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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
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File: Title.png (3.96 MB, 2000x2000)
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Mars. Shattered terraforming spikes encircle habitats half-buried in chlorate sands. A wan sun peaks through an skyline veiled behind drifting dust.

Your pilots stir, stretching pale limbs against the tug of centrifugal gravity. The mission briefing pulses in your mind like an imprint.

//INITIAL COMPANY OPTIONS:

> STRIKE LANCE. [+ ASSAULT/CAPTURE CONTRACTS].

> SALVAGE MANIPLE. [+ SALVAGE/EXPLORATION CONTRACTS].

> HOLY ORDER. [+ VENGEANCE CONTRACTS].

> FINAL VANGUARD. [+ CIVILIAN DEFENSE CONTRACTS].

++++++++++++++++++++++++++++++++++

Welcome, everyone. I've been super busy with my inpatient rotations lately so I don't really have the time to render updates for SOLSTICE, but I wanted to try something much lower effort. VANGUARD quest is a simple, story-light multiplayer quest where players can customize their individual mechs and participate in shared missions. I welcome everyone to play, and apologize beforehand if my update schedule is irregular.
>>
File: Example.png (1.83 MB, 2000x1000)
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//VANGUARD ASSEMBLY OPTIONS:

/CORE:

>CORE/LANCER. [ LOAD LIMIT: 5 | HP: 1 | ++ EVASIVE ].

>CORE/ROOK. [ LOAD LIMIT: 7 | HP: 2 ]

/ARM R/L:

> RIFLE//EXTEN-R. [LOAD: 1 | + DMG/ALL].

> MG//MINIEX. [LOAD: 2 | ++ DMG/LIGHT].

> PILE DRIVER//ISHMAEL. [LOAD: 2 | ++++ DMG/HEAVY ] [R-ARM ONLY].

/BACK R/L:

> MISSILE//2-CELL [LOAD: 1 | + DMG/ALL].

> RADAR//SEEKER [LOAD: 1 | + SCOUTING | + HIT/ALL] [R-BACK ONLY].

> SHIELD//HI0-SHELL [LOAD: 2 | + HP] [L-BACK ONLY].

> CANNON//DRIVER [LOAD: 3 | +++ DMG/ALL | - EVASIVE].

/FCS:

> FCS/BML-CL [ 2D4 | ++ HIT/HEAVY ]

> FCS/BML-LR [ 1D6 | ++++ HIT/LIGHT ]

/CALLSIGN

>ENTER
>>
Rules for combat are relatively straightforward and will be discussed more extensively in a later post. In brief, combat encounters will have specific tags [HEAVY, LIGHT, EVASION, etc] that incur specific bonuses or penalties. Each turn, players will roll their FCS dice against objectives, inflicting and taking damage if successful or unsuccessful respectively.
>>
>>6362889

Oh shit new Observer quest. Time to get in on the ground floor. Good to see ya again.

> FINAL VANGUARD. [+ CIVILIAN DEFENSE CONTRACTS].

>CORE/ROOK. [ LOAD LIMIT: 7 | HP: 2 ]
> PILE DRIVER//ISHMAEL. [LOAD: 2 | ++++ DMG/HEAVY ] [R-ARM ONLY].
> RIFLE//EXTEN-R. [LOAD: 1 | + DMG/ALL].
> RADAR//SEEKER [LOAD: 1 | + SCOUTING | + HIT/ALL] [R-BACK ONLY].
> CANNON//DRIVER [LOAD: 3 | +++ DMG/ALL | - EVASIVE].
> FCS/BML-LR [ 1D6 | ++++ HIT/LIGHT ]
>Callsign: Corvid

My build. Can handle a bit of everything, but can do some real damage against heavies and groups.
>>
File: Stats.png (1.87 MB, 2000x1000)
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>>6362892
Pilot ID verified. Good to see you!
>>
>>6362889
ah shit, here we go again


> FINAL VANGUARD. [+ CIVILIAN DEFENSE CONTRACTS].

>CORE/LANCER. [ LOAD LIMIT: 5 | HP: 1 | ++ EVASIVE ].
> PILE DRIVER//ISHMAEL. [LOAD: 2 | ++++ DMG/HEAVY ] [R-ARM ONLY].
> SHIELD//HI0-SHELL [LOAD: 2 | + HP] [L-BACK ONLY].
> RADAR//SEEKER [LOAD: 1 | + SCOUTING | + HIT/ALL] [R-BACK ONLY].
> FCS/BML-CL [ 2D4 | ++ HIT/HEAVY ]

Callsign: Kanchō
>>
File: Kancho.png (1.83 MB, 2000x1000)
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>>6362908
Pilot ID verified. Welcome!
>>
>>6362889
> HOLY ORDER. [+ VENGEANCE CONTRACTS].

>CORE/LANCER. [ LOAD LIMIT: 5 | HP: 1 | ++ EVASIVE ].
> MG//MINIEX. [LOAD: 2 | ++ DMG/LIGHT].
> MG//MINIEX. [LOAD: 2 | ++ DMG/LIGHT].
> RADAR//SEEKER [LOAD: 1 | + SCOUTING | + HIT/ALL] [R-BACK ONLY].
> FCS/BML-LR [ 1D6 | ++++ HIT/LIGHT ]

CALLSIGN: Button Man
>>
File: ButtonMan.png (1.83 MB, 2000x1000)
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>>6362939
Pilot ID verified. Welcome!
>>
>>6362889
>> FINAL VANGUARD. [+ CIVILIAN DEFENSE CONTRACTS].

/CORE:

>CORE/ROOK. [ LOAD LIMIT: 7 | HP: 2 ]

/ARM R/L:

> RIFLE//EXTEN-R. [LOAD: 1 | + DMG/ALL].

/BACK R/L:

>L: CANNON//DRIVER [LOAD: 3 | +++ DMG/ALL | - EVASIVE].
>R: CANNON//DRIVER [LOAD: 3 | +++ DMG/ALL | - EVASIVE].

/FCS:

> FCS/BML-CL [ 2D4 | ++ HIT/HEAVY ]

/CALLSIGN
>GORGON

I'm phoneposting right now, will claim from my home computer later.
>>
>>6362889
Deal me in.

> STRIKE LANCE. [+ ASSAULT/CAPTURE CONTRACTS].

>CORE/LANCER. [ LOAD LIMIT: 5 | HP: 1 | ++ EVASIVE ].

> RIFLE//EXTEN-R. [LOAD: 1 | + DMG/ALL].
> RADAR//SEEKER [LOAD: 1 | + SCOUTING | + HIT/ALL] [R-BACK ONLY].
> FCS/BML-LR [ 1D6 | ++++ HIT/LIGHT ]

>CALLSIGN: GAMBLER
>>
>>6362888
//INITIAL COMPANY OPTIONS:

> FINAL VANGUARD. [+ CIVILIAN DEFENSE CONTRACTS].

/CORE:

>CORE/LANCER. [ LOAD LIMIT: 5 | HP: 1 | ++ EVASIVE ].

/ARM R/L:

> RIFLE//EXTEN-R. [LOAD: 1 | + DMG/ALL].
> RIFLE//EXTEN-R. [LOAD: 1 | + DMG/ALL].

/BACK R/L:

> SHIELD//HI0-SHELL [LOAD: 2 | + HP] [L-BACK ONLY].
> RADAR//SEEKER [LOAD: 1 | + SCOUTING | + HIT/ALL] [R-BACK ONLY].

/FCS:

> FCS/BML-CL [ 2D4 | ++ HIT/HEAVY ]

/CALLSIGN

> treehugger [dont ask him about his first landing]

>ENTER
>>
>>6362975
Oh we can add more

> STRIKE LANCE. [+ ASSAULT/CAPTURE CONTRACTS].

>CORE/LANCER. [ LOAD LIMIT: 5 | HP: 1 | ++ EVASIVE ].

> RIFLE//EXTEN-R. [LOAD: 1 | + DMG/ALL].
> PILE DRIVER//ISHMAEL. [LOAD: 2 | ++++ DMG/HEAVY ] [R-ARM ONLY].

> RADAR//SEEKER [LOAD: 1 | + SCOUTING | + HIT/ALL] [R-BACK ONLY].
> MISSILE//2-CELL [LOAD: 1 | + DMG/ALL].

> FCS/BML-LR [ 1D6 | ++++ HIT/LIGHT ]

>CALLSIGN: GAMBLER
>>
File: Treehugger.png (1.85 MB, 2000x1000)
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>>6362976
Welcome Pilot!
>>
File: Gambler.png (1.85 MB, 2000x1000)
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>>6362977
Yep! Welcome!
>>
>>6362888
> STRIKE LANCE. [+ ASSAULT/CAPTURE CONTRACTS].
>>6362889
>CORE/LANCER. [ LOAD LIMIT: 5 | HP: 1 | ++ EVASIVE ].
> RIFLE//EXTEN-R. [LOAD: 1 | + DMG/ALL].
> RIFLE//EXTEN-R. [LOAD: 1 | + DMG/ALL].
> MISSILE//2-CELL [LOAD: 1 | + DMG/ALL].
> MISSILE//2-CELL [LOAD: 1 | + DMG/ALL].
> RADAR//SEEKER [LOAD: 1 | + SCOUTING | + HIT/ALL] [R-BACK ONLY].
> FCS/BML-LR [ 1D6 | ++++ HIT/LIGHT ]
>CALLSIGN: Swallow
>>
>>6363003
You only have two back slots available FYI - you can't take 3 different back items with this frame.
>>
File: Gorgon.png (1.86 MB, 2000x1000)
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>>6362971
Welcome! Sorry for missing your post earlier.
>>
>>6363044
Oh.
>>6362889
>CORE/LANCER. [ LOAD LIMIT: 5 | HP: 1 | ++ EVASIVE ].
> RIFLE//EXTEN-R. [LOAD: 1 | + DMG/ALL].
> MG//MINIEX. [LOAD: 2 | ++ DMG/LIGHT].
> MISSILE//2-CELL [LOAD: 1 | + DMG/ALL].
> RADAR//SEEKER [LOAD: 1 | + SCOUTING | + HIT/ALL] [R-BACK ONLY].
> FCS/BML-LR [ 1D6 | ++++ HIT/LIGHT ]
>>
>>6362971
Alright, this is me.
Best hope the strategy of "blow away anything that looks at me funny and hope everybody else looks easier to fuck with" works or I'll be one shot johnny. Or two pump chump. Either way.
>>6363046
Is no big deal.
>>
File: Swallow.png (1.85 MB, 2000x1000)
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>>6363052
Welcome!
>>
File: Map.png (2.08 MB, 2000x1000)
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> FINAL VANGUARD. [+ CIVILIAN DEFENSE CONTRACTS].

Two of them host the briefing. One of them stares blankly, her dark eyes recessed into thin, sallow skin. The other produces a crisp smile through a mask of lab-grown plasticine.

"As a representative, I wish to extend our heartfelt thanks for accepting our contract and and -"

"There's a good bit of plague contamination throughout most of the substrata, as well as the main fabrication complex," interrupts the woman bluntly. "And the entire hub is crawling with mercenary units."

"I need to get the last of the civvie staff out." She points at an orbital elevator hub. "They're holed up in a safehouse deep in the facility below the elevator spindle, waiting for a safe ascent window."

She looks at the fine meshwork of burn scars covering your face and most of your neck, lingering on the faint blotch where rank markings had been acid stripped from your plug-suit.

"I couldn't find anything on your mercenary company before you took this contract."

You manage a faint smile. <Perhaps we were not mercenaries before all this commotion.>

//DROP TIMING:

> DAY. [+ MERCENARIES / - PLAGUE]

> NIGHT. [- MERCENARIES / + PLAGUE]

[A SCHEMATIC of the operational area is provided below. Areas with MILD/MODERATE PLAGUE CONTAMINATION are marked in YELLOW and RED respectively. There are additional SUB-OBJECTIVES and AREAS OF INTEREST, some of which will be revealed during active exploration. These can be pursued for additional rewards.]
>>
>>6363068
> NIGHT. [- MERCENARIES / + PLAGUE]

Plague sounds like less heavy metal. Our radar should come in handy when exploring for paths of least resistance too.
>>
>>6362888
Aw hell yeah, MECHS!

>SALVAGE MANIPLE

>CORE/ROOK
>ARM-L//MINIEX
>ARM-R//MINIEX
>BACK-L//2-CELL
>BACK-R//2-CELL
>FCS/BML-LR

>CALLSIGN: GASHADOKURO
>>
>>6363068
> NIGHT. [- MERCENARIES / + PLAGUE]
>>
>>6363068
> NIGHT. [- MERCENARIES / + PLAGUE]
>>
>>6363068
> DAY. [+ MERCENARIES / - PLAGUE]
Going against the grain just because of the quantity of knowing that mercenaries aren't going to be doing something wretchedly surprising.
>>
>>6363068
/CORE:
>CORE/ROOK. [ LOAD LIMIT: 7 | HP: 2 ]

/ARM R/L:
> MG//MINIEX. [LOAD: 2 | ++ DMG/LIGHT]

/BACK R/L:
>L: SHIELD//HI0-SHELL [LOAD: 2 | + HP]
>R: CANNON//DRIVER [LOAD: 3 | +++ DMG/ALL | - EVASIVE]

/FCS:
> FCS/BML-CL [ 2D4 | ++ HIT/HEAVY ]

/CALLSIGN: HERMIT

//DROP TIMING:
> NIGHT. [- MERCENARIES / + PLAGUE]
>>
>>6363128
Forgot to claim my name.
>>
>>6363068
>> NIGHT. [- MERCENARIES / + PLAGUE]
>>
>>6362889
First time trying out multiplayer stuff, let's see if I fucked up my trip...

>CORE/LANCER. [ LOAD LIMIT: 5 | HP: 1 | ++ EVASIVE ].

> RIFLE//EXTEN-R. [LOAD: 1 | + DMG/ALL].

> RIFLE//EXTEN-R. [LOAD: 1 | + DMG/ALL].

> CANNON//DRIVER [LOAD: 3 | +++ DMG/ALL | - EVASIVE].

> FCS/BML-LR [ 1D6 | ++++ HIT/LIGHT ]

/CALLSIGN
> RUIN
>>
>>6363160
Ah, forgot that
> HOLY ORDER
>>
File: GASHADOKURO.png (1.86 MB, 2000x1000)
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>>6363090
Welcome
>>
File: Hermit.png (1.85 MB, 2000x1000)
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>>6363128
Welcome!
>>
File: Ruin.png (1.86 MB, 2000x1000)
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>>6363160
Welcome pilot!
>>
File: Panel.png (6.36 MB, 2338x1000)
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> NIGHT. [- MERCENARIES / + PLAGUE]

The dropship falls through the lightless martian sky before flaring an aggressive braking maneuver that leaves less than a dozen meters of ground clearance. Your vanguard units drop from their magnetic cradles by twos and fours, making landfall on the planet which had once been your home.
>>
File: ActualMap.png (3.35 MB, 3000x1500)
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Ahead, fields of storage containers and gantry-cranes wallow in darkness. Dull red emergency lighting pools in the space between flat-faced buildings. While there was no sign of the distorted, melted-sugar architecture that signified plague contamination, you had no ability to see into the facility's extensive substrata.

Above, attack satellites deployed for a trans-orbital shuttle expand into a quarantine formation. Their ruby-coated lenses twinkle gently. [You have five turns to complete this contract.]
>>
File: TacMap.png (2.82 MB, 3000x1500)
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[Each turn, you may MOVE to any ADJACENT node. If this node is UNEXPLORED, you can use your ACTION to SCOUT it, revealing POINTS OF INTEREST (POI). There may be multiple POI per node, so there are benefits to having multiple players scout the same node. Some parts, like RADARS, always provide a SCOUTING BONUS, while other stats may grant more situational scouting benefits.]

[Note that all DCs are inclusive. (>=)]

>NODE: 1-1. DEVELOPMENT COMPLEX. (Roll 1D6) DC: 5
>NODE: 2-1. MAIN FABRICATION COMPLEX. (Roll 1D6) DC: 3
>NODE: 3-1. STORAGE YARD ALPHA. (Roll 1D6) DC: 2
>>
Rolled 6 + 1 (1d6 + 1)

>>6363291

>NODE: 1-1. DEVELOPMENT COMPLEX. (Roll 1D6) DC: 5

Alright, we're on a timer before this place gets glassed. Raven, moving to secure the flank.
>>
>>6363297

'Ahem' I mean Corvid. Apologies.
>>
Oh BTW registration is basically always open for anyone who wants to join. I may keep new players in reserve for a fight or two if there's actually a fight going on or something, but otherwise please feel welcome.
>>
Rolled 4 (1d6)

>>6363291
>NODE: 3-1. STORAGE YARD ALPHA. (Roll 1D6) DC: 2
"And here I was thinkin' I'd seen the last a cleanup details. Whatever. Let's see who's dumb enough to stand in the way."
>>
Rolled 1 (1d6)

>>6363291
>NODE: 2-1. MAIN FABRICATION COMPLEX. (Roll 1D6) DC: 3
"That leaves me to explore the plague-infested complex. Ass slappage.
>>
>>6363342

Someone go back up Hermit, looks like he's having sensor issues again.
>>
Rolled 5 (1d6)

>>6363291
>NODE: 3-1. STORAGE YARD ALPHA. (Roll 1D6) DC: 2
"No risk, no reward... I'm on your six, Gor. Eyes on the prize."
>>
Rolled 1 (1d6)

>>6363291
>NODE: 3-1

"These scouting runs always rattle me bones."
>>
Rolled 3 + 1 (1d6 + 1)

>>6363291
>NODE: 2-1. MAIN FABRICATION COMPLEX. (Roll 1D6) DC: 3

Plague infested or not, it is the straightest shot to the objective, and you'll have to go through there eventually if you head to 1-1 anyways. Better mass up and knock the hardest task off the board first, or at least see what's there.
>>
>>6362889
>CORE/ROOK. [ LOAD LIMIT: 7 | HP: 2 ]
> PILE DRIVER//ISHMAEL. [LOAD: 2 | ++++ DMG/HEAVY ] [R-ARM ONLY].
> RIFLE//EXTEN-R. [LOAD: 1 | + DMG/ALL].
> RADAR//SEEKER [LOAD: 1 | + SCOUTING | + HIT/ALL] [R-BACK ONLY].
> CANNON//DRIVER [LOAD: 3 | +++ DMG/ALL | - EVASIVE].
> FCS/BML-CL [ 2D4 | ++ HIT/HEAVY ]
>Callsign: Stonefish
>>
>>6363291
>>6363387
Oh, not sure I have this right, but it seems we have a separate MOVE action and ACTION action? Or is our MOVE our action? If the former, I would of course add that I use my action to scout the node I move to.
>>
Rolled 2 (1d6)

>>6363291
>NODE: 2-1. MAIN FABRICATION COMPLEX. (Roll 1D6) DC: 3
"I'm coming in too. Can't well leave the two of you alone."
>>
Rolled 2 + 1 (1d6 + 1)

>>6363291

>NODE: 1-1. DEVELOPMENT COMPLEX. (Roll 1D6) DC: 5

Reinforcing on the secondary objective.
>>
File: Stonefish.png (1.87 MB, 2000x1000)
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>>6363391
Yes that is right - each turn you get to move to one adjacent node AND perform an action (which in this turn is scouting).

>>6363389
Welcome!
>>
Okay I'm probably going to start working on my update in another hour or two, so please try to vote if you haven't done so yet
>>6363130
>>6363389
>>6362947
>>
Rolled 4 (1d6)

>>6363291
>>NODE: 2-1. MAIN FABRICATION COMPLEX. (Roll 1D6) DC: 3
>>
>>6362889
>CORE/ROOK. [ LOAD LIMIT: 7 | HP: 2 ]
>/ARM R/L:
>MG//MINIEX. [LOAD: 2 | ++ DMG/LIGHT].
>MG//MINIEX. [LOAD: 2 | ++ DMG/LIGHT].
>MISSILE//2-CELL [LOAD: 1 | + DMG/ALL].
>SHIELD//HI0-SHELL [LOAD: 2 | + HP] [L-BACK ONLY].
>FCS/BML-CL [ 2D4 | ++ HIT/HEAVY ]
>/CALLSIGN : SCARAB
>>
Rolled 3 (1d6)

>>6363342

>NODE: 3-1. STORAGE YARD ALPHA. (Roll 1D6) DC: 2

>>6363363
I got your back Mr.Indo
>>
Rolled 5 (1d6)

>>6363291
>NODE: 2-1. MAIN FABRICATION COMPLEX. (Roll 1D6) DC: 3
>>
File: TacMap.png (2.34 MB, 3000x1500)
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NO NODES HAVE BEEN EXHAUSTIVELY SCOUTED.]

Your vanguard units divide into three groups to maximize their sensor coverage. Most of the LANCER frames remain airborne to take advantage of their mobility. By contrast, their heaver counterparts stay closer to ground level, bounding from roof to roof to provide advancing cover.

/NODE 1-1: 1 Scouting Successes

The first group moves north towards the DEVELOPMENT COMPLEX. Here, you see the faintest traces of plague contamination: weeping cracks in the concrete and the hiss of aberrant radio activity. Your two pilots wait - and are eventually rewarded with the sensor signature of a contaminated salvage unit, its hulking form inactive as it siphons emergency power through a massive copper taproot.

COMBAT:
>PLAGUE SALVAGE UNIT 1-1. 12 HP | HIT DC6 | [HEAVY].
>>
>NODE 2-1: 4 Scouting Successes

The second group advances directly towards the primary objective, scouting the perimeter of the MAIN FABRICATION COMPLEX. You detect a sizable force of AUTOMATED SECURITY UNITS blocking the transit way, as well as a pair of small caches near the complex outskirts. While the security force was not particularly well-armed, neutralizing them would require a fair level of commitment due to their entrenched positions.

COMBAT:
>TURRET EMPLACEMENT 2-1-1. 4 HP | HIT DC5 | [EVASION].
>TURRET EMPLACEMENT 2-1-2. 4 HP | HIT DC5 | [EVASION].
>GUARD DRONES 2-1-1. 6 HP | HIT DC6 | [LIGHT].

SALVAGE:
>CACHE (2). [Roll 1D8 for salvage] [1-7MU CREDITS | SCHEMATIC/SPECIAL/UPGRADE on 8]
>>
>NODE 3-1: 3 Scouting Successes

The third group maps the cluster of storage containers towards the south. There was considerable value here - plenty of high-value materials and civilian equipment that could be tagged with retrieval beacons and boosted directly into orbit on an automated carrier drone. There was also a larger cache with the familiar markings of mech-grade equipment - most likely a shipment intended for on-site security.

As your team finishes the survey, they detect a UNKNOWN UNIT approaching with a NEUTRAL IFF. A group of four vanguard frames descend in close formation. The leader pings your pilots with broad-spectrum comm broadcast.

"ATTENTION, MERCENARY DOGS. We have already claimed this ENTIRE SALVAGE FIELD by RIGHT of orbital-first-observation charter. IF YOU DISTURB OUR SALVAGE YOU WILL BE FIRED UPON."

You can practically hear her spitting even through the low-baud comm channel.

COMBAT:
>UNKNOWN UNIT//BLUE-NINE 12 HP | DC 6 | [LIGHT]

SALVAGE:
>CACHE (6). [Roll 1D8 for salvage.] [1-7MU CREDITS | SCHEMATIC/SPECIAL/UPGRADE on 8]
>TECH CACHE (1). [Roll 1D2 for salvage.] [10 MU CREDITS on 1 | WEAPON SCHEMATIC SLOT OF CHOICE on 2]

OTHER:
>OPEN COMMS. Free Action. [Type in what you want to say. In the spirit of this quest, anything you say over open comms will be considered canon as-is.]

[As a reminder, per turn, you may move to one ADJACENT node before performing your ONE action (SALVAGE, COMBAT) in that node. COMM options are always free. Failing a combat roll will decrease your HP by 1, unless otherwise stated. ]
>>
File: SCARAB.png (1.87 MB, 2000x1000)
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>>6363607
Welcome!
>>
Rolled 2, 1 = 3 (2d4)

>>6363731
>OPEN COMMS
"ATTENTION, FRESH SALVAGE. DIE."
>CLOSE COMMS
>COMBAT: NODE 3-1: UNKNOWN UNIT//BLUE-NINE | DC 6 | [LIGHT]
No time for diplomacy. I'd tell them to kill themselves but they're already doing that anyways.
>>
>>6363731
"Is that so? Say, you've got something on your cockpit."
>COMBAT: NODE 3-1: UNKNOWN UNIT//BLUE-NINE | DC 6 | [LIGHT]
>>
Rolled 5 + 4 (1d6 + 4)

>>6363756
And what would a sucker punch be without a roll to go with it?
>>
Rolled 1 + 4 (1d6 + 4)

>>6363729

"Corvid, confirming positive contact with Heavy Plague type. FCS not optimized to handle it. Moving to 2-1 to engage Guard Drones to clear transit way. Recommend someone shift up here with FCS rigged for heavy types."
>>
>>6363788
"Damnit no joy. Requesting support."
>>
"Cancel that, shot positive." Forgot to include the radar hit bonus
>>
>>6362889
>

>CORE/LANCER. [ LOAD LIMIT: 5 | HP: 1 | ++ EVASIVE ].
ARMS
> RIFLE//EXTEN-R. [LOAD: 1 | + DMG/ALL].
> RIFLE//EXTEN-R. [LOAD: 1 | + DMG/ALL].

BACK
> SHIELD//HI0-SHELL [LOAD: 2 | + HP] [L-BACK ONLY].
> MISSILE//2-CELL [LOAD: 1 | + DMG/ALL].

FCS
> FCS/BML-LR [ 1D6 | ++++ HIT/LIGHT ]

CallSign: Pillow
>>
Rolled 2, 3 + 2 = 7 (2d4 + 2)

>>6363732
"Scarab deployed and ready dropship."

>>6363729
>>6363788
>OPEN COMMS
"Acknowledged Raven, moving to 1-1. This cancer will be obliterated."
"Firing at the taproot."
>CLOSE COMMS

>MOVE
>TO NODE 1-1

>COMBAT:
>PLAGUE SALVAGE UNIT 1-1. 12 HP | HIT DC6 | [HEAVY].
>>
Rolled 3, 3 = 6 (2d4)

>>6363291
>COMBAT: TURRET EMPLACEMENT 2-1-1. 4 HP | HIT DC5 | [EVASION]

If I'm reading this correctly, the path 2-1 -> 2-2 is blocked by enemies, but 3-1 -> 3-2 isn't blocked.
>>
>>6363729
>NODE 3-1

Engage the unknown unit
>>
Rolled 5 + 4 (1d6 + 4)

>>6363730
>>6363797
" Good work. I'll turn them to scrap metal..."
>NODE 2-1 - GUARD DRONES 2-1-1. 6 HP | HIT DC6 | [LIGHT].
>>
Rolled 6 (1d8)

>>6363730
"Vanguard, this is Swallow. Two turret emplacements with eyes on the main thoroughfare to our objective, one high, one low, plus a swarm of guard drones directly on the path. Low calibre armaments, but they're buttoned up, and there's a lot of 'em. Recommend the company rallies on our position whenever we're ready to push through. Holding this position for now. There's some salvage we can make use of."

>Salvage Cache 2-2

Are we gonna push through 2-1 onto the OBJ? Or do we intend to detour to sub-OBJ C and bypass the most direct route, to see if there is an easier path to the main objective?
>>
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>>
Rolled 3, 3 + 3 = 9 (2d4 + 3)

>>6363729

Oh yeah, we pile driving real deep.
>Engage
>>
Rolled 1 (1d2)

>>6363731
>OPEN COMMS
"Bit rude, these fellas. Shame. No loot for them then, aye?"

>SALVAGE: TECH CACHE
>>
Alrighty, I'm probably going to start updating in a few hours - please submit your votes if you have not done so yet.
>>
>>6364047
I have a few questions.

If attacking something with the Evasion tag, do we add our [Evasive] stat to the to-hit roll? Asking since that is what we how we resolve whether we take damage, and there's no defensive rolls or enemy attack rolls. Can you go negative on [Evasive]? In effect getting a malus versus turrets and the like?

For damage resolution purposes, how does damage work out if one or all of your weapons is of the inappropriate type? Like, if someone hits a light unit with an Ishmael, is damage halved, or does it only do one damage, or is the default damage one and then you add the four damage in addition to that if the unit were a heavy unit? Or can you not damage a unit of the wrong type at all with an inappropriate weapon? What about units with the [Evasion] tag? Do they just take full damage from everything, or do they only take damage if you yourself have a positive evasion stat, for some reason?
>>
Rolled 1, 2 = 3 (2d4)

>>6363731
>COMBAT:
>>TURRET EMPLACEMENT 2-1-1. 4 HP | HIT DC5 | [EVASION].
>>
>>6364064
Apologies - I really should have explained these mechanics in full detail at the start of the quest:

>If attacking something with the Evasion tag, do we add our [Evasive] stat to the to-hit roll? Asking since that is what we how we resolve whether we take damage, and there's no defensive rolls or enemy attack rolls. Can you go negative on [Evasive]? In effect getting a malus versus turrets and the like?

Yes to all. You can think of tags as indicators as to which bonuses to apply. For example, if you were to roll against something with a [EVASIVE] tag, you would add your evasion bonus OR malus directly to your hit roll. As a result, having an evasive bonus or malus is only relevant against enemies with the corresponding [EVASION] tag.

>For damage resolution purposes, how does damage work out if one or all of your weapons is of the inappropriate type? Like, if someone hits a light unit with an Ishmael, is damage halved, or does it only do one damage, or is the default damage one and then you add the four damage in addition to that if the unit were a heavy unit? Or can you not damage a unit of the wrong type at all with an inappropriate weapon?

There is a base 1 damage for a successful hit, followed by weapon specific modifiers. For instance, if you were to attack a [HEAVY] target with a [HEAVY +3 DMG ] energy sword and a [LIGHT +2 DMG ] Rifle, the modifier on a hit would be (1+3). You cannot damage a unit of the wrong type with an inappropriate weapon, though future weapons may have a broader type spread than what you have currently.

>What about units with the [Evasion] tag? Do they just take full damage from everything, or do they only take damage if you yourself have a positive evasion stat, for some reason?

They take full damage. There are no special rules for enemies with the [EVASIVE] tag. However, this tag is also used for some non-combat checks that may appear later.
>>
>>6363911
>Please roll your FCS dice (2D4)+1
>>
Rolled 1, 1 + 1 = 3 (2d4 + 1)

>>6364126
>>
File: Pic.png (4.78 MB, 1800x1000)
4.78 MB
4.78 MB PNG
I didn't finish the full update today since I have to prep for clinic now :C

But here's the art for the update.
>>
File: Kancho.png (3.41 MB, 1000x1000)
3.41 MB
3.41 MB PNG
>>
Rolled 5 (1d6)

>>6363291
>>TURRET EMPLACEMENT 2-1-2. 4 HP | HIT DC5 | [EVASION].



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