sample character sheets.

Your stats and gear get restored after every mission.
>>2706109
We have some new guns if you want to pick them.
>>
[Fireskellian]: Imai in the hands of Vanadian mongrels?

Pilot. Acquire a fire solution. Cloud the town.

HEAR THIS.
I AM FIRESKELLIAN OF THE BATTEWALKER INVECTIVE, PRIMUS OF THE SEVENTH MECHANIZED.

I WOULD OFFER YOU THE CHANCE TO SURRENDER PEACEFULLY AND GENUFLECT IN AN ATTEMPT TO SPARE YOUR WRETCHED LIVES.

YOU MAY.

IF YOU SURVIVE THE GAS. [/RED]
>>
>>2707110
"fuck"
>>
File: M3_Turn6.jpg (3.2 MB, 4241x3736)
3.2 MB
3.2 MB JPG
=Trenchers Trying=
TR1 | Rookie
TR2 | Beau
PI3 | Chuck
TR4 | Hardrada

Supplies: 5

=Allies=
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE]
RESSURECTIONIST: 1 Trooper [Get The Corpse]
FieldStation

=Traps=
D1: 5d3
D2: 5d3
D3: 4d3
Detonate with 1 AP, or set a [Condition] ("Proximity", etc)
--

Searching the field of sleeping machines, Red Snake and Yellow Wyvern acquire 4 SUPPLIES.

--

A pair of pathfinders sprint down an alley, then vault over a brocade - and the last thing they see is the flashing light of a MG. A trooper fist bumps another trooper - and watchful, take a shot at another pathfinder, reading a grenade.

So far, so good.

And then it begins for real.

--

A firefight breaks out in the centre of town as a lance of pathfinders attempt to take the manor. Rebuff them.

>BEAU, -4 HT

--

The guards spring into action - but the prisoners do too, in an attempt to wrestle guns from the hands of the guards.

--

Trencher Rookie sprints for the Pytherian Standard, circling around the troops - but his grenade misses, and surrounded, in enemy territory, he turns around to stare down a decani of gently bemused Pytherians.

They gesture for him to drop his weapons. Immediately.

--

Scouts report incoming fast attack bikes from the NORTH EAST and the NORTH WEST.

[ TRENCHERS CAN ACT ]
>>
>>2707110
Jokes on you, this bad boy is padded with gas proofing.
>>
TRENCHERS

INCOMING PYTHERIAN ARTILLERY!

Trajectories are MARKED. DON'T BE NEAR THERE

Luckily, at this range, they appear to lack PROPER SPOTTING. Don't give them the satisfaction. A THEURGE could call in a strike just like our officers

Dirtnap them before they get the chance if you see any!

and remember your GAS MASKS
>>
Rolled 5, 5, 4, 6, 5, 6, 6, 4, 3, 1, 1, 4, 6, 2, 2 = 60 (15d6)

>>2707117

Give 'em hell boys! Hoowee!

>Face 1: 2AP
>[Linked Firing Solutions] the soldiers 1: 4AP
>[Linked Firing Solutions] the soldiers 1: 4AP
>[MG] the soldiers 1: 2AP

==Chunk McDonut==
AP12 INT 40/40 Focus 12/12 DR16
--
Accuracy: 9
Melee: 12 (1d6+m)
--
[Linked Firing Solutions]
[Heavy] (AP: 1:1 Facing; 2:1 Hex Move)
[MG] 2d6+2, 2AP [Autofire3], 60deg
[MG] 2d6+2, 2AP [Autofire3], 60deg
>>
>>2707069
>"Haven't I done enough?"
"I’m sure you have. But we have need of you."

>>2707117
>pic
>>2688492
>if you're firing at point blank range (same hex), they'll auto-react to whap you with their weapons. Assuming they hit, this also parries your attempt at sticking a gun in their face. The same applies to you, if someone shoots you at melee range and you aren't unconscious.
>Sidenote: Don't try to use a rifle at melee range.
>Sidenote-sidenote: You also get a free attack against people who, while you're engaging them in melee, try to take a step back to shoot you with their weapons.
Since I'm 1 hex away from them, does that mean I'm in their attack of opportunity range. So shooting my grenade launcher is a bad idea, but not throwing more grenades?

>>2707122
>Trajectories are MARKED. DON'T BE NEAR THERE
What do the transparent red boxes that follows a trail mean and the opaque box with crosshairs over them? Crosshair is target and transparent trail is where the gas goes? Am I within the future gas trail?

>>2707117
Warn Blue Rats of the prisoners attempting to escape and gas at area.
>>
>>2707117
What's the blue field next to me? Is that a shield or where my stun grenade landed?
>>
>>2707069
>>2707107
>>2707069
Benefits of previous veterancy, however, Trencher Rooks is correct in that there have been some adjustments.

Your ammo is 40/40 - we do give you enough bullets.

Accuracy was reduced by 1 across the board.

Accounting for Imai and Foltern, you should be up 2 points total - +1 Reaction and +1 Acc, so 11 ACC.

>>2707143
Stun grenade.

The crosshair is the landing zone. The path is the trajectory. Perhaps a cunningly prepared TRENCHER or RESOP or PILOT could . . . intercept the incoming?

Shooting at point blank range is a bad idea - they would attack.

The same goes for you and them, however. So for now, you have each other at a slight impasse.

Throwing a grenade counts as a ranged attack.
>>
Tonight is a bit of a slow processing night - doing some stuff on the back-end to make future bits easier.

This is the last action phase for * at least *
10 hours, and after that we'll do it nice and slow too.

Thanks for playing today!

Take this time to WORK OUT A STRATEGY
>>
>>2707156
Here's the plan boys. I shoot more bullets at the enemy.
>>
>>2707120
S-sir!

We're not!
>>
>>2707117
>Deploy 1 Veteran 2 Troopers at flag B to join RESSURECTIONIST squad. Same objectives.
Warn them of the prisoners escaping, gas, and intense firefight.

>>2707150
>Accounting for Imai and Foltern, you should be up 2 points total - +1 Reaction and +1 Acc, so 11 ACC.
>>2707069
11 AC and 10 Reaction before the talent.

>>2707156
So we have at least 10 hours to plan for this turn?

>>2707160
"Put on your gas masks?"
>>
>>2692695
>To be clear - deployment can occur at FLAGS or FRIENDLY BTS.
What does BTS stand for?
>>
>>2707173
B-Tanks.

. . . Like your friendly neighbourhood Chuck, a mobile APC / Command Station / Assault Platform / Rallying Point!
>>
>>2707168
Oh g-gosh, we g-get those? I barely know how to s-shoot this rifle!
>>
>>2707177
So that's the name of the mechs.

>>2707197
"... When they said Troopers were cheap, I didn't think this is what they meant by that. I think your pilot or one of us could walk you through that while you folks try getting your act together. You have time."
>>
>>2707203
I would a-a-a-appreciate that a lot, Sir Trencher Sir! I don't know how a-any of this works!
>>
>>2707107
"That's 'sir' to you greenhorn, and for that breach in conduct I'm going to call a fire barrage on your head. Start running."
>>2707117
"Thank you for the gracious offer miss "fire-skeleton", and the warning"
>Politely remind command I'm an *officer*, thankyouverymuch

>Move 6, 6
>Equip gas mask
>Using focus, call in an incendiary bombardment on trooper rookie, using him as the spotter, add more shots(6+4)
>Use free reaction, take overwatch in the northern area, five round burst
>Use ability action, dodge
>Use a focus+2 floating AP to take cover
Captain Hardrada
Ht 12 Focus 12 Reaction 12
AP 10 Brawn 4 Power 0

--
Accuracy-11
Fieldcraft-12
--
Hand1: Chirni77 (1d6+2, ammo 40/40 (2), RoF1/3,2; AP 3, reactive)
Armor: light (DR 2)
Inventory:
QD (1d6, ammo 18/18 (2), RoF 1/3,2)
Frag x2, smoke x2, stun x2, 2x field kit, Gasmask
Knife (1d3+M, multitool)
[Agile Violence]
+2 Reaction
May Dodge for free (Once per turn)
Regain 1 Focus per downed hostile
>>
>>2707217
>"That's 'sir' to you greenhorn, and for that breach in conduct I'm going to call a fire barrage on your head. Start running."
"I've already served in 2 missions, 2 events, aided in both mission objectives, and taken co-command roles in both occasions. I've been keeping this name because this is what I enlisted with."
>>Using focus, call in an incendiary bombardment on trooper rookie, using him as the spotter, add more shots(6+4)
This is centered on my position?
>>
>>2707228
"Were you here when we took this miserable town, son? I was."
>>2707228
Yeah, you're probably dead anyway and it's a sweet opportunity, if you run and get lucky you'll probably get away while they get immolated.


Also, you've (you)'d me a ton, and you say quite a lot which can get lost in thread. Consider once more joining the discord, it will make things easier."
>>
>>2707217
>>2707245
>>2706711
>>2681595
I don't think we have barrages this mission, they were apparently replaced.

>>2707245
>"Were you here when we took this miserable town, son? I was."
"I was here when we captured this town again, which you weren’t here for. So yes for something different.
>>2706097
>The beating heart of an Archtheurge.
I'm one of the two who got the Archtheurge's heart, the mission objective."

>Also, you've (you)'d me a ton, and you say quite a lot which can get lost in thread. Consider once more joining the discord, it will make things easier."
Isn't that meta?
>>
>>2707245
I prefer the discussion is available in the logs of the thread, please.

>>2707217
Because of the nature of this operation, we do not have access to mortars, Trencher. We'll have to make do without!

But the sharpshooters stand by to help.

Well, until the Outriders get them.
>>
>>2707257
>Isn't that meta
Yes it is, as I'm talking to you as a player
Go join the discord dude, seriously, it will be useful.
If it was illegally meta then company command wouldn't link it.
>>
>>2707257
>>Also, you've (you)'d me a ton, and you say quite a lot which can get lost in thread. Consider once more joining the discord, it will make things easier."
>"
>>2707267
Oh no, I meant you were talking in-character for something out-of-character.
>>2697576
>I'm not using accounts for anything at the moment, much like Discord, so I'll be editing as an anon.
I still don't have an account for Discord, and spent some my spare time helping with the guide instead.

>>2707263
>>2707217
I'm guessing you have another action to use instead.
>>
File: IntReport2.png (1.32 MB, 2211x1120)
1.32 MB
1.32 MB PNG
>>2707072
Little trick:

A Grey Circle on the enemy sprite is a point of DR.

Pathfinders have 0, Legionnaires have 3.

We have seen no new enemies yet. While the Pytherians have a varied force composition to draw upon, Fireskellian appears to command a force primarily of Pathfinders / Legio / Theurges, with a sizable fraction of vehicles (hence: Seventh Mechanized).

Watch out for any trace of things with chitin and teeth. We have been hearing rumours - and the reports coming out of the Isvind Forest Corridor are . . . confused.
>>
>>2707281
>A Grey Circle on the enemy sprite is a point of DR.
Thanks.

>Watch out for any trace of things with chitin and teeth. We have been hearing rumours - and the reports coming out of the Isvind Forest Corridor are . . . confused.
"What does my amalgamation have to say about this? And the engineer?"
>>
>>2707281
What does Tac mean for the legionnaire?
>>2706097
I can't think of any equivalent skills for us.
>>
>>2707275
Okay, I'll cast aside tact for a second.
You talk a lot, it clutters up the thread and makes it harder to read it other people's actions.
Your enthusiasm is admirable, though, I'm glad you're having fun.
>>2707263
Why have a discord at all then, eh?
>No mortars
Too op, huh?
>>
>>2707534
>You talk a lot, it clutters up the thread and makes it harder to read it other people's actions.
>>2707263
>I prefer the discussion is available in the logs of the thread, please.
Most of my talking is questions, which like CC, I prefer to keep in-thread. I'm planning on compiling all of it into the guide later. As well as the rest of any significant plan discussions.

>Your enthusiasm is admirable, though, I'm glad you're having fun.
Thanks.

>>2707534
>Why have a discord at all then, eh?
Wasn't it requested by players?

>Too op, huh?
>>2707257
>I'm one of the two who got the Archtheurge's heart, the mission objective."
In-character (IC), no. We had a mission objective that required extraction, and it was hidden on the map.
>>2681893
>... I guess if you’re all still alive, we oughta send you somewhere actually dangerous next time.
OOC, totally.
>>
>>2707541
>Requested by players
It was not, command made it himself, of his own accord.
>Logs here
Command encouraging discussion does not mean filling the thread with unnecessary chatter.

As far as the rest of what that post has in it I literally cannot parse it.
>>
>>2707544
>It was not, command made it himself, of his own accord.
Then I have nothing to say.

>Command encouraging discussion does not mean filling the thread with unnecessary chatter.
Which part?
>As far as the rest of what that post has in it I literally cannot parse it.
?
>>
>>2707525
https://docs.google.com/document/d/1YPNs01vtVjQmldJIAQVPvKvK_miHlTe8c2qUtd1c9N8/edit
>Legio
>Ht 14 DR 3 AP 10 Zeal 10 Grit 4
Oh. It's a stat unique to the enemy. I'm guessing it's a command or morale stat.

>>2706711
Does the enemy suffer the same penalties we do when their flag is captured?

>>2707281
Is the Fireflash damage 1d6x2 a 2d6, 2 separate instances of 1d6 in the same attack (thus suffering from DR twice), or x2 is the ammo for Fireflash? How many Fireflashes does the pathfinder come with?

Say there’s a Legionaire using Bulwark on an enemy within melee range while within melee range of teammates, like myself. Would the enemy withdrawing from melee range cause the Legionaire to trigger an attack on opportunity on the enemy they were Bulwarking, while Bulwarking the enemy from his teammates’ attack of opportunity?
If a Pathfinder is in the same situation as the Legionaire above and were to be mind controlled to throw a Fireflash at his teammates, would it trigger an attack of opportunity from both teammate and enemy, or only enemy?

Does Bulwark take AP to activate, for each Bulwarked instance? Is it passive once a Bulwark target is designated?

>>2682114
How far does fire spread? Up to 2 hexes away from any flammable object, including people? Does the flammability by proxy range increase with the AoE of the fire bomb?

>>2707122
>Luckily, at this range, they appear to lack PROPER SPOTTING. Don't give them the satisfaction. A THEURGE could call in a strike just like our officers
Is the gas in a canister or spell? Does it come from off-map regardless or do the Theurges have to spot or cast it first?
>>2707150
>The crosshair is the landing zone. The path is the trajectory. Perhaps a cunningly prepared TRENCHER or RESOP or PILOT could . . . intercept the incoming?
Is it possible to shoot the gas out of the sky? Assuming it's in a spell or canister?
>>
Rolled 10, 8 = 18 (2d10)

>>2707117
I heard you youngsters are having trouble with some Pithies. Pha! Let me show you how we did it in our time!

>Roll for pilot talent
>Deploy

==Butters==
AP12 INT 40/40 Focus 12/12 DR16
--
Accuracy: 9
Robopunch: 12 (1d6+m)
--
[Heavy] (AP: 1:1 Facing; 2:1 Hex Move)
[Cannon] 3d6(4), 4AP, rld 6AP
[MG] 2d6+2, 2AP [Autofire3], 60deg
>>
>>2706309
>[MG] 2d6+2, 2AP [Autofire3], 60deg
Thanks for transcribing it, I'll include it in the guide.

>>2707831
>I heard you youngsters are having trouble with some Pithies. Pha! Let me show you how we did it in our time!
"Thanks for reinforcing us, we need it."

>>2707117
“I would ask for backup, but the rest of you seem to be engaged. I'll go think of something to dig myself out of this mess.”
>>
>>2707788
>Is the Fireflash damage 1d6x2 a 2d6, 2 separate instances of 1d6 in the same attack (thus suffering from DR twice), or x2 is the ammo for Fireflash? How many Fireflashes does the pathfinder come with?
>>2706109
>Vindicator GL
After comparing it to the Vindicator GL and thinking about the Vindicator GL’s effectiveness, now I get it. The base damage is rolled, then multiplied by the modifier. So minimum damage for 1d6x2 would be 2 and 3d6x2 would be 6.
>>
>>2707117
We should have just shot the prisoners. Well if you want something done right. Good luck Rookie.

> 4 Focus Pull Through
> Toss a frag grenade 666661
> String Out -> 1
> Move 554
> Toss a stun grenade 445
> Set [Condition] D4: Proximity
> Overwatch North

==Beau==
Ht 12/12 Focus 5/12 Reaction 9
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Wielding: Chirni-77
>>
Rolled 1, 5, 2, 6, 3, 6 = 23 (6d6)

>>2708293
>>
>>2707117
>Free dodge, face 3
>>2693470
>Control: Nearest Legionnaire, at 2. Bulwark on me. Face 3. 1 AP.
The Legionnaire should be facing away from me so I don't trigger his attack of opportunity, but he can still Bulwark me if I trigger the other Pathfinders'.
>Spend focus as needed for Bulwark to act on attack of opportunities.
If Bulwark doesn’t work like that, I’ll spend the AP I would’ve spent on Bulwark on Dodge instead.
>Move 6.
>Shoot fire canister at 3x3 2. Expend ammo 6. Evaluate.
Should be at the 2nd Legionnaire's 4, enveloping the ones nearest me, and the initial hit would be 1 hex away from me.
From expending ammo, if RoF is ½,2 then I should get a +3 bonus and 1+6/3=4 hits max.
>Move 6x2.
I should be 1 hex away from the supposed 2 hex range of any flammable by proxy spread..
>Spend focus as needed to move out of fire’s max range.

>>2707168
>>>2707117#
>>Deploy 1 Veteran 2 Troopers at flag B to join RESSURECTIONIST squad. Same objectives.
>Warn them of the prisoners escaping, gas, and intense firefight.
>Warn the others not to go near the inferno, especially RESSURECTIONIST. RESSURECTIONIST will delay their advance until they can either find a way around the fire or it ends.

=="Rookie"==
Ht 10/10 Focus 7/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-12
Fieldcraft-12
[Controlled Psionics]-lvl 2
>[GRIT] is Range. 1 AP or Focus for +1 Range
>Spend AP interchangeably on any unit. 1 AP or Focus to deal 3 HT damage. Auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range.
--
Det: [Light] (DR 2; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
VindicatorGL (ammo 0/6 (2/2); frag, smoke, fire, stun {TBD})
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out)
Gasmask (4 AP; Immune to Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 1/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)

I think I may be away for several hours if the turns start up again. Right now I’m trying not to die while completing a few side-objectives: capturing the flag, securing the Archtheurge's corpse, and [Scan+} on officers for intel.
>>
Rolled 3, 5, 6 = 14 (3d6)

>>2708684
Dice. Pasted too quickly to check to see if it was included.
>>
>>2707534
No. We just couldn't bring the amount of people required to man them on this operation.

>>2707788
Capturing an enemy Standard inflicts the same penalties as having our flag captured does. That's why they're usually so well guarded
>And why as a sanity rule, any units within range of a flag acts as an automatic guard. Capturing flags needs to be done when you have control of the area.

The specifics of Pytherian Equipment is known only to the Pathfinders. Command cannot tell you how they work, Trencher!

And yes. That is precisely how a Legionnaire group in melee functions. Back to back, they are bothersome to dislodge.

Command cannot tell you how the Pytherians use their Skills - that is for them to know, and we can only rely on our Best Estimated Tactical Guess.

Fire spreads through flammable objects. Anything in the original AOE is afflicted, and each turn, fire spreads to surrounding flammable material at a rate of 1d3 for small fires and 1d6 for big fires (or some other factor, specific fire depending and the damage of the original bomb). This is per surrounding hex of flame. Larger fires spread faster.

Flammability by proxy does increase with the AoE of the fire bomb - since it would hit more flammable material.

We do not know the containers yet, as we have not seen the incoming in action. If fired from Battlewalker Invective, it is likely a cannister containing the material.

For battlefield artilery Theurges or designated spotters (Pathfinders..?) help increase the accuracy. Otherwise, the shots are usually going to go off course, given the range of operations.

It is, but we would need to know the means and experiment.

>>2707831
[Daredevil Operator]
Gain a LUCK FACTOR.

Increase the critical failure chance of your actions freely to add that much [stat] to Skills. /Decreasing/ it requires 2 AP as you fight your worse instincts. 2 AP gives your current factor as a numerical bonus to AP, DMG, RANGE.

Sacrifice INT = Factor to mitigate crit failure chance this turn.

>18 down to 17 gives +1
>18 down to 16 gives +2
> etc
>You can critically fail and still succeed in what you were trying to do. . .

>>2708293
That would be sadly worthy of reprimand, Trencher Beau.
>>
>>2708949
Oh. Now I see why gathering intel and capturing them is so important.

>Fire spreads through flammable objects. Anything in the original AOE is afflicted, and each turn, fire spreads to surrounding flammable material at a rate of 1d3 for small fires and 1d6 for big fires (or some other factor, specific fire depending and the damage of the original bomb). This is per surrounding hex of flame. Larger fires spread faster.
Is 1d3 and 1d6 the chance to move to another hex, or the amount of hexes it moves to said material at a turn?
>>2707788
>Up to 2 hexes away from any flammable object, including people?
Are people included for these rolls?
>>
>>2709667
Neither.

in fact . . .

. . . As a metaphysical cornerstone of the universe, a certain universal logic underpins the represented reality.

Look at the Chemsprayer or the Eelplate. 1 AP generates 2 "points". These 2 "points" represent an average amount of material - and about 10% of the health value of a given human being with 10 Ht.

So a fire spreading, rolling 1d3, is to rolling 1d3 to see how many points of fire spread into the next hex as that hex catches fire. Then that fire has 1d3 points of fire in it, and may also spread.

This becomes universally relevant when someone can control, move or direct fire (Say, a ResOp). Or for any other kind of material. The same logic underpins the idea of the Multitool applying Construct / Destruct for 1 Point per AP.

A wall with 4 points of DR needs to be destructed for 4 AP to become a hole, or hit for enough damage that it disintegrates (as a rule of thumb, Command goes with 4xDR, but this hasn't been consistent).
>>
>>2707117
"I'm ready to die, but first let's take a few bastards down with us eh?"

>Actions

Deploy at flag B

=="Killjoy"==
[Tr]encher
AP 10 HT 12/12
Focus 12/12 Grit 4 Reaction 10
--
Accuracy-11
Fieldcraft-12

[Sheer Bloody Competence]-lvl 1 Notes

>On your turn, in which you previously killed any target, regain 1 Focus per kill or down

>You ROF at +1 better (1/2 for standard Chirni)

>You have +1 Reaction (Factored in)

>Spend x3 the Standard Cost of a weapon (6 for the Chirni) to shoot once and force a crit.

--
Det: [Light] (DR 2, Consumables 4 AP)
Wpn: Civv - 82 2d6+4 Ammo: 30, 2 clip. RoF 1/4,2 (With RoF bonus) AP 4. +1 to hit 1Aoe. -1 cover per AP extra.
Pistol - [QD] (1d6, ammo 18/18 (2/2), RoF (Is it 3/4 or 3/3?), 2)
Kit: Frag 2/2, smoke 2/2, stun 2/2, field kit 1/2, Gasmask
Knife (1d3+Mar)
Multitool (1 AP; [Construct], [Deconstruct]; 1 point)

Veteran point already spent Command. Accuracy.
>>
>>2708949
>/Decreasing/ it requires 2 AP
Is it 2Ap per point, or 2Ap per any amount?
>>
>>2710040
Per point.
>>
>>2707156
>Tonight is a bit of a slow processing night - doing some stuff on the back-end to make future bits easier.
>

What are these back-end changes?
>>
>>2711680
Fixing the apparent digital hellscape that causes consistent crashes when attempting to use a drawing programme.
>>
>>2711807
Huh. Is it because you're using Photoshop?
>>
>>2711812
yeeeesssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss
>>
>>2711815
I can even hear the audio loop when your program crashes from here.
>>
Processing!
>>
File: Turn_7_Burnscars.jpg (3.16 MB, 4241x3736)
3.16 MB
3.16 MB JPG
=Trenchers Trying=
TR1 | Rookie [Ht 12 Focus 3] (Note, your HT is 12)
TR2 | Beau [Ht 12 Focus 5]
PI3 | Chuck
TR4 | Hardrada [Ht 12 Focus 10]
PI5 | Butters
TR6 | Killjoy

Supplies: 0!

=Allies=
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE]
RESSURECTIONIST: 3 Troopers, 1Veteran [Get The Corpse]
FieldStation

=Traps=
D1: 5d3
D2: 5d3
D3: 4d3
Detonate with 1 AP, or set a [Condition] ("Proximity", etc)
--

--

Halleluja and other choral hymns, REINFORCEMENTS. Now get out there and get with the bleeding, Trenchers!

--

Pilot Chuck surprises a scout group with over-awing fire superiority.

--

Beau suppresses a prison riot.

--

Hardrada slinks through the hedge just in time to see the mgs winding down from expending half our bullet budget.

--

Trencher Rookie decides the situation calls for burst firing his full grenade launcher complement at close range and six cannisters of incindiary munitions turn the area into an inferno.

--

The Pytherian Standard is Vulnerable.
And on fire.

[ ENEMY PHASE ]
>>
File: M3_Turn8_Nightfall.jpg (3.08 MB, 4241x3736)
3.08 MB
3.08 MB JPG
=Trenchers Trying=
TR1 | Rookie [Ht 12 Focus 3] (Note, your HT is 12)
TR2 | Beau [Ht 12 Focus 5]
PI3 | Chuck
TR4 | Hardrada [Ht 12 Focus 10]
PI5 | Butters
TR6 | Killjoy

Supplies: 5!

=Allies=
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE]
RESSURECTIONIST: 3 Troopers, 1Veteran [Get The Corpse]
FieldStation

=Traps=
D1: 5d3
D2: 5d3
D3: 4d3
Detonate with 1 AP, or set a [Condition] ("Proximity", etc)
--

Yellow Wyvern and Red Snake have begun breaking into the sigilcore containment units. They estimate they will need at least 2 more turns to get the first core.

But they have found another 5 Supplies

--

Blue Rat reports they're seeing MOVEMENT in the south east sector...

--

The lone pathfinder in the centre throws down his weapon and surrenders. His partner, on the east, sprints away from the battlefield.

The Legates will frown on that.

We regain control over our prisoners. And add another one . . .

--

Attack bikes roar through the streets, opening fire from mounted light guns. The armor of our tanks withstand the barrage but the men on top are less lucky. One falls.

--

[ TRENCHERS ]
>>
[Fireskellian] The Pathfinders have lit a signal bonfire.

A curious methodology for declaring their need for support fire. I can appreciate their sensibilities and old world tradition.

Gunner teams, intensify the barrage! Pinpoint it using the wildfire our men lit! [/red/
>>
File: M3_E1.png (1.18 MB, 2484x1532)
1.18 MB
1.18 MB PNG
[Col. Gerean]:

Right.

A whole bunch of my favorite suicidal, death-wish having expendable grunts are stuck behind enemy lines in a precarious situation that's rapidly escalating.

I know we're in full retreat across the Isvind corridor. I know the Pytherians are blocking any movement past Seriaki.

However, I need you lot to go and rescue my trenchers. They're carrying critical information and, if my guess is right, they're just about mad enough to try and capture a slew of sigilcores.

Get those cores, the heart (and my trenchers) out alive.
>>
File: M3_E2.jpg (580 KB, 1777x1327)
580 KB
580 KB JPG
"Our Pathfinders are having limited effect. The Vanadians have entrenched themselves too readily, and our approach to Imai will be over the corpses of our countrymen"

"Unfortunate, this is"

"We can bombard them. But they are like rats - they display a consistent capacity to crawl out from the most burnt out wreckage and come back to gnaw at the cables"

"Shall I order a general charge? It would dislodge the vermin"

"At too high a cost. I do intend to bleed our forces dry against a single station held by mutated miscreants. Prepare the package. We will salvo once again, and then . . . The crows can come to claim the field"

"We understand"
>>
Rolled 1, 1, 3, 1, 4, 4 = 14 (6d6)

>>2714045
Get off my lawn you biking hooligans!

>Set Luck to 2
>Turn 2
>7 Ap to aim.
>Shoot cannon at the western one of the eastern pair of bikes (range 19, effective skill 9+2+7-4=14)


==Butters==
AP12 INT 40/40 Focus 12/12 DR16 Luck 0
--
Accuracy: 9
Robopunch: 12 (1d6+m)
--
[Heavy] (AP: 1:1 Facing; 2:1 Hex Move)
[Cannon] 3d6(4), 4AP, rld 6AP
[MG] 2d6+2, 2AP [Autofire3], 60deg
[Daredevil Operator] Gain a LUCK FACTOR.
Increase the critical failure chance of your actions freely to add that much [stat] to Skills. /Decreasing/ it requires 2 AP as you fight your worse instincts. 2 AP gives your current factor as a numerical bonus to AP, DMG, RANGE.
Sacrifice INT = Factor to mitigate crit failure chance this turn.
>>
>>2714053
>[Fireskellian] The Pathfinders have lit a signal bonfire.
>>2713963
>Trencher Rookie decides the situation calls for burst firing his full grenade launcher complement at close range and six cannisters of incindiary munitions turn the area into an inferno.
Is this the inferno I started?
>>2708949
>For battlefield artilery Theurges or designated spotters (Pathfinders..?) help increase the accuracy. Otherwise, the shots are usually going to go off course, given the range of operations.
I was hoping setting the entire side on fire would prevent the gas from launching. Guess they launched from off-map regardless.

>>2713963
>The Pytherian Standard is Vulnerable.
>And on fire.
What happens if we keep letting the flag burn? Will it eventually be destroyed with all the penalties for the enemy, and maybe benefits for us?

How do we put out the fire? Would [Construct] or [Deconstruct] work? Fire breaks, using whatever water we have, throwing dirt it, or dismantling the structure? Do smoke grenades and possibly incendiary grenades work? If the smoke grenades have something that acts as a flame retardant, and if the incendiary grenades can start another fire that competes with the previous fire or preemptively drains its fuel source? Or would that make the fire even worse? Is it possible to tunnel under the fire? Do gas masks help?
Will the fire keep spreading towards me, or is the grass running out of fuel?

What’s the penalty for moving into a flaming hex? What about moving into multiple flaming hexes?

>>2706467
>Any trencher may relocate to flags A, B or C and move up to their AP for free from that point to Get Into Position.
Is it possible to redeploy to other flags once deployed and after the prep phase?
>>
>>2708684
>>Free dodge, face 3
>>2706109
>pic
>>2713963
Oh wait, the new guns don't come with [Reactive]. That explains why most of the Trenchers kept their old guns. Also why I didn't see the dodge marker on my character.
>>
>>2714356
You can redeploy if there is a clear route for 4 AP.

Gasmasks don't help versus fire. Foam from a chemsprayer or basic firefighting from multitools will help.

You can tunnel under just fine.

The penalty is burning to death if you move through multiple burning hexes.
>>
>>2714461
>The penalty is burning to death if you move through multiple burning hexes.
Does the penalty stack for each burning hex one moves into?

>>2708949
>>And why as a sanity rule, any units within range of a flag acts as an automatic guard. Capturing flags needs to be done when you have control of the area.
Base Range of their longest ability counts as automatic guard? So for most weapons that would be 4 hexes in this weather?
>>2714356
>What happens if we keep letting the flag burn? Will it eventually be destroyed with all the penalties for the enemy, and maybe benefits for us?
How close does one need to be for capturing the flag?

>>2714045
We'll need some Trenchers to repulse the 3x South-West biker raid. [Pi3], [Pi5], and [TR2]'s trap are already repulsing the other 2 biker raids.
>Warn surgeon of gas attack near him.
>Deploy 4 Troopers on [Pi5] as infantry support. 4 Supplies.

>Blue Rat reports they're seeing MOVEMENT in the south east sector...
Concerning, but I think all the veteran squads there have it handled.
>>
>>2714493
>>Deploy 4 Troopers on [Pi5] as infantry support. 4 Supplies.
>Warn deployed troopers about the gas they're riding into.
>>2714341
If you're okay with that.
>>
>>2714045
Hey that's real pretty, nice thinking Rookie. 'm gonna go south after this, open up a fpeephole west or two.
> Move 5
> Build 3pt of barricade to my 2
> string out 65
> Move 54

==Beau==
Ht 12/12 Focus 5/12 Reaction 9
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Wielding: Chirni-77
>>
>>2714493
It's not so much "Penalty stacking" as "each new burning hex gets a chance to inflict burning damage".

It is longest range, precisely. Incidentally, flags are easier to capture at night when guards are less alert because ranges are reduced.

One needs to be next to it. In some cases, capturing the building or item it is on will do. Right now, the building suffices.
>>
>>2714549
"Great work with the combat engineering. Turned out much better than my attempt."

>>2714557
Got it. Next to it means within 1 hex? How much AP does it take to capture the building; is entering it all that’s needed?
>>2714557
>Firefight to capture flag (2 AP for 3x2?).
>>2707053
>Put out fire on flag if needed (1 AP?)
>Capture flag. (4 AP?)
>Spend rest of AP and focus as needed to capture flag. Then either make a fire break or move out of the way of the ensuing inferno to avoid getting burnt.

=="Rookie"==
Ht 10/10 Focus 3/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-12
Fieldcraft-12
[Controlled Psionics]-lvl 2
>[GRIT] is Range. 1 AP or Focus for +1 Range
>Spend AP interchangeably on any unit. 1 AP or Focus to deal 3 HT damage. Auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range.
--
Det: [Light] (DR 2; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
VindicatorGL (ammo 0/6 (2/2); frag, smoke, fire, stun {TBD})
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out)
Gasmask (4 AP; Immune to Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 1/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)
>>
File: M3_Turn_8.jpg (3.06 MB, 4241x3736)
3.06 MB
3.06 MB JPG
=Trenchers Trying=
TR1 | Rookie [Ht 12 Focus 3] (Note, your HT is 12)
TR2 | Beau [Ht 12 Focus 5]
PI3 | Chuck
TR4 | Hardrada [Ht 12 Focus 10]
PI5 | Butters
TR6 | Killjoy

Supplies: 5

=Allies=
Chuck Crew: 3 Troopers
BUtters Crew: 4 Troopers
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE]
RESSURECTIONIST: 3 Troopers, 1Veteran [Get The Corpse]
FieldStation

=Traps=
D1: 5d3
D2: 5d3
D3: 4d3
Detonate with 1 AP, or set a [Condition] ("Proximity", etc)
--

We capture the burning Pytherian standard. Well done!
>Standard Captured! +4 Supplies!

The spreading wildfire rebuffs Trencher Rookie, however. A firebreak won't do against this.

--

Trencher Butters scores a critical hit.

How lucky, you daredevil.

[ ENEMY PHASE ]
>>
File: M3_Turn_9.jpg (3.02 MB, 4241x3736)
3.02 MB
3.02 MB JPG
=Trenchers Trying=
TR1 | Rookie [Ht 12 Focus 3] (Note, your HT is 12)
TR2 | Beau [Ht 12 Focus 5]
PI3 | Chuck
TR4 | Hardrada [Ht 12 Focus 10]
PI5 | Butters
TR6 | Killjoy [ Ht 8 Focus 10 ]

Supplies: 5

=Allies=
Chuck Crew: 3 Troopers
BUtters Crew: 4 Troopers
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE]
RESSURECTIONIST: 3 Troopers, 1Veteran [Get The Corpse]
FieldStation

=Traps=
D1: 5d3
D2: 5d3
D3: 4d3
Detonate with 1 AP, or set a [Condition] ("Proximity", etc)
--

The pestilence is kept at bay with moldly masks and used filters - but in the doing, our accuracy suffers. The Pytherian fast attack bikes make it through our lines.

--

The last shell explodes with a gasp and then... for the moment, there is peace.

[ TRENCHERS ]
>>
>>2714859
>Deploy 1 veteran 2 troopers inside building A. Ambush the bikers. 5 supplies.
>pic
>Grenades at [Pi3].
>Warn [Pi3]'s squad about the grenade. Shoot it out of the sky, throw it back, or bail out before it explodes on them.
>>
Rolled 1, 3, 5 = 9 (3d6)

>>2714898
BAIL BAIL
>>
>>2714859
Hey Rookie make em drive their bike into the fire, it'll be a real hoot.
> Detonate D3
> Move 4455
> 4pts make a window
> Overwatch southwest
>>
>>2714898
Don't blame ME when my det charges go off and the walker mech gets blown up, I'm not the one that set up in the middle of a minefield!
>>
Rolled 4, 4, 6, 5, 5 = 24 (5d6)

>>2714948
Ah, fresh air---
>>
>>2714859
>Move 6. 1 AP
>Mind crush biker x3. 12 HT dmg. 3 AP
>Make fire breaks to prevent fire spreading to RESSURECTIONIST. (3 AP? 3 pts at 3?)
>String out 3 4 5

>>2714948
"Would be fun, but that'll take a lot of AP. Plus I want to steal their bike to reverse-engineer, or any intel like the Sigilcores."
>>
>>2714970
Sorry command, I keep meaning to put those dice in but then I just get so distracted thinking about pretty explosions, pretty fires and glimpses of very pretty trenchers in that legionnaire's very shiny breastplate.

>>2714976
You're not getting paid any more for doing all this extra legwork you know, right?
>>
>>2714989
"I'm focusing more on keeping everyone alive than a higher paycheck. Not like Cpt. Hardrada."
>>
File: M3_Turn_10.jpg (2.92 MB, 4241x3736)
2.92 MB
2.92 MB JPG
=Trenchers Trying=
TR1 | Rookie [Ht 12 Focus 3]
TR2 | Beau [Ht 2 Focus 0]
PI3 | Chuck
TR4 | Hardrada [Ht 12 Focus 10]
PI5 | Butters
TR6 | Killjoy [ Ht 8 Focus 10 ]

Supplies: 0

=Allies=
Butters Crew: 4 Troopers
A Team: 2 Troopers, 1 Veteran [Mission: Roadblock]
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE]
RESSURECTIONIST: 1Veteran [Get The Corpse]
FieldStation

=Traps=
D1: 5d3
D2: 5d3
D3: 4d3
Detonate with 1 AP, or set a [Condition] ("Proximity", etc)
--

Pilot Chuck KIA
Chuck Crew KIA

--

Trencher Beau dying from acute neurotoxin. Apply field triage immediately.

--

Ressurectionist Squad casualties.

--

Yellow Wyvern and Red Snake report they've found the first core!

[ Enemy Phase ]
>>
>>2714859
>Bot others.
>>2714898
>Bot [Pi3]
>Strafe out of grenade range. 3x5. 10 AP.
>Turn to face 6. 1 AP.

>Bot [Tr6]
>Take out biker.

>Bot [Tr4]
>Redeploy to flag A. Overwatch against Bikers.
>>
>>2715013
Mmm... D3 is looking very unexploded. Must be the neurotoxin!
>>
>>2715013
>>2714976
>>2714948
"Nevermind. I didn't account for inertia and the bike ended up in the fire anyways. Running over 2 Troopers in the process."
>>2715023
"Could be. Hopefully [Tr6] will take care of it."
>>
File: M3_Turn_11.jpg (2.9 MB, 4241x3736)
2.9 MB
2.9 MB JPG
=Trenchers Trying=
TR1 | Rookie [Ht 12 Focus 3]
TR2 | Beau [Ht 2 Focus 0]
>PI3 | Chuck KIA
TR4 | Hardrada [Ht 12 Focus 10]
PI5 | Butters
TR6 | Killjoy [ Ht 8 Focus 10 ]

Supplies: 0

=Allies=
Butters Crew: 4 Troopers
A Team: 2 Troopers, 1 Veteran [Mission: Roadblock]
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE] [1 Core]
RESSURECTIONIST: 1Veteran [Get The Corpse]
FieldStation

=Traps=
D1: 5d3
D2: 5d3
Detonate with 1 AP, or set a [Condition] ("Proximity", etc)
--

[Ressurectionist] Package in tow. You coming, Trencher?

--

The fight for the flag at point A becomes a fire-exchange. Our entrenched position aids, until an ambush. We lose the point!

--

Trencher Beau detonates a charge and - in the same movement, coughing up lung, bleeding from the ears, seeing triples and ghosts, nails an incoming bike (with a single shot, through the hedge, at far range)

--

[ WAIT ]
>>
>>2715013
>>2715016
>Bot [Pi5]
>Gun down biker.
>>
File: M3_E3.jpg (572 KB, 1804x1336)
572 KB
572 KB JPG
[Fireskellian] Have the preparations been made?

The sun is fading from the sky. Now is the hour.

Commence.

>>
File: M3_Turn_12.jpg (2.85 MB, 4241x3736)
2.85 MB
2.85 MB JPG
=Trenchers Trying=
TR1 | Rookie [Ht 12 Focus 3]
TR2 | Beau [Ht 2 Focus 0]
PI3 | Chuck
TR4 | Hardrada [Ht 12 Focus 10]
PI5 | Butters
TR6 | Killjoy [ Ht 8 Focus 10 ]

Supplies: 0

=Allies=
Butters Crew: 4 Troopers
A Team: 2 Troopers, 1 Veteran [Mission: Roadblock]
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE] [1 Core]
RESSURECTIONIST: 1Veteran [Get The Corpse]
FieldStation

=Traps=
D1: 5d3
D2: 5d3
D3: 4d3
Detonate with 1 AP, or set a [Condition] ("Proximity", etc)
--

Something falls from the sky, but fails to erupt into more poison.

An odd artifice, whispering gently. An unrelenting pressure against the inner ear.

--

[BLUE RAT]: We're getting a lot of movement down here. Got... real spooky-bad feeling about this.

[Yellow Wyvern] You're our exit, lads. You hold on tight and you hold on well.

--

Trenchers! That's . . . not good. Not sure what it's supposed to /do/, but not good. Pull back, re-establish the lines and hold on. This night ain't over yet!

[ TRENCHER TURN ]
>>
>>2715113
>>[BLUE RAT]: We're getting a lot of movement down here. Got... real spooky-bad feeling about this.
>Something falls from the sky, but fails to erupt into more poison.
>>2707281
>Watch out for any trace of things with chitin and teeth. We have been hearing rumours - and the reports coming out of the Isvind Forest Corridor are . . . confused.
"I'm pretty sure it's about those insect amalgations from back in event 1. Should we blow it up? Probably a launcher for them. "
>>
Rolled 2, 4, 1 = 7 (3d6)

>>2715113
Rookie, you're our expert on pytherian tech. What do you think, load it into a walker and cart it back to HQ like everything else?

I kid, but can't you like talk to it with your mind and make it shut up maybe.

> Pull Through x3
> Equip gasmask
> Evaluate twice then
> Use field kit
> Overwatch 5 round burst southwest

==Beau==
Ht 12/12 Focus 5/12 Reaction 9
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Wielding: Chirni-77
>>
Rolled 5 (1d6)

>>2715145
HT Restored
>>
>>2715145
>>2715129
"Heh. I think [Pi5] will need to destroy it. It's too far for me to do anything."
>>
Rolled 1, 3, 6 = 10 (3d6)

>>2715113
>Reload. 6 AP
>Field kit Focus. 4 AP.
>>
>>2715149
Damn these drugs are great. HQ should let us carry more of them.

>>2715151
Hookay, roger. I'll just... try to shoot the other biker. Before he nades the field doc that is.
>>
>>2715113
Oh and Blue Rat, grenade the tar out of that smoke cloud before your position gets stormed.
>>
Rolled 4, 1, 5, 6, 6, 2, 5, 1, 2 = 32 (9d6)

>>2715175
Got'cha.
>>
>>2715154
=="Rookie"==
Ht 10/10 Focus 3/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-12
Fieldcraft-12
[Controlled Psionics]-lvl 2
>[GRIT] is Range. 1 AP or Focus for +1 Range
>Spend AP interchangeably on any unit. 1 AP or Focus to deal 3 HT damage. Auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range.
--
Det: [Light] (DR 2; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
VindicatorGL (ammo 6/6 (1/2); frag, smoke, fire, stun {TBD})
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out)
Gasmask (4 AP; Immune to Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 1/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)

>>2715113
>Bot [Pi5].
>Face 5. Turn x3. 3 AP.
>Cannon at artifact. +1 Range AP. Evaluate x9. (4+1+9 AP.)
>Sacrifice INT to remove critical failure. (1 INT for -1 critical failure?)
>Overwatch. 2 AP.
>Spend focus as needed for actions.
>>
>>2715113
>Bot [Tr6]
>Equip gas mask. 4 AP
>Redeploy to C. 4 AP
>Overwatch South. 2 AP
>Spend Focus as needed.

>Bot [Tr4]
>Free Overwatch South. Overwatch South. Evaluate x6 for 1st. Evaluate x2 for 2nd. Expend 12 ammo for 2nd.
>>
Rolled 6, 3, 2 = 11 (3d6)

>>2715184
>Bot [Pi5].
>>Cannon at artifact. +1 Range AP. Evaluate x9. (4+1+9 AP.)
>>
File: M3_Turn_13.jpg (2.95 MB, 4241x3736)
2.95 MB
2.95 MB JPG
=Trenchers Trying=
TR1 | Rookie [Ht 12 Focus 3]
TR2 | Beau [Ht 12 Focus 0]
PI3 | Chuck
TR4 | Hardrada [Ht 12 Focus 10]
PI5 | Butters
TR6 | Killjoy [ Ht 8 Focus 10 ]

Supplies: 0

=Allies=
Butters Crew: 4 Troopers
A Team: 2 Troopers, 1 Veteran [Mission: Roadblock]
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE] [2 Core]
RESSURECTIONIST: 1Veteran [Get The Corpse]
FieldStation

=Traps=
D1: 5d3
D2: 5d3
D3: 4d3
Detonate with 1 AP, or set a [Condition] ("Proximity", etc)
--

Yellow Wyvern and Red Snake uncover another core - and with it, some much needed supplies.

Blue Rat grenades the tar out of the barricade - and in the smoke - /something/ dies by the score. The air fills with the burning smell of... something new.

--

[Blue Rat]
Oh shit oh shit oh shit oh shit oh shit oh shit oh shit
HURRY IT THE HELL UP, WYVERNS

--

TRENCHERS
HOLD ON

[ Trenchers ]
>>
>>2715220
>>2715206
>>2715184
Sorry Trencher Rookie - map was updating while you wrote these. Slow upload speed.

I will accept your bots, but these will have to be reposted for the this phase.
>>
Rolled 5, 3, 5 = 13 (3d6)

>>2715236
>>2715241

>>2715184
>>2715206
>>2715220
>Bot [Pi5].
>Face 5. Turn x3. 3 AP.
>Cannon at artifact. +1 Range AP. Evaluate x9. (4+1+9 AP.)
>Sacrifice INT to remove critical failure. (1 INT for -1 critical failure?)
>Overwatch. 2 AP.
>Spend focus as needed for actions.

>Bot [Tr6]
>Equip gas mask. 4 AP
>Redeploy to C. 4 AP
>Overwatch South. 2 AP
>Spend Focus as needed.

>Bot [Tr4]
>Free Overwatch South. Overwatch South. Evaluate x6 for 1st. Evaluate x2 for 2nd. Expend 12 ammo for 2nd.

Roll for [Pi5], assuming I have to redo it.
>>
>>2715236
"I'm going to fire bomb the insects, likely setting this place on fire. You guys okay with that?"
>>
>>2715236
Ahh there it is, the last of my hope for survival snuffed out. Oh well, let's take as many of them as we can!

>>2715277
Sounds glorious, let's do it. Prisoners, I'd say you leg it northeast and maybe you'll get out of here alive. Troopers, let 'em go. Let's get those Veterans to hurry up before we all get eaten.

> Move 3333344433
> Overwatch south


==Beau==
Ht 12/12 Focus 2/12 Reaction 9
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Wielding: Chirni-77
>>
Rolled 3, 4, 6 = 13 (3d6)

>>2715236
>Wear gas mask. 4 AP.
>Redeploy to flag B, 4x2 5 from it. 4 AP
>Shoot flame canister 5x3 3. Expend 6 ammo. Evaluate x2. 5+2 AP.
>Spend Focus as needed to escape inferno.

>Tell the surgeon and all units nearby inferno to start packing and start running.
>>
>>2715154
>>Reload. 6 AP
>>2715236
It occurred to me I could've redeployed at the field station to refill my ammo instead of reloading. Woops.

>>2715293
"We only have to hold out for 5 more turns."
>>
>>2715236
>Deploy 5 Troopers at flag B. Make a fire break so everyone nearby the fire doesn't get burnt to death.
>>
>>2715236
>>2715363
>Butter's crew has the same orders. Make a fire break for us.
>>
File: M3_Turn_14.jpg (3.25 MB, 4241x3736)
3.25 MB
3.25 MB JPG
=Trenchers Trying=
TR1 | Rookie [Ht 6 Focus 3]
TR2 | Beau [Ht 12 Focus 0]
PI3 | Chuck
TR4 | Hardrada [Ht 12 Focus 10]
PI5 | Butters
TR6 | Killjoy [ Ht 8 Focus 10 ]

Supplies: 0

=Allies=
Butters Crew: 4 Troopers
A Team: 2 Troopers, 1 Veteran [Mission: Roadblock]
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE] [2 Core]
RESSURECTIONIST: 1Veteran [Get The Corpse]
FieldStation

=Traps=
D1: 5d3
D2: 5d3
D3: 4d3
Detonate with 1 AP, or set a [Condition] ("Proximity", etc)
--

T-Trenchers! We should fall back to a more defensible position! In the open, these things are going to tear us apart the moment they close the gap--- OPEN FIRE!!!

--

They... oh that is just cheating, trenchers! WATCH OUT. THEY CAN METABOLIZE THE GAS CLOUDS. INCOMING.

--

[ TRENCHERS ]
4 TURNS MORE! HOLD ON!
>>
>>2715405
>TR1 | Rookie [Ht 6 Focus 3]
>>2715236
Grenade didn't pop? I guess I still have 6 Focus from the field kit? Or am I not able to act on the same turn I redeploy?
>>
>>2715405
=Trenchers Trying=
TR1 | Rookie [Ht 6 Focus 3]
TR2 | Beau [Ht 12 Focus 0]
PI3 | Chuck
TR4 | Hardrada [Ht 12 Focus 10]
PI5 | Butters
TR6 | Killjoy [ Ht 8 Focus 10 ]

Supplies: 0

=Allies=

Butters Crew: 4 Troopers
B Team: 5 Troopers
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE] [3 Core]
RESSURECTIONIST: 1Veteran [Watch Corpse]
FieldStation
>>
>>2715426
Gas Mask 4 AP
Redeploy 4 AP
Move 44 5 3 AP
11 AP

Gun is 5 AP.
3 Focus.
Not enough Focus to spare the shot.
>>
>>2715426
Command may have misread your stats.

3 focus spare recover 3 focus - 6 focus.

Have 1 spare, if you spend them all.
>>
>>2715113
>>2715236
>>2715437
I restored 3 focus to end up with 3 focus again? Didn't I already have 3 focus at the prior turn?

>>2715437
>Move 44 5 3 AP
Oh.
>>
Rolled 5 (1d6)

>>2715452
>>2715429
>>2715426
>>2715405
Mistakes happen.

Trencher Rookie gains . . .
>>
>>2715487
5 Focus, extra. 11 total.

--

Now get out of there alive, Trenchers!
>>
>>2715405
This better be the greatest evac I've ever seen, command. Wyvern, Snake! How long until you got those cores?!

Blue rat, doorway north, Troopers, support them! Fill the room with all you got! Hope this works.

> 4AP Toss stun grenade 3332
> 1AP Move 6
> 4AP build barbed wire east
> 1AP 1 Focus string out south
> Overwatch southeast, full auto

==Beau==
Ht 12/12 Focus 2/12 Reaction 9
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Wielding: Chirni-77
28/40 rounds, x2 reloads remaining
>>
Rolled 5, 2, 2 = 9 (3d6)

>>2715494
>>
>>2715494
We've got 2 of them extracted safely. Ten more seconds and we've got another one!

We can fall back /now/ or in one turn - but we might be cut off then!

Trencher, what do we do??

>Continue (Get 3 Cores)
>Retreat now (2 Cores)
>>
Rolled 6, 1, 4, 2, 1, 1 = 15 (6d6)

>>2715506
>>Continue (Get 3 Cores)
Still writing up bot turns.
>>
>>2715506
Bossman Rook says we're doing it so keep drilling. We'll keep em focused our way best we can.
>>
Rolled 6, 1, 1, 2, 2, 3, 1, 3, 4, 4, 4, 3, 1, 4, 5, 5, 6, 4 = 59 (18d6)

>>2715405
Bot [Pi5]
>Strafe 6. 2 AP.
>Fire cannon x2 at artifact. Increase crit-fail to 9 for +9. Sacrifice 9x2 integrity to negate crit-fail. 6x2 AP. (2 Focus).
>Spend focus as needed.

1-2 (1-6) rolls for Pi5.

Bot [Tr4]
>Throw stun grenade at 4x8. Evaluate x4. 4+4 AP.
>Throw stun grenade at 4x5 5x3. Evaluate x4. 4+4 AP (6 Focus)..
>Free overwatch at South. Expend 6 ammo.

3-4 (7-12) rolls for Tr4.

Bot [Tr6]
>Move 3x4. 3 AP.
>Throw stun grenade at 4x4 3x4. Evaluate x5. 4+5 AP (2 Focus).
>Throw frag grenade at 4x3 5x5. Evaluate x5. 4+5 Focus.

5-6 (13-18) rolls for Tr6.

Now to write up my own turn.
>>
>>2715553
>>Fire cannon x2 at artifact. Increase crit-fail to 9 for +9. Sacrifice 9x2 integrity to negate crit-fail. 6x2 AP. (2 Focus).
4x2 AP. I think the (4) in 3d6(4) is the ammo. Or maybe x4 is the x4 of damage dice.
>>
Rolled 6, 6, 1 = 13 (3d6)

>>2715405
>Shoot fire canisters at 7x6. +3 Range. Expend 6 ammo. Evaluate 1. 5+3+1 AP.
>Move 6x2 1. 3 AP. (2 Focus)
>Refill gear. 1 AP? (1 Focus).
>Spend focus as needed.

>>2715405
>>2715363
>>2715378
>Order flag B reinforcements and Chuck's crew to fire breaks for everyone to avoid them from burning to death.
>Spend focus as needed to finish fire break with them.

=="Rookie"==
Ht 6/12 Focus 8/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-12
Fieldcraft-12
[Controlled Psionics]-lvl 2
>[GRIT] is Range. 1 AP or Focus for +1 Range
>Spend AP interchangeably on any unit. 1 AP or Focus to deal 3 HT damage. Auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range.
--
Det: [Light] (DR 2; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
VindicatorGL (ammo 6/6 (2/2); frag, smoke, fire, stun {TBD})
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out)
Gasmask (4 AP; Immune to Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)
>>
>>2715615
"Little more worried about the fething bugs, buddy!"
>>
>>2715624
>>2715615
"You're right. [Pi3]'s crew tosses nades. Flag B reinforcements makes the fire break."
>>
File: M3_Turn_15.jpg (3.2 MB, 4241x3736)
3.2 MB
3.2 MB JPG
=Trenchers Trying=
TR1 | Rookie [Ht 6 Focus 3]
TR2 | Beau [Ht 12 Focus 0]
>PI3 | Chuck [Pilot KIA]
TR4 | Hardrada [Ht 12 Focus 4]
PI5 | Butters [31 Int, Focus 0]
>TR6 | Killjoy [ Trencher Crisp ]

Supplies: 0

=Allies=
Butters Crew: 4 Troopers
B Team: 5 Troopers
House Arrest: 3 Troopers
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE] [3 Core]
RESSURECTIONIST: 1Veteran [Watch Corpse]
FieldStation

--

Trencher Killroy burns to death.

--

Maybe fire and fury can hold the fangs at bay.

[ REACTION PHASE ]
[ BREAK - take your time, plan this out carefully . . . ]
>>
>>2715615
>>Shoot fire canisters at 7x6. +3 Range. Expend 6 ammo. Evaluate 1. 5+3+1 AP.
Meant 5x6.
>>
>>2715738
I think I'll be off for a few hours.
>>
File: M3_Turn_16.jpg (3.15 MB, 4241x3736)
3.15 MB
3.15 MB JPG
=Trenchers Trying=
>TR1 | Rookie [Trencher Eaten]
TR2 | Beau [Ht 12 Focus 0]
>PI3 | Chuck [Pilot KIA]
>TR4 | Hardrada [Trencher Crisp]
PI5 | Butters [31 Int, Focus 0]
>TR6 | Killjoy [ Trencher Crisp ]

Supplies: 0

=Allies=
Butters Crew: 1 Troopers
B Team: 5 Troopers
House Arrest: 3 Troopers
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE] [3 Cores]
RESSURECTIONIST: 1Veteran [Watch Corpse]
FieldStation

--

Trencher Hardrada burns.

--

Trencher Rookie encounters claws.

--

Butter's crew takes casualties.

--

We buy a moment of respite with grenades, a barrier of broken and stunned monsters.

It doesn't last. They clamber over their own kin, coming at us.

We run out of bullets long, long before we run out of targets.

--

[Yellow Wyvern]: WE HAVE THE CORES. WE ARE PULLING BACK TO THE MANO--

RATS

RATS YOU ASSHOLES

WHERE IS OUR EXIT?

[Red Snake] Ssssss
[Yellow Wyvern] THAT WORKS

WE'RE HEADING NORTH. RECONVENE!

[ Trenchers ]
>>
>>2715816
>Deploy flag B

If I can take actions this turn

>Equip gasmask
>Set up a free overwatch
>Set up another overwatch
>Move north to towards the fallback point as much as I need to to outpace the fire


Deploy with VINDICATOR GL instead of the Chirni

Ht 10/10 Focus 12/12 Reaction 9
Ap 10 Grit 4 Crunch 0

Accuracy-10
Fieldcraft-12

Det: [Light] (DR 2; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
VindicatorGL (TBD)
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out)
Gasmask (4 AP; Immune to Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)
>>
Rolled 5, 9 = 14 (2d10)

>>2715957
Rolling for Trencher trait.
>>
>>2715979
Rolled 5, 9 = 14 (2d10)
[Volatile Leech]
Recover 4 HT per kill.

1 AP sucks 1 HT or 1 Focus from someone else within GRIT.
1 HT hits for 2 DMG in 1 AOE, range GRIT

Drain someone dry for something … odd
>>
>>2715738
>>2715742
>Pasting in the wrong command version gets interpreted as friendly fire, and subsequently gets everyone killed.
I think I’ll sit this one out for a bit.
>>
>>2716014
It happens.
>>
>>2716014
Hilariously, despite being afk I would (probably) have lived long enough to start posting had you not deployed me to C where I then met the sweet embrace of burning death.

That said! I'm not upset because I didn't plan to live through this anyway so I found it amusing.

You had a good run Rookie, truly! We'll see you on the other side. By which I mean Hell, which is being a trencher again!

We live, we die, we live again.

Here's to you, trencher.
>>
>>2716014
In fact, make my last request to you Get in the Discord. Do it.
>>
Rolled 4, 5, 1, 2, 5, 5, 3, 3, 3, 3 = 34 (10d6)

>>2715816
FUUUUUUUCK YOUUUUUUUUUU!

>Order the guys S and SW of me to retreat north
>-Sacrifice 9 Int to mitigate crit
>Put Luck into dmg, AP and range (2Ap)
>Shoot MG 5
>Turn 4
>-Sacrifice 9 Int to mitigate crit
>Put Luck into dmg, AP and range (2Ap)
>Shoot MG 4
>Put the remaining 4Ap into decreasing Luck to 7

==Butters==
AP12 INT 31/40 Focus 0/12 DR16 Luck 9
--
Accuracy: 9
Robopunch: 12 (1d6+m)
--
[Heavy] (AP: 1:1 Facing; 2:1 Hex Move)
[Cannon] 3d6(4), 4AP, rld 6AP
[MG] 2d6+2, 2AP [Autofire3], 60deg
[Daredevil Operator] Gain a LUCK FACTOR.
Increase the critical failure chance of your actions freely to add that much [stat] to Skills. /Decreasing/ it requires 2 AP as you fight your worse instincts. 2 AP gives your current factor as a numerical bonus to AP, DMG, RANGE.
Sacrifice INT = Factor to mitigate crit failure chance this turn.
>>
>>2716068
Correction: only have to sacrifice Int once
>>
>>2715816
Better idea: Blue Rat, retreat into the big room to your 9-o clock, make an exit. Me and my trooper buddy will cover you, then you're covering us. Bounding retreat.

AND WYVERN, SNAKE you're covering us when these things get on top of us and we need to sprint away or get eaten.

You in the gas mask with the coffin, wrong way -- get through east before the fire cuts you off.

> Move 111112
> Reload Chirni
> Overwatch southeast, full-auto

==Beau==
Ht 12/12 Focus 1/12 Reaction 9
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Wielding: Chirni-77
>>
Rolled 8, 1 = 9 (2d10)

>>2715816
>Deploy flag B

>Equip gas mask
>Set up overwatch
>Follow Trencher Fatman to wherever he's going

Deploying with a veritas!

OH GOD BUGS

==Rug==
Ht 10/10 Focus 12/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Det: [Light] (DR 2; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Veritas (ammo 8/8 (2/2); RoF +1 at 1; AP 4; 1d6 dmg; [Blast])

Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out)
Gasmask (4 AP; Immune to Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)
>>
>>2716233
Rolled 8, 1 = 9 (2d100
[Probabilistic Indeterminate]
“Luck filcher, fate stealer. . . prankster”

Take a penalty to your own skill to apply a boost or bane of same value to any targets or events within GRIT range. Add Focus for +1/-1.
Double the AP cost of an action to hit when you miss and miss when you hit.
>>
File: M3_Turn_17.jpg (3.14 MB, 4241x3736)
3.14 MB
3.14 MB JPG
=Trenchers Trying=
>TR1 | Rookie [Trencher Eaten]
TR2 | Beau [Ht 12 Focus 0]
>PI3 | Chuck [Pilot KIA]
>TR4 | Hardrada [Trencher Crisp]
PI5 | Butters [13 Int, Focus 0]
>TR6 | Killjoy [ Trencher Crisp ]
TR7 | Fatman
TR8 | Rug

Supplies: 0

=Allies=
Butters Crew: 1 Troopers
B Team: 5 Troopers
House Arrest: 3 Troopers
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: THE CORE]
RED SNAKE: 3 Veterans [Mission: THE CORE] [3 Cores]
RESSURECTIONIST: 1Veteran [Watch Corpse]
FieldStation

--

[Blue Rat] Lets get the voidstar OUTTA HERE, TRENCHER. I'm running outta AMMO

--

Trooper#1: hahahaha how do you like the taste of superior local firepower! EAT MG

--

[Field Doc] staying here any further is medically inadvisable. Retreat.

--

C'mon people, we're almost out of this mess - just hold on and rescue is inbound...

[ OH GOD SO MANY BUGS PHASE ]
>>
BUTTERS, IF YOU GET OUT OF HERE, I'M GIVING YOU THE HIGHEST MEDAL I CAN FABRICATE FOR KILL:DEATH RATIO SUPREMACY
>>
>>2716535
"I'm back from my little vacation, oh bloody hell what happened?"
>Deploy, do I roll a new talent??

==Arkul==
Ht 13 Focus 12 Reaction 9
AP 10 Brawn 4 Power 0
--
Accuracy-11
Fieldcraft-12
[Other Skill]-??
--
Hand1: CIW-82(2d6+4, ammo 30/30(2), RoF1/5,2; AP 4, [Sl] +1 to hit, 1 aoe, everyone, -1 cover per AP extra)
Armor: light (DR 2)
Inventory:
QD (1d6, ammo 18/18 (2), RoF 1/3,2)
Frag x2, smoke x2, stun x2, 2x field kit, Gasmask
Knife (1d3+M, multitool)
>>
>>2716535
Let's see if this works...

>Boost all allied accuracy in range as much as I can (accuracy should be 3)
>Flip a shot at a bug (8 AP)
>Dodge! (does cover work against bugs?)

==Rug==
Ht 10/10 Focus 12/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-10 (-7)
Fieldcraft-12
[Probabilistic Indeterminate]
--
Det: [Light] (DR 2; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Veritas (ammo 8/8 (2/2); RoF +1 at 1; AP 4; 1d6 dmg; [Blast])

Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out)
Gasmask (4 AP; Immune to Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)
>>
>>2716538
If you'd like.

If not.


[Subtle Pyroclastic]
1 AP generates 2 Point of Fire. Or absorbs a source in melee.
2 AP throws accumulated fire using Accuracy.
4 AP Radiates accumulated fire to all surrounded hexes
4 AP [Consumes] a source of heat for . . . ???
>>
Rolled 2, 5, 4 = 11 (3d6)

>>2716551
>>2716535
forgot to roll
>>
File: M3_Turn_18.jpg (3.53 MB, 4241x3736)
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=Trenchers Trying=
>TR1 | Rookie [Trencher Eaten]
TR2 | Beau [Ht 9 Focus 0]
>PI3 | Chuck [Pilot KIA]
>TR4 | Hardrada [Trencher Crisp]
PI5 | Butters [1 Int, Focus 0]
>TR6 | Killjoy [ Trencher Crisp ]
TR7 | Fatman [ Ht 10 Focus 10 ]
TR 8 | Rug

Supplies: 0

=Traps=
D1: 6d3

=Allies=
Butters Crew: 1 Troopers
B Team: 5 Troopers
House Arrest: 3 Troopers
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: GET OUT]
RED SNAKE: 3 Veterans [Mission: GET OUT] [3 Cores]
RESSURECTIONIST: 1Veteran [Watch Corpse]
FieldStation

--

TIME TO GO TRENCHERS
GO GO GO GO GO GO GO

--

THEY'RE ROUTING THROUGH THE MANOR! OPEN UP-- I'M OUT--

--

EVAC ZONE IS IN THE CLEAR, NOW WE JUST HAVE TO *GET THERE*

--

I THINK THAT MASSIVE WILDFIRE IS FORCING THEM DOWN A SMALLER CHANNEL. HOLY SHIT TRENCHER ROOKIE, YOU'RE A FUCKING MIRACLE WORK--

TRENCHER ROOKIE???

VOIDSTAR

SOMEONE GRAB HIM! leg it go go go go go

--

PILOT CHUCK

GET THE OUT OF THAT DEATH-TRAP! C'MON! IT'S TIME TO GOOOO

--

[RED SNAKE] SSSSS
[YELLOW WYVERN] Capital, old chum.

Trenchers, Red Snake told me they finished wiring up the sigilcraft to detonate. We're extracting, three cores in tow.

Give the magic word for fireworks.

[ TRENCHERS ]
[ GET TO THE EVAC ZONE ]
>>
>>2716566
+TR9 | Arkul
>>
>>2716566
What is with this piece of crap!? It's already falling apart! In my day mechs were made from metal, not cardboard!

>Hold breath
>Bail out to 2
>Move 222 222 32

==Butters==
Ht 10/10 Focus 0/12 Reaction 9
Ap 10 Grit 4 Crunch 0
>>
>>2716566

>SPRINT
>Boost everyone's accuracy as much as I can still
>Move 2223232232 (5 AP)
>Take cover!

LET'S GO LET'S GO

==Rug==
Ht 10/10 Focus 10/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-10 (+8)
Fieldcraft-12
[Probabilistic Indeterminate]
--
Det: [Light] (DR 2; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Veritas (ammo 8/8 (2/2); RoF +1 at 1; AP 4; 1d6 dmg; [Blast])

Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out)
Gasmask (4 AP; Immune to Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)
>>
File: M3_E4.png (419 KB, 1687x1207)
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>>2716566
[Seriaki Legion Checkpoint]

"Do you ever wonder why we're here?"
"I mean, in the grand sense of the univ--"

"You hear that?"
>>
File: E3_M5.png (813 KB, 1929x1391)
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>>2716583
THE PASS-SIGN FOR THIS CHECKPOINT IS -- WAIT NEVERMIND WE'RE THROUGH -- GOODBYE
>>
>>2716585
Who are these guys and why aren't we playing them.
>>
>>2716596
Exactly, I need info on this now company command. :V
>>
>>2716566
"I should go... AHHHHH!!!"
>-Gain free dodge
>-Cash in 2 focus for sprint.
>Move: 2,2,3,2,3,3,2,2,3,2,2,2,2,2 7 ap used (smart processing if possible, please move to the north east part of the evac)
>Burn 1 focus to get 1 ap and overwatch with the CIW.


==Arkul==
Ht 13 Focus 12 Reaction 9
AP 10 Brawn 4 Power 0
--
Accuracy-11
Fieldcraft-12
[Other Skill]-??
--
Hand1: CIW-82(2d6+4, ammo 30/30(2), RoF1/5,2; AP 4, [Sl] +1 to hit, 1 aoe, everyone, -1 cover per AP extra)
Armor: light (DR 2)
Inventory:
QD (1d6, ammo 18/18 (2), RoF 1/3,2)
Frag x2, smoke x2, stun x2, 2x field kit, Gasmask
Knife (1d3+M, multitool)
>>
>>2716566
Good work, Trooper! Let's GOGOGO! Pilot, no time to save your ride, eject and sprint for the evac!

>>2716596
>>2716643
That's our ride outta here, no time to stand around Trenchers!

> 1 Focus Pull Through
> 10AP Move 311 111 122 1
> Overwatch West

==Beau==
Ht 12/12 Focus 1/12 Reaction 9
AP 10 Grit 4 Crunch 0
--
Accuracy-10
Fieldcraft-12
--
Wielding: Chirni-77
>>
File: M3_Turn_END.jpg (643 KB, 2452x1500)
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643 KB JPG
=Trenchers Trying=
>TR1 | Rookie [Trencher Eaten]
TR2 | Beau [Ht 9 Focus 0]
>PI3 | Chuck [Pilot KIA]
>TR4 | Hardrada [Trencher Crisp]
PI5 | Butters [8 HT Int, Focus 0]
>TR6 | Killjoy [ Trencher Crisp ]
>TR7 | Fatman [ Trencher KIA]
TR 8 | Rug
TR9 | Arkul [ Ht 12 Focus 6]

Supplies: 0

=Traps=
D1: 6d3

=Allies=
Butters Crew: 1 Troopers
B Team: 5 Troopers
House Arrest: 2 Troopers
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: GET OUT]
RED SNAKE: 3 Veterans [Mission: GET OUT] [3 Cores]
RESSURECTIONIST: 1Veteran [Watch Corpse]
FieldStation

--

Bail! Bail!

[ . . . Evac Phase ]
>>
Rolled 5, 4, 1, 1, 1, 5 = 17 (6d6)

11 Trooper Casualties
1 Veteran Casualty
5 Trencher Casualties
>>
>>2716722
Arthritis didn't kill me, and you bugs won't either! *shakes fist*
>>
File: M3_Turn_END2.jpg (3.76 MB, 4241x3736)
3.76 MB
3.76 MB JPG
=Trenchers Trying=
>TR1 | Rookie [Trencher Eaten]
TR2 | Beau [Ht 9 Focus 0]
>PI3 | Chuck [Pilot KIA]
>TR4 | Hardrada [Trencher Crisp]
PI5 | Butters [8 HT Int, Focus 0]
>TR6 | Killjoy [ Trencher Crisp ]
>TR7 | Fatman [ Trencer KIA ]
TR 8 | Rug
TR9 | Arkul [ Ht 12 Focus 6]

Supplies: 0

=Traps=
D1: 6d3

=Allies=
Butters Crew: 1 Troopers
B Team: 5 Troopers
House Arrest: 3 Troopers
BLUE RAT: 3 Veterans
YELLOW WYVERN: 3 Veterans [Mission: GET OUT]
RED SNAKE: 3 Veterans [Mission: GET OUT] [3 Cores]
RESSURECTIONIST: 1Veteran [Watch Corpse]
FieldStation

--

[HazoCom]:

Greetings, Trenchers. Ladies.

. . . Would you kindly come this way, please?
>>
>>2716765
You call this evac? In my time we evaced on foot! Through snow! Uphill!
>>
File: M3_E5.jpg (580 KB, 1828x1351)
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"The Vanadians are in full retreat, Sire. The Gunners report they have a firing solution on their evacuation transports"

[Fireskellian]: Fire on my order. Then prepare to Purge Imai of the remaining Animants.

[First of the Signal Fire, Feretial]: . . . The passcode is Javelin

[Fireskellian]: A legionnaire carrying a bedraggled score
of engineers? Let them through. Report


[First of the Signal Fire, Feretial]: We were captured by the Vanadians, Operator Soul, and kept in the Manor. We attempted to escape when an assault party destroyed the walls. We were overpowered. I apologize for my weakness.

[Theurge]: Operator, we need to fire now.

[Fireskellian]: And how did you escape?

[First of the Signal Fire, Feretial]: Operator Soul, the Vanadian mongrels . . . they let us go when the animants poured into the south of the village.
>>
File: M3_E6.jpg (587 KB, 1829x1367)
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[Theurge]: Operator, should we fire--
[Fireskellian]: Cease .

We do not repay Dignity with Disgrace.

Let them go. Cohort, stand down.
>>
Trencher Hardrada deceased.
Trencher Rookie resuscitated.

--

Acquisitions:

1x ArchTheurge Heart
1x ArchTheurge Body / Soul [+]
3x SigilCores (Fresh, recently imprinted) [+][+][+]

--

==Memorial==
TR | Alice [Exploded]
TR | Duck [Shot]
TR | Grommet [Soul Lost]
TR | Spider [Exploded]
TR | Deadman [Exploded]
TR | Bob [Shot]
TR | Pinwheel [Shot]
TR | Dimas [Shot]
TR | Hardrada [Burnt]
TR | Fatman [Eaten]
TR | Killjoy [Burnt]

Pi | Dimas [Breached]
Pi | Arnold [AT]
Pi | Brontide [Breached]
PI | Chuck [Explosives]

Re | Sloth [Shot]

25 Trooper Casualties
2 Veteran Casualties

--

Astounding success, Trenchers!

Unbelievable. And how are you all still alive?
>>
>>2716801
Luck, luck, and more luck, sir.
Not all of us are alive.
>>
>>2716801
"AYYY ROOKIES ALIVE!! WOOT!! I just got here but hey your alive that's great!"
>>
>>2716801
You call this danger? I survived more just to get to work! In my day, men were men and tanks were tanks!
>>
>>2716800
Wyvern, Snake, allow me.
> Detonate the walker mechs
>>
Rolled 5, 3, 5, 5, 1, 5, 4, 6, 6, 1, 2, 2, 1, 3, 5, 6, 2, 3, 6, 5, 2, 1, 1, 2, 6 = 88 (25d6)

>>2716822
we ride away from Imai

deafened, half blind

concussed

bleeding

alive
>>
File: M3_DETONATE.jpg (3.18 MB, 4241x3736)
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Wallop.
>>
File: M3_E6_Debrief.png (1.29 MB, 2428x1481)
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Rolled 17, 61, 2, 13 = 93 (4d100)

[Col. Gerean]

So let me get this straight, Trenchers.

You burnt Imai to the ground.
Sabotaged a full phalanx of pytherian combat walkers.
Blunted a mechanized assault cohort.
Managed to extract three sigilcores
Got the heart of an Archtheurge
Got the /body/ of an ArchTheurge, not exactly easy

And while doing all that, you got into a fight with a horde of chittering skitterbeasts.

... Excellent work, Trenchers. I'll forward a GLOWING report to High Command.


[Tveilirisk]
Ooooh whispering core-bound souls, freshy amalgamated with the essence of their pilot.

I believe I have SEVERAL ideas here, Colonel!
>>
File: Trencher_v5.jpg (1.56 MB, 2109x2836)
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>>2716932
Intelligence and Research:

Using the cores and some ingenuity, we have adapted the followed:

Hardened Plates - Universal DR upgrade.

Threshold Stabilizer - Upgrades to the ResOp and the TechOp power output

Feedback Dampeners - INT upgrade to Pilots

Enjoy your new shinies, Trenchers.

--

We can use the final core to

DEVELOP SOMETHING NEW (EQUIPMENT)
UPGRADE THE BASIC KIT
Or
REFINE CURRENT EQUIPMENT.
>>
>>2716801
>>2716932
>Coughs from resuscitation.
>Barely regains consciousness.
>Wheezes from injury.
"H-how is everyone..."
>>2716765
>Turns to see Hardrada's corpse. Killjoy and co are nowhere to be found.
"Oh. Oh god... I'm so sorry guys."
>Turns head to everyone else.
“Col., everyone else, I *cough* accept full responsibilities for the follies in this mission. Maybe I wasn't cut out for command after all. Maybe I should've waited *hacks* for someone to step up to the plate instead."
>Slumps head into stretcher.
>>
>>2716950
>upgrade the basic kit, lets see some upgraded armor or health for everyone.

>>2716962
"Poor man, I wonder how much he can take."

https://www.youtube.com/watch?v=JtPNH6VBBWg
>>
>>2716950
>develop something that helps with trencher mobility, lack of speed kills

>>2716962
"ROOKIE! YOU'RE A HERO!"
>>
>>2716973
Trencher Arkul, we literally just finished bolting additional plates unto the vests and adding additional load distribution points to facilitate you moving around with them.

There's only so much we can do here.
>>
>>2716950
Is there something that can reduce casualty rates?
>>2716830
>>2716801
Something that'll increase the chance of surgeons reviving Trenchers?
>>
>>2716982
"Ah my bad...Hmmm"
>notices rookies suggestion.
"Any way we can have a proper sniper rifle maybe a designated marksmen rifle or something around that. If that's not possible, then having some way we can perform field resuscitation would be wonderful. "
>>
File: Ravenpoint_SCAN.jpg (2.06 MB, 3144x3006)
2.06 MB
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==Ravenpoint==

With the heart of the ArchTheurge in tow, we can bypass the Wards that the Pytherians rely on to confound usual infiltration attempts into their facilities.

Using agents placed among the Sarethian interior, and some skullduggery, IntSec thinks they've located one of the primary facilities for the Pytherian "Unity Engine" project.

Embedded deep in the dunes of Sareth, sheltered from approach by miles of inhospitable wasteland, guarded by Theurges and soul-spawned wards, servitor-craft patrols and automated defenses, the facility is sheltered from all conventional approach. We would attempt a bombing campaign, but we cannot risk neither the loss of material to Pytherian anti-air defenses, nor the prospect of failing to comprehend the blueprints of what they're attempting.

Now that we've seen first hand the Unity Amalgamates in action, and we bear the scars of the collapse of the Isvind Defense Corridor, we cannot allow the Pytherians to further their research into this project.

But. . . to brave the stinting sun and burning sands, bypass the defenses, reach the inner sanctum and then - once the project itself is understood, the work taken, the progress halted - to make it out alive. An impossible task. Preposterous to even consider, says High Command, bereft of men and material.

Well, Trenchers.

I am not High Command. And I say back your sunscreen.

You're shipping out two Sareth in two days.
>>
>As always, thank you so much for playing!
>I hope you enjoyed this mission; I know I loved running it!
>>
>>2717007
Pleasure to watch company command, I hope you continue running skirmishes :D

:V Although about the core upgrades....Can we settle that thing soon? Or will we have to wait until next bread?
>>
==TO DO==

1) Please discuss with Engineers and yourselves what we should attempt to develop. With Tveilirisk helping us, our insight from the Bonded Brood and these sigilcores to experiment with, we may be able to adapt field-expedient improvements readily.

2) Take a break, relax, hit up the canteen. You've earned it.

3) Bury the fallen properly.

4) Discuss plans for approaching Ravenpoint, if you have any. IntSec is standing by to accommodate.

5) Be impressed you're alive.

6) Unexpected Veterans may claim a single stat increase (Not AP).

>7) As always, suggestions / thoughts / comments etc are welcome!
>>
>>2716985
>>2717032
Rookie has a good point about mitigating casualties. And since this next operation is going to have indoors combat...
...I think it's about time we develop a ballistic shield! The number one way of mitigating casualties is to not become one in the first place. That involves not getting shot.
I feel like we could do with more supportive elements rather than just relying on entrenching or fixing up damage.
>>
>>2716975
"Thanks, but I don't feel like one."

>>2717041
Good ideas.

>>2717032
>Upgrade accuracy.

=="Rookie"==
Ht 12/12 Focus 12/12 Reaction 9
Ap 10 Grit 4 Crunch 0
--
Accuracy-13
Fieldcraft-12
[Controlled Psionics]-lvl 2
>[GRIT] is Range. 1 AP or Focus for +1 Range
>Spend AP interchangeably on any unit. 1 AP or Focus to deal 3 HT damage. Auto-succeeds.
>Roll vs Accuracy to [SCAN+] thoughts within Range.
--
Det: [Light] (DR 2; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
VindicatorGL (ammo 6/6 (2/2); frag, smoke, fire, stun {TBD})
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out)
Gasmask (4 AP; Immune to Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)
>>
>>2717032
>Upgrade grit
>Begin pranking people at the practice range with powers of probability.
"Heh heh..."

==Rug==
Ht 10/10 Focus 12/12 Reaction 9
Ap 10 Grit 5 Crunch 0
--
Accuracy-10
Fieldcraft-12
[Probabilistic Indeterminate]
--
Det: [Medium] (DR 3; Consumables 4 AP)
Wpn: Weather is Range; uses Accuracy. Ammo can’t be looted off enemies.
Sharp Edge (always equipped; 1 hex Range {?}; 1d3+Mar dmg, +[Grit] on crit-success)
Pistol (ammo 18/18 (2/2); [QD]; RoF +1/3 at 2; 1d6 dmg)
Veritas (ammo 8/8 (2/2); RoF +1 at 1; AP 4; 1d6 dmg; [Blast])

Kit: Multitool (1 AP = 1 point; [Construct], [Deconstruct], Detonator, String Out)
Gasmask (4 AP; Immune to Hazards; -1 to hit; ½ vision cone)
Field Kit (ammo 2/2; restores 1d6+Mar, HT (Cures all afflictions) or FOCUS; uses Fieldcraft)
Grenades: [Grit]+3 is Range; uses Accuracy.
Smoke (ammo 2/2; 1 AoE {?}; -1 to hit per hex for projectiles, disables Overwatch)
Stun (ammo 2/2; 2 AoE, 3d6 AP dmg, -2 to Actions, disables Overwatch, ignores cover; Dud 17-18)
Frag (ammo 2/2; 1 AoE, 3d6+2 dmg, rend 1d3 armor; Dud 17-18)
>>
>>2717032
>If possible use stat point to upgrade pyroclastic/talent similar to how rookie did it during his deployment result and how he upgraded his psionic powers.
>>
Rolled 6, 2, 5 = 13 (3d6)

>>2717155
That requires devouring a vast quantity of burning embers.

Such as the wildfire fields you just left behind, Trencher.
>>
>>2717168
"I got the milk, lets do this."
>>
>>2717155
You can opt to consume some of the blastwave of the Sigilcraft explosion.

[Profound Pyroclastic]
1 AP generates 4 Point of Fire. Or absorbs a source in melee.
2 AP throws accumulated fire using Accuracy.
4 AP Radiates accumulated fire to all surrounded hexes. +2 AP for +1 AoE.

You may spend AP to move fire around within GRIT range.

4 AP [Consumes] a source of heat for . . . ???
>>
>>2717155
>>2706140
>I'll pick more Accuracy, to prevent dangerous failure when psionic [Scanning.]
>>2716556
>2 AP throws accumulated fire using Accuracy.
I was upgrading the stat related to my talent, which is the same for weapons. Accuracy or Focus would be the stats related to your talent if you want higher chances or more temporary AP.
You can upgrade talents by doing something extraordinary, or making significant developments. Like when I did the mind-control stuff for the enemy VIP at mission 2 and experimented with the insect amalgamation in event 1, Grommet merged with the Archtheurge in event 2, and the example >>2717168 made.
>>2717173
"Best of luck."
>>
>>2717177
Any idea what happens when a pyroclastic consumes a source of heat?
>>
>>2717190
I think you're about to find out, Arkul.
>>
Rolled 3, 2, 3 = 8 (3d6)

>>2717173
>>2717177
Feedback.
>>
>>2717177
>Consume some of the blastwave from the sigilcraft explosion?????
>>
>>2717194
>>2717190
>>2717177
>>2717173
>>2717168
>>2717196

Mhm.

Tastes like the sun.

--

Trencher Arkul permanently loses 2 HT.

Trencher Arkul learn something new. . .
>>
>>2717201
WE NEED MORE FIRE!!!
>More fire
>>
>>2717190
>>2706884
>>2717005
Most likely how Beau absorbed the bikes' momentum, or how [Re] normally absorb their element.

>>2717187
>>2717194
>>2717196
>>2717201
>Stands by to provide medical attention.
"Should we call the surgeon?"
>>
>>2717209

I̸͚̤̫͍͈-̞͍̯̪I̝̳̥̝̣̬͖-̶̡̡̺̟̭̖͎̬̱Ḭ̴̫̱̪̣͓̬͇'̴̮̥͕m̶̖̺̯͍̬͕̼ ̰̯͓̝̹̞̦͙͓͞f̛͈͈i͉̥n̶̬͍̻̪͟ẹ̢̮̼͖̭̥͍͕͠ ̗̪͘j͇̪̰͖͎̘ú̵̜͙̙̩͓̝ş̛̠̠̫̥͉t̻̼̰̹̫̖ ̣̰̙̟̠͢͞a̸̢̙̯̥ ̨̜͍͞l̵̛̗̠̞̺͎͕͚i̴̡̖͉̝͢t͓̳̤̬͕̕t̢̖̼̫̝l̴͙̰͇̰͘͡e̮͠ ̡̮̦̩̰͎͔̹̱h̵̦̖è̮̬͉́̀a̯̥̦͎̙͙̩̠ͅt̸̫̯̩̙̺̞͢.̡̱̬̯̠̝̪̱ ̶̷̬͖͉̤̤͍͠N͔̝̘̮̩͎̦͜ͅͅ-̵̶̝͍͈͈͞n̡͉͓̯͓͓̱̖ͅ-̶͔̼͖̥͎͓n͇̤͠ǫ̧̣͉̘̝͎t̛̛͙̹̜́h̶̢̳̞͎i͕̮͡ṋ̜̣͎̠̺̭͕g̩̠̥̫̤̖̘ ̨̘̳̳̘͎͝I̭͚̭̜ ̶̥̤̙͠c̢̧͚̮̞̞̺̣͠ͅà̭͖̠̳n̟̳̘̩̟͉͖ͅ'͇͠͡t̨̬̺̹̹̬ ̷͎͓̫͚͎́͝h̢͉̤̫͚̗͓͖͇a̼̼͔͚̯̜͙n̖̱͡d͕͈̙̖͙͎͠l̦͖͟͡e̢̝̖̞̞ ̟͔̜̕Á̡̯̪͔̠̯R̴̺̞̘̻͇̼̜̫R͕̹̮̳̮̼͝G̢̙̝͓̦G̜̜̫̜͔̰̖̣͟͞G̢̭͙͇͙̞̣͙̀G̢̫̤̭͚̝̥̟͚̀͜H̗̭̹̫̞̭̗͢ͅH̦̥̹̮̹̜̟͢͝H̨͙̳͇͘͢H̸̰̹̗!̸̴̪͎ͅ


>Scream a bit.
>>
>>2717209
>>>2717005#
Meant >>2716950

>>2717211
>Winces from scream.
"Uhh... I don't know how we would handle this scenario."
>Calls surgeon.
>Does some mundane and psychic triage?
"Do you think psionics helps with metaphysical or preternatural injuries?"
>>
>>2717005
Oh boy another once in a lifetime opportunity to get shot up, melted, eaten, melted, shot again, exploded and have my soul ripped out or maybe eaten also. Command you are just too much.
Get the wizards in the labs working on a better multitool is my vote, bigger explosions! Sharper wire! Deeper holes! What more could a trencher ask for.
> Improve Reaction

>>2717211
See, this is why I don't use my powers if I can help it. How much force do you absorb until you're more raw force than person? What if you absorb too much and your brain explodes? Freaky.
>>
>>2717068
>Veritas (ammo 8/8 (2/2); RoF +1 at 1; AP 4; 1d6 dmg; [Blast])
Adding your transcription to the doc.
>>2684529
Got around to adding this to the doc.
Starting to add AP costs to the doc.

>>2716787
>>2716800
This is the most heartwarming scene I’ve seen so far.
>>
>>2716950
>https://docs.google.com/document/d/1YPNs01vtVjQmldJIAQVPvKvK_miHlTe8c2qUtd1c9N8/edit
Updating character sheets and merging starter char sheets with [Unit Types] section.

>>2716801
>>2716765
Will try updating memorial. Am I not counted in the memorial because I was revived by the surgeons, unlike Grommet?
>>
>>2717519
precisely
>>
>>2716950
>Develop something to help with BT mobility. Or an AoE chemsprayer.
>>
Rolled 6, 10 = 16 (2d10)

>>2717641
Rolling for ability.
>>
Rolled 23, 3, 14 = 40 (3d100)

>>2717976
Rolled 6, 10 = 16 (2d10)
[Ascendant Transpatiality]
“Here - There - Everywhere!”
Tether an object within GRIT to another object within GRIT for 3 AP.
Roll RANGE to tether at range.
Warp OR fling tethered objects from their current location with 1 AP, rolling accuracy.
Tethered objects move when their anchor point does. Tethers may stack.

>>2717933
>>2717041
>>2716985
>>2716975
>>2716973
Mobility runs counter to increasing protection.
But a Ballistic Shield of some description is possible - Storm Shields can be made available.

They would take the place of a primary weapon, however, but are useful in CQC environments.

We can try to improve of the field triage techniques as well...
>>
>>2718661
Vital Treatments and Surplus Medicine. +1 to Field Staff skill.

--

[StormShield]
18 HP
4 DR
[Bulky] - Can't Sprint, -1 Accuracy. Replace primary weapon or keep one and take -4 AP.
[Flash] - Detonate a flashcharge for 1 HP. Targets viewing shield within Range roll HT vs Blind.


We'll have to find a way to make carrying these easier. . .
>>
>>2717933
>>2716991
Interesting ideas. Sounds like something to consider next time.

>>2718692
>18 HP
>4 DR
>>2707281
>>2716950
This makes units immune to Pathfinder bullets from the covered side, which I think is the front. Probably the same as the vision cone width.
>[Bulky] - Can't Sprint, -1 Accuracy. Replace primary weapon or keep one and take -4 AP.
>We'll have to find a way to make carrying these easier. . .
At least CQC doesn't require too much movement. If StormShields act as mobile cover, then I think having grunts directly behind the Stormshield should provide similar coverage.
>[Flash] - Detonate a flashcharge for 1 HP. Targets viewing shield within Range roll HT vs Blind.
This is from the front? Or do units from behind suffer the same problem?

>>2718692
>Vital Treatments and Surplus Medicine. +1 to Field Staff skill.
For the Surgeons?
>>2716830
How does their resuscitation odds or Fieldcraft compare to others?

>>2716566
>>2706711
Do corpses need to be dragged to a Field Station, Surgeon, or off-map to be revived, or do all corpses get the same treatment?
Is a Field Station necessary to get the surgeon rolls, or are there ways to circumvent it for casualties? Does a field station need to be deployed for every mission? https://archived.moe/qst/thread/1766432/#1767637
I noticed the casualties for the 1st mission didn't get any revival rolls. They didn't have a field station either.

Is it possible for revivals to be done mid-mission, or is it all post-mission?
Are Trenchers, Troopers, or Veterans able to attempt revivals? Would using a field kit on a corpse do anything?

Is it possible to revive Troopers or Veterans? Are there any benefits to doing so?
>>
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>>2719876
It covers half of the area you're facing.
It also blocks explosives, at the cost of the shield's integrity.
We didn't try out the flash in the exercise, unfortunately, but I assume it only flashes the tiles its facing.
>>
>>2719919
What quest was this? Hexcom: Mission Meltdown? Sketchers?
Is your character a legacy character?
>>
>>2719922
This was a Trenchers test run that took place in the Discord (we were testing cqc maps)
>>
>>2719925
How long ago was this? I feel like I'm missing out.
>>
>>2719929
It ended about 11 hours ago. We played two operations on the same map (one attacking and one defending) against HazoCom agents.
We also discovered a few new trencher talents.
>>
>>2718661
Mmm, not a bad deal. I hope I'm not weird enough to go in that 'special measures' folder I heard about, that sounds like trouble.

And hey, If we're shooting ideas around command I was wondering if we could get a means to silence our bullets somewhat? Back when I did bounties I worked with a guy that had a gun like that. Sure would be nice for missions where we want to keep the element of surprise.

>>2717211
Shit dude, you need to get that checked. Is this gonna happen to me? I don't like this whole 'powers' thing anymore.

>>2718692
That's my kind of deal, hold a wall, don't get shot. R&D needs to pump out more useful stuff like this.
>>
>>2719930
Got a link?
>>
>>2719934
https://discord.gg/DZCVvVU
its also at the top of the thread
>>
>>2719930
Same discord as the main one?
How'd it go?
>>2719934
>>2706083
>>There's a discord. They tell me to link it: https://discord.gg/DZCVvVU
>>
>>2719937
Well, we won the attacking op, but during the defending op the Hazers ended the game in a tie by grenading themselves.
All in all, we learned the importance of sightlines, cover, and high explosives.
>>
>>2719939
>Well, we won the attacking op, but during the defending op the Hazers ended the game in a tie by grenading themselves.
Ha. Were there any last words?
Was it similar to the mission we're about to face?
>>
>>2719942
The mission we're about to face is a CQC operation for some part of it.
There were no last words, just a stern shake of the head as the hazer dropped the paint grenade on the trenchers and themselves.

What I learned from the exercise, at least, was that cover is at a premium in close quarters combat, and being actually close to someone is just asking to get your position grenaded.
We probably want to stick together so we can saturate any enemy bodies with automatics fire as we advance.
Your power in particular lets you act behind walls, which might come in handy...
>>
>>2719946
>What I learned from the exercise, at least, was that cover is at a premium in close quarters combat, and being actually close to someone is just asking to get your position grenaded.
Would it work if I grenade launched them before they grenaded us?
>Your power in particular lets you act behind walls, which might come in handy...
>>2717049
True, bear in mind its range is [GRIT], so I can't chew up a -1 to hit malus if I want to act beyond its base range unlike guns. There's also how my talent scales poorly against large groups, or if I want to extend its range.
My talent is best used for assassination, mind games, or interacting with the supernatural.

The rest of you have some very useful talents too.
>>
File: Killbox_1.gif (5.09 MB, 1511x1447)
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if you hurry, you can still bet on the outcome.
>>
File: Killbox_9vid.gif (6.7 MB, 1472x1186)
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Someone might buy it, if you pretend this is a live showing.
>>
>>2719876
A blinding flashcharge that disables your own troops seem too peculiar, even for our R&D.

--

Yes, casualties do need to be dragged to a field station or off map.
They are necessary, for on the spot triage care. Otherwise, units need to evacuate with downed soldiers
It is possible mid-mission.
Are you a trained field triage medic? Then you can attempt to revive! If you are not, you can't (You are not, Trencher).

... they don't /die/? That seems a keen benefit, inthusfar as the Troopers inform me that they'd really rather not die!

>>2719932
Like suppressors?

We can try to custom order subsonic bullets, suppressors and generalised sundry, but it's fairly specialised gear and we usually only use it for deep strike raids. We do have it lying around, but given how loud even the average suppressed, subsonic gunshot is (coupled with the lack of penetration power) we tend not to bring it on the field.

We'll root around, see what we get!
>>
Operation:
>>>2720467




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