1328 replies and 67 files omitted.
>>191892Posey ushered the airponies onwards, and stays in the rear of the group, drawing her sword.
"I may need to hold them off. Get the air ponies to safety. I can catch up later if need be."
>>191892Cavaliere quietly reloads his revolver as he guards Day Chaser. He motions to keep quiet.
>>191892Kira calls in over the radio before Silver and the airponies get to the door.
"They're outside the door!" Hearing this, Silver backs the airponies right up to where they were.
Silver: "Well, fuck. No other way out but window. Come on, climb out on rope, and hurry! Others will try to catch you if you fall."
He holds the rope for the airponies to climb down on.
The success of the evacuation is probably best determined by dice rolls...
I'll let you try to see what applies
>>191896What kind of roll is that? A dexterity check to evade a pursuit? Can I add my initiative bonus?
>>191897Wait, Posey is outside of the lighthouse, not inside with the ponies trying to Frequent Wind them. What is she doing exactly?
>>191896Let's start with Silver making a Strength check to see how well he can hold onto the rope with ponies climbing down it.
[1d20+3 = (7+3) = 10] >>191898She's getting ready to defend against potential approaching hostiles and draw their attention away from the group, since it looks like we won't escape in time.
>>191899Not...not the greatest, but it could be much worse.
>>191900The soldiers are going into the lighthouse to get the ponies that are in the lighthouse. Posey is outside of the lighthouse at the bottom, presumably out of the line of suppressive fire. She can't exactly defend from that position.
>>191902Okay, where does she need to be to do her job defending the airponies?
Most of her attacks are touch range.
>>191902>>191903Since Posey is with Cavaliere, the two of them will at least be able to fight together. However they do have to help get the non-pegasi out of the harness.
>>191904>>191903The soldiers are laying down automatic fire in the direction of the lighthouse, and then entering it in an attempt to clear it
>>191905Okay, she'll guard the entrance. She's melee.
>>191903>>191904>>191905Silver angrily shouts out, "Вот почему ты, черт возьми, не покидаешь свою позицию, когда ждешь спасения!" before looking to the the airponies in the lighthouse. "Just climb down already, идиоты!"
>>191906From my understanding Posey is already outside the lighthouse, at its foot opposite the entrance. If she went around she would expose herself to fire. Whichever angle she covers, Cavaliere will cover the other side, while also keeping an eye on the ponies as they descend to help catch them if needed.
Well, if everypony has already left through the window of the Lighthouse...
>>191909So all of the airponies have left through the window of the lighthouse?
>>191896>Evasion And Pursuit>In round-by-round movement, simply counting off squares, it’s impossible for a slow character to get away from a determined fast character without mitigating circumstances. Likewise, it’s no problem for a fast character to get away from a slower one.>When the speeds of the two concerned characters are equal, there’s a simple way to resolve a chase: If one creature is pursuing another, both are moving at the same speed, and the chase continues for at least a few rounds, have them make opposed Dexterity checks to see who is the faster over those rounds. If the creature being chased wins, it escapes. If the pursuer wins, it catches the fleeing creature.>Sometimes a chase occurs overland and could last all day, with the two sides only occasionally getting glimpses of each other at a distance. In the case of a long chase, an opposed Constitution check made by all parties determines which can keep pace the longest. If the creature being chased rolls the highest, it gets away. If not, the chaser runs down its prey, outlasting it with stamina.So, I guess this can be determined as a group Dex/Con check?
Day Chaser is the first out, directly lowered. Cavaliere jumps out through the window and glides down. Then Posey leaves next, spider crawling down the side of the lighthouse, an action that would draw significant attention were it not for the dim light and obvious other matters that draw attention. Then the green unicorn, who presumably repels down. The white Pegaus jumps out and glides, but he goes relatively far, and seems to be both seen and draws fire from the soldiers. Silver is (presumably) the last one out. If any pony is drawing fire, it's Silver, who must repel down the side of the lighthouse after its central stairwell is being climbed by GRU forces.
>>191912climbs down*
Is the back of the lighthouse easily visible or is there an incline they could scramble down before too many shots can be fired?
Also, Cavaliere gestures to one of the ponies to carry Day Chaser. If he absolutely has to (he has only bipedal weight limits) he'll carry him himself, but he would be slowed down a lot.
>>191912How far away are the GRU forces right now? I need to know when we get within line of fire or charging distance.
If they get within 120-240 feet, I may need to enter melee with them with a Run action.
Posey takes her next standard action to use her Charnel Touch on herself, conspicuously touching her chest where the last electricity ray hit her, the singed fur returning to its pristine white color.
>>191914>>191913>Is the back of the lighthouse easily visible or is there an incline they could scramble down before too many shots can be fired?There is an incline. It's maybe 30 degrees, increasing immediately by the water. Anything on that slope a little ways is not within line of site of anything a little ways down the slope on the opposite side.
The soldiers have evidently left a machine gun and a fire team on that slope to provide covering fire as a fire team advances to the lighthouse. They are entering the lighthouse to clear it. When they go in through the door, because the door to the lighthouse is in the center and on the ridge, they may see and would have line of site with creatures on the opposite slope, and especially, next to the lighthouse. They would also be very close, certainly melee range. Of course if any party members were on the ridge line, they are in line of fire to the soldiers further down the slope.
>>191912Climb: Silver tries to repel down the lighthouse once everyone else is down as best as he can without being turned into holey cheese.
[1d20+4 = (9+4) = 13] >>191915>The soldiers have evidently left a machine gun and a fire team on that slope to provide covering fire as a fire team advances to the lighthouse.Iirc, most machine guns are AoE burst fire weapons, so we can use this to our advantage. If I enter melee with them, they won't be able to shoot me without shooting eachother. I can use that opportunity to disarm or trip them with my halberd, buying us more rounds to escape.
Are they within running distance?
I will distract the enemies using my fear abilities for long enough for the wounded to get to safety. I would appreciate some cover fire from anypony with Precise Shot though.
>>191919I can back you up. We should all be on board with a plan as a team before we try anything, however. We could alternatively run down the slope at an acute angle to the ridgeline, such that the soldiers will have trouble getting a bead on us unless if they move around, by which time we will be far away enough for them to start taking range maluses. They may give pursuit however. Even if we all stay behind it would be a suicide mission to fight them head-on, and the more ponies we send back the worse the odds for the rest. We also need at least one pony to carry away Day Chaser.
The advantage to fighting the enemy is that if we defeat them we'll have significantly better leeway when it comes to tracking that last pony.
>>191919>>191920It sounds risky to me. My plan was to flee while tactically placing grenades and explosives between us and our pursuers. The explosions would slow them down enough to allow us to disengage, and the dust, dirt, and debris kicked up by the explosives going off would provide a smokescreen in the darkness of twilight that will cause them to lose sight of us.
>>191921How many of those do we have, and why couldn't we just use the grenades on the enemies?
>>191923Throwing grenades behind you also doesn't necessarily slow down the enemy.
Perhaps with one minute of work (or a full round action, at a penalty) and a DC 15-20 Survival or Craft (Trapmaking) check it could be incorporated into a simple booby trap though, such as on the door.
>>191923Creating corpses out of GRU soldiers will increase the amount of heat on us.
>>191924I mean, it should unless they want to get filled with fragmentation.
>>191925>Creating corpses out of GRU soldiers will increase the amount of heat on us.They're too busy fighting monsters and trying to kill us for them to count their casualties right now. It won't cause alarm for at least a few hours, by which point we should be off of this rock.
Besides, I want to sink their ship anyways, so it can't gun us down as we're leaving. Plus its good pony points for Destruction cult affiliation.
>I mean, it should unless they want to get filled with fragmentation.The grenade only slows them down as far as you can throw it (~30 ft). Our group is encumbered by carrying the wounded, which means we can take Run actions, but they can: They would close that 30-60 ft distance in less than one round.
Melee fighting is the only real option to get them out of running distance. If I can hold them off for three rounds, the party should be able to get to safety.
>>191926The problem with melee fighting is that they just have to make a tactical retreat while calling in danger close mortar fire on our position as they move back. We don't need to hold or slow them down for very long, just long enough for us to get some distance and make pursuing us just that little bit too dangerous for them. If they give chase, they'll overextend their position leaving holes for summoned monsters to burst through their positions and potentially getting them caught out in the middle of nowhere with no support while surrounded by enemies.
>>191925>Creating corpses out of GRU soldiers will increase the amount of heat on us.Any armed enemies already represent a threat to their containment operations and fighting back will not change their stance. Fighting back will weaken this squad and limit their ability to chase us.
>If I can hold them off for three rounds, the party should be able to get to safety.Even Posey's durability will not last three rounds of concentrated fire. I don't think the ponies with guns will willingly stay in melee range of a swordsmare either. Also, we should either put distance between us and the enemy or use the natural cover of the lighthouse to fight them. Going into the open to fight is pure suicide. If we injure or kill a few of them, we can escape more easily.
>>191928If we start killing them, they'll start seeing us as a greater threat compared to the monsters which seem to be fairly ineffective against them. Being a greater threat means more squads and heavier weapons used against us.
>>191929That doesn't change the issue of how we'll get away without being shot to pieces. It would be a bad idea to use up all our explosives now when tougher threats are guaranteed to appear later.
>>191930It's possible that there's an armory on board the Kostroma, and there may be more grenades there. In the meantime we can just chuck the grenades we have and use the time when they're ducking for cover to escape behind the landscape. Once we're out of sight they'll likely break off pursuit for fear of running into a trap or, yet again, leaving a gap for monsters to attack their landing base.
>>191930>>191931Also, forgot to include this argument: it's not as if the GRU squad is going to be an easy fight anyways. We may not even be able to win it if we get into a pitched battle as we are. Whatever may come we can handle, but not if half or more of our group gets cut in half by machine gun fire. Now is a good time to use the grenades.
>>191931>>191932Alright, let's go with that then.
Take your time in deciding how you want to approach this. I don't think I will be able to respond tomorrow.
Okay, so the plan is apparently to run while throwing grenades. I will be in the rear to engage in melee if that fails.
Who's going to throw?
>>191950Doesn't throwing apply a dexterity modifier? Our high-dex characters, like Cavaliere, should be doing it.
Cavaliere has listened to have a good idea of where the enemy machine gunner is.
Listen: [1d20+3 = (18+3) = 21]
A point of clarification if anyone is unsure about the layout of the situation:
The land in question is basically a hill, with the lighthouse at the summit, some of the soldiers on the eastern side, and the party on the western side. It isn't a singular hill, but a north-south ridge line, so you can't just go around it, you have to go over the summit. Some of the GRU soldiers, at least two and no more than one four pony fire team, are at the top of the hill by the light house. The eastern slope of the hill, where the other GRU soldiers are, faces the northern bay of the island, which is where the GRU ship is located. The western side of the hill, which is more or less where the party is located, faces the Rocky Sea, which expands out to the horizon. The party does not have line of sight with the main part of the GRU group, as they are on opposite sides of the hill. However, the soldiers that have made it to the top of the hill would easily have line of sight with the party and the rescued ponies, which is why they are dangerous. They could directly attack the party and the airponies, and also alert other forces of the party's presence. The soldiers that have come to the lighthouse are intent on entering it. The soldiers on the other side of the hill have a light machine gun in place, and at minimum one fire team and also some support soldiers. They are shooting at the light house, above it, and around it. They are almost certainly just shooting their weapons so as to encourage any hostile targets near the fire team that is approaching the lighthouse to stay in place. These weapon bursts are not in line of sight and do not threaten the party. Were any party member to go onto the ridge line, near the GRU soldiers, they would be in line of sight and thus line of fire to the soldiers. It is probably true that the GRU would not want to shoot a machine gun at their own soldiers, though at least some of the enemy soldiers are armed with more precise rifles and may be willing to engage targets closer to their fire team. The current gap in action is before the fire team at the light house has the chance to spot the airponies and party members just on the other side of the light house from the GRU soldiers on the slope. The party members are near the top of the hill, but the lighthouse completely covers them. The party is close to the fire team approaching the lighthouse.
the twilight provides enough light to see even if not in the best of detail or color. The wind is fairly strong and is blowing from east to west. That is to say, from the party towards the GRU soldiers. The other NPCs, including blackheel, the petrushka hostages, the other airponies, and Mala, are further sound some hundreds of yards away. Unless I suppose Silver has ordered Mala to come, but he assumes that his role is to [-]prevent the hostages from escaping[/i] protect the rescued Kostroma crew members.
>>191958>However, the soldiers that have made it to the top of the hill would easily have line of sight with the party and the rescued ponies, which is why they are dangerous. They could directly attack the party and the airponies, and also alert other forces of the party's presence.Okay, so that's the group that Cavalier has to grenade before we escape.
>>191957Grenade them, Cavalier.
>>191967That sounds like a better idea than targeting the machine gunner. What does Silver's player think?
>>191968Yeah, that's the group I was thinking of focusing on, sorry about the mixup. The machine gun will also have the disadvantage of needing to be set up before firing, which will slow it down especially.
>>191958Is the ridgeline group in easy range of a thrown grenade or is the sling necessary to reach?
>>191968Grenade one, then grenade the other. The closest ones are the immediate priority, but I want to take out the machine gunners too. If we defeat them, we can look that gun, and any healing items magic ammo/armor they're carrying (because elite special forces should be fully-equipped for their level).
>>191957The wind and the lighthouse make listening to a precise location a bit difficult, but cavaliere has a guess, some tens of yards down, and slightly north of the lighthouse.
>>191970They are very close, and that is the problem. If anything, they are close enough that collateral fragmentation might be an issue.
>>191974>The wind and the lighthouse make listening to a precise location a bit difficult, but cavaliere has a guess, some tens of yards down, and slightly north of the lighthouse.That's easily within Slinging range.
I think Cavalier should sling a grenade at them on his surprise round, and then immediately sling another one at them once initiative begins; then all shooters in the party should pick off the survivors. Focus all our AoE attacks on neutralizing the machine gunners. Then
>They are very close, and that is the problem. If anything, they are close enough that collateral fragmentation might be an issue.Then I think I should just melee them. I can draw fire and absorb damage while I debuff them with my Frightful Presence and Demoralize checks. Then after Cavalier takes out the machine gun crew the other martials can support me (if that can't be done, I think I can handle it).
>>191975I'll wait for Cavalier to sling the grenade before I move into melee. I will use the explosion as a distraction, so I can guarantee a surprise round for myself and some flat footed targets.
Posey sheaves her sword, keeping a magical grip on the hilt as she charges it with destructive energies, preparing to cut her opponent in half on the strike. She shuts her eyes for a moment, clearing her mind before she smiles
She gives a manic grinning sneer
"Enemies approaching from right behind the tower, with our charges in . Overwhelming artillery mounted on the northern hill, ready to fire upon us as soon as we move."
She gigglesnorts, suppressing a deranged cackle
"It reminds me of my days serving on the borderlands of Farbook." she whispers, with a smirk of excited nostalgia, biting her power lip
>>191975>>191976>>191977Silver frowns. "Is my authority as leader so weak that you would just ignore this plan to charge in and do your own thing? These are not some mindless skeletons or tribespony levies, these are highly trained special forces soldiers equipped with best equipment available. Think, even if we by some miracle we seem to start winning, they will call over radio for artillery barrage on our location and we will be blown into bits rather than them letting us win. We also still have one missing airpony to think about, and we have to worry about high tide causing Kostroma to become unmoored.
We can not afford to get into fight with these soldiers."
>>191979"They already have our location. Simply walking away is not an option."
>>191979Silver may wish that he had Mala by his side at this moment. Mala would look up to Silver - literally, with his head at the height of his humped shoulder, but also metaphorically, always respecting him as an authority even when he could not understand Silver's reasoning. And Mala would need no persuasion that the easier, less dangerous course of action was the correct one.
But instead, Silver has Posey.
>>191982Okay, fine, I'll do what he said. Let's just advance the plot already.
I'll get my revenge on these dicks when I sink their ship later.
ki jutsu stops
"Oh well... Let us leave then. Immediately."
>>191983I just wanted to mention Mala. I like Mala...
>>191987I like Mala, too. He's top qt.
>>191986>>191983>>191985Silver lets out a sigh of relief. "Thank you."
He makes sure that Posey is given a rifle and Cavaliere is given the grenades, and gets everyone ready to make their tactical retreat to rejoin the others.
>>191990How many grenades are we talking about? And can Posey use a rifle without penalties?
>>191990>>191991"I do not use boomsticks."
(I'm not proficient in firearms, and I do more damage with my longbow anyway. I can throw/sling grenades though.)
>>191992Silver still keeps the rifle offered to Posey. "Can you shoot arrows while you keep moving?"
>>191991Hmmmm...to be honest, I've forgotten how many grenades we were given.
>>191994I am seeing in old posts two fragmentation grenades and two smoke grenades
That seems rather low... >>191995It does, but I think we can make it work.>>191991Silver: "Throw them in this order: smoke, frag, frag, smoke."
>>191997If we're not trying to fight them, why do we even need to throw the frag grenades?
Whatever, let's just move.
>>191995In hindsight I would have packed at least half a dozen frag grenades, weight limitations or not.
>>191997Cavaliere whispers,
"Give me your sling. If we land one near their machine gunner, they'll be in a state of panic." >>192000You could have four characters sling at once: one team slinging smoke grenades, the other slinging frag grenades. Blinded enemies take a -4 penalty on reflex saves, so they are more likely to be killed. The AC to hit the square is 5, so anypony could do it, and there's no penalty for throwing a grenade into smoke.
Then by the time the smoke clears and they assess their casualties,, we will be gone.
>>192002This is our best bet. We can do it all in one turn and get out with a minimum of fuss.
>>192003Alright.
I have to sleep. Whenever you guys decide to finally make the attack rolls, you can roll for Posey with a +5 attack mod.
>>192002>>192003That's a good idea for effectiveness, but it won't keep them stalled for long if we blow our load all at once.
>>192005It should seriously wound them, and also blind them for some 3d4 rounds. In that time we can get out of encounter range, and be no closer to them than the various wandering monsters and therefore not be worth pursuing.
We should do it all at once, so they don't get a chance to return fire, plus we want them all to be flat footed so that they can't act on the surprise round and also take a penalty to their saves. Also, it's simpler and quicker to do things in s single round than it is to go by initiative, and I'm tired of waiting.
>>192005If a character throws grenades one at a time, he's limited in his move actions for every round and the enemy will have twenty seconds to figure out what's going on. If we throw them all at once, we can run so that even if they start shooting at us they'll get range penalties.
>>192007This.
We could be out of their maximum range by the end of the surprise round, and moreso when the fog dissipates.
We are in a hills biome. In gentle hills, spot checks begin at 2d10 x 10 ft away, and in rugged hills they begin at 2d6 x 10 ft away. If we take our maximum movement after the surprise round, plus one additional round for the minimum duration of the smoke cloud, we would be outside of their encounter range and they would not be able to pursue us without track checks (which means moving at tracking speed). This encounter can be evaded in two rounds.
Let's do it. Two PCs throw smoke, two throw frag. Have Silver and Kira sling the smoke, because the smoke is the most important part. Cavalier and Posey can sling the frag grenades. Posey will throw the grenades at the nearby targets because she does care about taking frag damage herself.
Silver's player, please roll to sling the smoke.
>>192007Doesn't a round last six seconds?
>>192009No matter what we do, we'll have to start running after we throw the grenades, so let's do it. We can cover ground quickly if we spend full round actions running, and we have a minimum of two rounds to run before the enemy can respond at all.
Please toss the grenades.
>>192011>>191995How far would the creatures at the lighthouse have to run to reach the safety of being out of line of sight?
>>192012Probably 2-3 rounds, full round run actions.
Cavaliere will sling a grenade at the machine gunner, but doesn't he need a sling?
>>192015I have slings.
Slings cost 0 GP and have negligible weight: You can have as many of them as you want. Just like mistletoe.
Silver, please make the attack rolls so the two of us can follow.
>>192012300 feet to the area behind the higher hillside, but even this area isn’t necessarily out of line of sight from the hillside
>>192018And obviously, the group is already not within line of sight to the slope of the hill
>>192018We should be able to clear that in a few rounds, accounting for the reduced speed of the wounded ponies. The smoke grenades should buy us all the time we need, unless there is a sudden wind.
>>192020There is a definite, reasonably strong wind. It is blowing directly in the faces of the enemy.
>>192021It should still work then. Even with severe wind, the smoke lasts a minimum of one round.
I'll throw my grenade when Silver's player does.
>>192015>>192019>>192020Alright, but if we die Silver's ghost is gonna haunt all of you.
Pulling the pin on his smoke grenade, Silver chucks it at the group of Spetsnaz soldiers (Kira is too far away to throw one).
[1d20+10 = (13+10) = 23] >>192024The closest one, at the door to the lighthouse
>>192023>but if we die Silver's ghost is gonna haunt all of you.Pic.
(Playing ghosts is fun)
I think throwing downwind could be a +1 circumstance bonus, but the AC is super low anyway.
>Kira is too far away to throw oneFuck, I forgot. Someone else throw the smoke bomb at the machine gunners.
>>192025Throwing the grenade right after, as soon as the smoke hits (so that they are blind and take -4 to the save)
[1d20+6 = (11+6) = 17]What's the damage dice for a frag grenade?
>>192026Last I checked it was 4d6 slashing with a DC of 15, but GM said it should be more last time I shitposted Posey sitting on one and blowing out her organs, so idk what the damage is.
I think Cavalier should sling the other smoke grenade.
Just gonna roll 4d6 and add more dice later if GM calls for it
[4d6 = 13]
>>192023Cavaliere takes one of Posey's slings and a fragementation grenade from Silver. Wrapping it in the sling, he quickly pulls the pin and starts swinging the sling around his head. It goes around once. Then twice. On the third swing, he lets go, aiming the explosive at a spot adjacent to the machine gunner.
Dexterity modifier I suppose? I have no idea what else to account for.
[1d20+3 = (12+3) = 15]Anyway, I will be busy for all of today and most of tomorrow.
>>192032You should be adding your base attack bonus as well.
Also, someone needs to sling the smoke bomb at that group. Maybe one of the airponies can.
Should Posey just sling the second smoke bomb?