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22:46, 1st May 2024 (GMT+0)

The Battle for Volturnus-2.

Posted by GM HeathFor group 0
GM Heath
GM, 895 posts
Tue 20 Jan 2009
at 23:09
  • msg #1

The Battle for Volturnus-2

The center lines, defended by the Edestekai pike are the next Sathar target. Armed only with pikes, the Edestekai need all the help and firepower you can give them.



(On this map you are shown coming in from the southeast to help the Edestekai pike line.)

You will be coming down a hill and have the height advantage over the Sathar forces.  (The height advantage gives you automatic initiative.)  At the bottom of the hill is desert terrain.

In the center of the area (about 50 meters between each side) is more of the vegetation root that gives off the dark black smoke.


There are 10 Sathar advancing across the desert.  They are about 100 meters away from the Edestekai, advancing slowly but surely.

COVER:  There are various rocks and shrubbery.  If you are looking for cover, roll a percentage roll:  01-20 indicates you can take full cover behind a rock/boulder; 21-40 indicates you can take soft cover behind a shrub or bush.

There are 16 Edestekai.  They travel in pairs, so for movement purposes, they are counted 2 to 1 (i.e., 8 counters on the board).

SITUATION: After opening the battle by an attack on the left flank, the Sathar are attempting to attack the Volturnus forces' center. The Sathar are approaching in two waves of 5 each.  In the rear of the Sathar forces, two Sathar are driving covered vehicles like Jeeps fit to the slithering, crawling worm creatures (the Sathar).

PLAYER CHARACTER'S GOALS: You must help the Edestekai by defeating the Sathar and making sure the Edestekai do not run away from battle.  (Recall that the Edestekai have strange religious beliefs and may believe that these are messengers from the gods, and they believe the quickdeaths are messengers from the God of Justice.  (Luckily, you see no quickdeaths here.)

Although you have only 16 Edestekai with you, reinforcements are approaching from the rear, another 16 in total.

The Edestekai are armed with pikes (long spears) which give them the advantage of being able to fight two ranks deep.  They must fight by melee only with the Sathar.  Each paired Edestekai will attack the same target.

The Edestekai also move in a formal line formation, four across (i.e., two counters).
Bartja Nemuco
player, 412 posts
Yazirian
Technician
Wed 21 Jan 2009
at 17:48
  • msg #2

Re: The Battle for Volturnus-2

Bartja abandons the recoiless rifle and heads toward the hill to help the Edestekai.  He will step in next to their ranks in the front row, pulling out his laser rifle set at 10 SEU.  He fires at the nearest Sathar when it is at 50 meters.
Desiraye Lipost
player, 595 posts
Desiraye Lipost
Corporate Investigator
Wed 21 Jan 2009
at 18:39
  • msg #3

Re: The Battle for Volturnus-2

In reply to Bartja Nemuco (msg #2):

OOC: We could use the recoiless rifle onthe vehicles and ground troops... just a thought...
GM Heath
GM, 896 posts
Wed 21 Jan 2009
at 19:16
  • msg #4

Re: The Battle for Volturnus-2

Yes, that is possible.  The gun itself weighs 44 pounds so will slow Bartja down.  You have 8 shells left (2 pounds each).

Rules:
Recoilless Rifle. A recoilless rifle is a heavy weapon that must be mounted on a tripod or a swivel mount to fire. It fires an exploding shell that causes 12d10 points of damage if it hits. Only one shell can be fired per turn, and loading another shell takes one turn. Inertia screens and skeinsuits halve the damage.


So he will have to take one round also to set it up on the tripod after moving it, and then he only gets to attack with it every other round.
Desiraye Lipost
player, 596 posts
Desiraye Lipost
Corporate Investigator
Wed 21 Jan 2009
at 20:15
  • msg #5

Re: The Battle for Volturnus-2

GM Heath:
Yes, that is possible.  The gun itself weighs 44 pounds so will slow Bartja down.  You have 8 shells left (2 pounds each).

Rules:
Recoilless Rifle. A recoilless rifle is a heavy weapon that must be mounted on a tripod or a swivel mount to fire. It fires an exploding shell that causes 12d10 points of damage if it hits. Only one shell can be fired per turn, and loading another shell takes one turn. Inertia screens and skeinsuits halve the damage.


So he will have to take one round also to set it up on the tripod after moving it, and then he only gets to attack with it every other round.
"Everyone rally on Bartja.  We need that Recoiless Rifle!"
Bartja Nemuco
player, 413 posts
Yazirian
Technician
Wed 21 Jan 2009
at 23:59
  • msg #6

Re: The Battle for Volturnus-2

Bartja hauls it over, running as fast as his monkey-like Yazirian legs will carry him.  "I'm on it," he says. He will take the recoilless until it is about 100 meters from the center where the vegetation is and set it up there (which is considered short range for a recoilless), ready to fire as soon as he's set up.
Sergi Watchman
player, 128 posts
Thu 22 Jan 2009
at 11:02
  • msg #7

Re: The Battle for Volturnus-2

Sergi collects some of the ammo

"We should set it up so we can fire into their flanks"

OOC Do we get our battle bots or are they mopping up the previous battlefield?
S'Krllk
player, 82 posts
Thu 22 Jan 2009
at 18:19
  • msg #8

Re: The Battle for Volturnus-2

S'Krllk will assist in carrying what he can of the recoilless rifle. The re-programmed warbot can hunt down the Sathar on its own... at least until some Sathar jumps on it and re-programs.
Speaking of 'bots, do those that we were controlling stay with us?
GM Heath
GM, 897 posts
Thu 22 Jan 2009
at 19:23
  • msg #9

Re: The Battle for Volturnus-Encounter 2

You may not still control your robots.  Instead, the surviving robots, edestekai, etc. will be used in Encounter 4.  So the more that survive, the easier Encounter 4 will be.

Let me take a moment to remind you of a couple things before this battle starts:

quote:

There are two special options available to the player
characters when playing the following planned encounters.
These options should be made known to the players. The
Ul-Mor charge option may be used in any encounter
except number 4. The charge is already built into
encounter number 4. The Kurabanda air attack option
may be used in any encounter except encounter 1.


THE UL-MOR CHARGE OPTION: At the beginning of any
turn during any encounter except encounter number 4,
the player characters may call for a charge by their Ul-Mor
reserves. The number of Ul-Mor available to charge will
vary from 4 to 8, according to the Ul-Mor Charge Table:

Dice Roll  Number Of Ul-Mor Available
01-20               4
21-40               5
41-60               6
61-80               7
81-00               8

Note that this option may be used only once. If this option
is used, deduct the number of Ul-Mor who charge during
use of the option from the number available to charge in
encounter number 4.

The statistics for the charging Ul-Mor and their lopers are
the same as those given in encounter number 4.

THE KURABANDA AIR ATTACK OPTION: This option
may be used only if the Volturnus forces succeeded in
destroying or capturing the automatic cannon in
encounter number 1.
To use this option, the player characters may, at the
beginning of any turn during any encounter except
encounter number 1, call for the Kurabanda air attack.
The Kurabanda will launch themselves from the tops of
the ruins overlooking the battlefield and attempt to glide
over enemy units, drop- ping hand grenades as they fly
over. They will attempt to land behind the enemy units
and then open fire with their bows and arrows.
Gliding Kurabanda will arrive over the encounter map 3
turns after being called for. They will move 50 meters on
the map that turn, and land at the end of the move. They
may drop their hand grenades over any one enemy
counter their own counter passes over during their flight.
The turn after they land, the Kurabanda will be quite
helpless, as they must remove their hang gliders and
prepare their bows and arrows.
A total of 8 Kurabanda will come when this option is used.
These Kurabanda all have second level weapons skill with
bows and thrown weapons. Their statistics are:
<pre>
STR/STA 40/50
DEX/RS  60/40
INT/LOG 45/45
PER/LDR   50/50
PS 2
IM 4
RW 30
M  30

Note that dropped grenades have the usual chances for
scatter.

Each Kurabanda drops four grenades all at once
from a special pack. These are fragmentation grenades
which will explode on impact.

This message was last edited by the GM at 17:57, Fri 23 Jan 2009.
Kri'lik
player, 128 posts
Doctor of Medicine (M.D.)
Professor
Fri 23 Jan 2009
at 06:02
  • msg #10

Re: The Battle for Volturnus-Encounter 2

Kri'lik does his best to patch eveyone up that needs bandages while helping organize the rest for the next assault.
Becka Norend
player, 213 posts
Fri 23 Jan 2009
at 17:58
  • msg #11

Re: The Battle for Volturnus-Encounter 2

Becka pulls out another grenade, ready to launch it when they're close enough to hit a target.
Desiraye Lipost
player, 598 posts
Desiraye Lipost
Corporate Investigator
Mon 26 Jan 2009
at 19:34
  • msg #12

Re: The Battle for Volturnus-Encounter 2

Desiraye tries to get everyone set up in position and ready to fire on the advancing Sathar forces.  She looks for cover for herself

"Bartja, get ready to fire on the vehicles.  Everyone else, target the troops.  Get ready to move in case our allies decide to disengage."

Desiraye will take an aimed shot at one of the lead Quickdeath.

STR/STA: 65/60
DEX/RS: 60/60
INT/LOG: 40/40
PER/LDR: 40/40
IM: 6
CURRENT STAMINA: 60/60

SKILLS:
Beam Weapons:4

70% +15% for aimed shot
This message was last edited by the player at 04:47, Fri 30 Jan 2009.
Sergi Watchman
player, 129 posts
Tue 27 Jan 2009
at 10:10
  • msg #13

Re: The Battle for Volturnus-Encounter 2

"Get ready to call in the air support, we'll want it to hit just before the bad guys reach the pike line.  I'll going down to stiffen their resolve."

Sergi take off towards the Pike line.  He will attempt to steady them, prepare them for the air strike and the flanking support fire.

The plan is to disrupt the assault with flank fire and aerial grenades, receive the disordered attackers at the halt with steady pikes, then counter attack.
GM Heath
GM, 899 posts
Tue 27 Jan 2009
at 17:52
  • msg #14

Re: The Battle for Volturnus-Encounter 2

Please note if you need healing from Kri'lik, as he is offering services between the battles.
Desiraye Lipost
player, 599 posts
Desiraye Lipost
Corporate Investigator
Tue 27 Jan 2009
at 18:40
  • msg #15

Re: The Battle for Volturnus-Encounter 2

Sergi Watchman:
"Get ready to call in the air support, we'll want it to hit just before the bad guys reach the pike line.  I'll going down to stiffen their resolve."

Sergi take off towards the Pike line.  He will attempt to steady them, prepare them for the air strike and the flanking support fire.

The plan is to disrupt the assault with flank fire and aerial grenades, receive the disordered attackers at the halt with steady pikes, then counter attack.
"We can use the cavalry too if you think that would be better?" Desiraye says to Sergi.
Sergi Watchman
player, 130 posts
Wed 28 Jan 2009
at 14:34
  • msg #16

Re: The Battle for Volturnus-Encounter 2

Sergi shouts over his shoulder...

"I'm inclined to keep them in reserve for later.  Coordinating the air strike, the pikes and the flank fire may be tough enough without getting cavalry in the mix.  Too likely they'ed get frighted off by the grenades."
GM Heath
GM, 900 posts
Wed 28 Jan 2009
at 17:46
  • msg #17

Re: The Battle for Volturnus-Encounter 2

You all get into your elected positions.  On the way over, Kri'lik is able to inject you with biocort and use the medkit.  (You may each raise your stamina by 10 for this.)

By the time you get in position and Bartja gets the recoilless rifle up, you see that the Sathar have gotten to within 50 yards of the Edestekai, still in two rows, and the two jeeps have driven up front and turned around.  The Sathar driving the Jeeps have gotten out and gone to the back of the Jeeps.

And now you are in position, ready to charge or fight, when the Sathar open the back of the Jeeps, and out of each comes a Quickdeath.  The two Quickdeaths charge the front lines of the Edestekai while the Sathar sit back and wait.

(You recall the Edestekai are highly religious and the Quickdeath are gods of justice.  Therefore, how they react--like running away--is a key point here.)





You do have the advantage of higher terrain.
Bartja Nemuco
player, 414 posts
Yazirian
Technician
Thu 29 Jan 2009
at 19:58
  • msg #18

Re: The Battle for Volturnus-Encounter 2

Bartja fires the recoilless into the quickdeaths before they can reach the Edestekai.  He won't fire if it poses a danger of hitting allies. Instead, he will fire toward the sathar lines once it reaches that point.
Kri'lik
player, 129 posts
Doctor of Medicine (M.D.)
Professor
Fri 30 Jan 2009
at 05:51
  • msg #19

Re: The Battle for Volturnus-Encounter 2

As quickly as he can the Vrusk shifts his attention to the lines of their allies and fires his laser rifle at the nearest quickdeath.
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