Fallout: Boneyards (Chariots of Steel playtest / New Vegas Sequel Quest!)

CHARACTER SHEET
NAME: Xiuyuan "Alderesh" Yang
AGE: 41 | GENDER: Male
CURRENT STATUS: No injuries, 0 RPM, 7 STRESS

HARD​
KEEN​
CALM​
DARING​
-2​
+3​
+4​
-2​

MOVES
Breadwinner
Fen Yang: She's having a hard time at work/school and are unsure about their future​
(*)(*)( )​
[-1 Stress Per Routine!]
Bronwyn Yang (aka Browny): They're struggling with long-form Warflu and need expensive meds to kick it. Fortunately, you've managed to send some.​
(*) (*) ( )​
[-1 Stress Per Routine!]

Get It Done: Each Routine, hold 3. Spend that hold to get a partial hit on any check before rolling.
Old Reliable: The tank gains +2 Integrity, +4 Safety and +3 Reliability for ground vehicles, and removes Unreliable and gives +1 to Attack for a firearm.
Domestic Bliss: When you're at 0 stress, take +1 ongoing to all rolls outside of air combat. You're not in air combat. Haha. Holy shit. Really, Erika?

GEAR
Cortex Comrade, a miniaturized personal computer which uses a persistent heads-up display to help workers perform their tasks… or soldiers target the enemy.
A bandoleer with three smoke grenades.
A super stimpack, purchased with your own money. Just in case.

MASTERIES
Getaway Mastery: Passive (Every move you take adds +1 Handling in ground vehicles.)
Can't Miss: Reduce your Speed penalty to shooting by -3. When your vehicle attacks at Knife range, +1 AP. At Melee range, +2 AP.​

VICES
Cannabis
Reading
Music

TONK
A9 "Wander Home", M7 Oliver
Speed: 4 | Torque: +2 | Handling: 23
Armor: 4/2/1 | Integrity: 25 | Safety: 3
Reliability: 0 | Fuel Use: 7 | Stress: 1

SPECIALS
Festooned with Hatches: Every position on the tank counts as having a Hatch, and any member of the crew can leave from any side or fire personal weapons in any direction.​
Gun Stabilizer: The addition of a gun stabilizer reduces the movement penalty from the vehicle's own Speed by 2.​
Linked: All crew positions have an intercom.​


TANK CREW
Yang: Commander | Type: Closed | Visibility: +1 | Escape: +2
Drives-Fast: Driver | Type: Closed | Visibility: -1 | Escape: +2
Trudy: Main Gunner | Type: Closed | Visibility: -2 | Escape: +1 |
1 F. Cannon (AP/HE) | Hits: 1/6 | Range: Long/Extreme | Damage: 24/3 | AP: 4/0 | Specials (Both): Reload 1, Artillery, Heavy 4, Awkward -5 vs Planes. HE Shells gain burst​
Arcs: Fore, Rear, Left, Right​
1 WMG | Hits: 6 | Range: Long | Damage: 2 | AP: 1 | Special: Rapid Fire (always on rapid fire because there's no penalty while in a vehicle), Braced, Heavy 2​
Arcs: Fore, Rear, Left, Right​
Dora: Bow Gunner | Type: Closed | Visibility: -2 | Escape: +1 | Engine Access!
1 LMG | Hits: 4 | Range: Long | Damage: 2 | AP: 1 | | Special: Repaid Fire (see above), Braced​
Arcs: Fore​
Mask: Loader | Type: Closed | Visibility: -2 | Escape: +1 | Assists Cannon Shooting

TANK PLATOON

H2 "Mighty Mighty Man", M2 Dumont - Armed with an MG
Sergeant Baalaji: Commander/Gunner
Private Iron Moth: Driver

P9 "Lil' Mo Action", M2 Dumont - Armed with a Cannon
Corporal Aubrey Angel: Commander/Gunner
Private Caitlyn Smith: Driver

INFANTRY SUPPORT

Sergeant Christina Morales: Squad Leader

Corporal Arnold Brick: Second in Command

Lance Corporal Betty "Doc" Tracy: Medic

Private Gordon Xavier: LAW Man

Private Nosejob: LAW Man

Private Samantha Yeager: LAW Man

Private Michael Burnside: Sniper

Private Thomas Barker: Rifleman

Private William Barker: Rifleman

Private Gwendolyn Price: Rifleman

Lance Corporal Zǐhán Quin: Rifleman
 
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[X]Plan Streetsweeper
-[X] Our tank should move up to one of the road junctions to take cover and retreat if needed, fires HE on the move, with machine guns if possible, focusing on those Legion fuckboys, their trucks, and goddamn rocket cars. We can deal with the tank later when it's the only thing alive.
-[X] Mighty Man and Lil' Mo do the same, but only fire when they reach a cover.
-[X] Infantry moves up, stick close to the building and fire at the infantry whenever they can, we will need them to eat any flanking vehicles alive like a Yaoi Guai on a Gecko.

Hey! New fight means new versions of all the rules, including way way less rolling for burst fire! That does mean I'm overseeing things a bit more closely to make sure it works though...

Roll us...

- 1d20-4 for the HE against legion fuckboys. (penalties for movement + exhaustion -stabilizer and mastery)

- 3d20 for Dora.
- 3d20 for MMM.
- 1d20 for LMA firing HE.

and finally

- 1d20-7 for incoming fire.
 
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1.6: HE, On the Way!
There was a metal clatter below you as Dora pulled up her gun, and the air tore with a precision burst down the street. As the closest Legion squad dashed to the side of the road for cover, there was an eruption of dust and three bodies collapsing in a heap at the end of the road. They were darting behind the spill of scrap into the road near one of their armoured cars, letting the curve of the road hide them from you.

"Driver, forward, forward! Gunner, HE, infantry!" you called, and with a scrap of metal on metal the gun breach clunked closed. "Put it against the side of that red building, up high, catch them with the shrapnel!"

"Up," Mask croaked.

"On the-"

---

The shell, thin-walled, sailed down the street. Despite the shallow impact angle against the long-crumbled concrete, it bit in rather than ricocheting, and dug eighteen inches into the material before the fuse kicked in.​
The wall erupted outward in a hail of pieces as the shell detonated, steel casing and brick spraying into the street below. Having landed somewhat short, most of the shrapnel was absorbed by the squad's cover, but it hardly mattered. Pieces tore into the exposed soldiers still trying to find cover.​
One, standing directly in the doorway under the blast area, simply ceased to exist as the blast sent his helmeted skull into the ground, straight through his body.​

---

"-way!"

The cannon barked and there was a sickly yellow streak from the tracer that terminated in a blast against the wall, instantly obscuring the area. You caught sight of one of their armoured cars weaving past in the grit and down the side road following the other, but everything else was lost.

"Beautiful, on-target! Dora, keep stacking them up! Gunner target-" You glanced back toward the enemy tank as one of their half-tracks reversed behind it, noticing its cannon pivot your way, then the other side of the street erupted into dust as the tank fired.

Something cracked loudly off the pavement maybe ten metres ahead of the tank and screamed past. It went through a building behind you - filling the air with dust, smoke, and a roaring crash as the building crumpled in on itself. Ahead of you, the road had an enormous furrow dug out by the bounce, one you barely noticed as the tank crunched over it.

"Fuck!" you ducked back into the turret seconds after it had happened, after the danger was over, as Wandering Home ploughed through an ancient lamp-post and the glass shattered against the gun mantlet. The tank rolled to a stop at the edge and reoriented itself as you pushed your head back out, staring uselessly into the smoke.

"Baalaji, Angel, push up, get in the fight!" you called into the radio, clutching the mic close. "Morales, dismount and dig in, watch the north road!"

"Where are those cars?" Angel asked, as the two light tanks ground up the road behind you. She parked a little ways back and waited at the edge of the building, her turret tracking.

"North, they went north!" you called.

"Fuck it, half-track'll do!" Her turret traversed as the hatch closed, the barrel lifting unsteadily as she shouldered it - but rather than firing, Lil' Mo Action backed up, hard, throwing bits of crunched up pavement ahead of itself.

"Fuck! Boss, dead round, dead round!" she announced over the radio, her anxious voice blowing out the volume into crackling static. Mighty Mighty Man parked behind you and fired down the road toward the Legion position, working the turret back and forth.

Dust spurted up from the impact, chips of stone, and splinter from old drywall as they hosed down rubble and streetalike. You have no idea if they hit anything, but at the very least, they're keeping heads down.

You threw an anxious glance north.

You caught, for just a moment, a flash of movement: Grinding wheels, armoured flanks, rocket pods. The cars are swinging wide.

---

Lil Mo Action will need some time to clear and discard the bad round and reload. The armoured cars have to drive up the road to the north: you can just make out intersections above your position, though not in much detail. It looks like they're driving past your position and around to flank back up the westernmost road.

The smoke will be clearing soon.


[ ] What do you do?

 
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They wanna flank us? Let them know we got infantry.

[X] Plan CS Go Go Go
-[X] Our tank should fire machineguns and smoke at the Legion infantry and tank, the point isn't to hit them, but to make them bunker down and unable to see a thing.
-[X] Our boys and girls should take cover in the buildings, wait for the armored car to come, then eat them alive when they do.
-[X] Lil' Mo should just do what they can to get the cannon working again, while Mighty Man also pump lead at the infantry.
 
[X] Plan CS Go Go Go

Sounds pretty solid there, pepper the hostile inf with MG fire to keep their heads down, though we will want to keep an eye out for that tank because that shot we took makes me think they have a turret on it
 
Right now we are just staring at each other, so turrets won't matter much for now.

After dealing with armored cars, assuming the Legion doesn't get spontaneous reinforcement, we should start planning to flank them.
 
Thing to keep in mind, we seem to have outrun our infantry a bit. If we plan on having them support us, either we need to fall back or they need to move up. Right now our vehicles are completely uncovered from the north side where the armored cars are moving.
 
They seem to be going to be moving past our position though, as it seems like they haven't seen our infantry because of, well, all the dying.

Also I just noticed that... we haven't really been using our pintle mount MG and turret WMG much huh?

Previously, HE just seems outright better at wiping out infantry with that many hits and rolls, but now I wonder how good MG are at anti-infantry role compared to HE round.
 
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Okay!

We need a bangshoots for the MG and the Smoke! Since you're no longer driving, it's just 1d20+Hard for both!

Then, bangshoots for the MMM

Then bangshoots for the LAW troopers (that's 3 bangshoots.)

And finally, a bangshoot from the Legion tank, but with disadvantage from your smoke, which is actually GOOD for you, you WANT to roll low!
 
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Why is it 3d20 and not 4d20 since HMG also has 4 hits? Or is this determined from the advantage disdvantage thing?
 
Ok then, im rolling for MMM

E: i don't like that 1
Chopak threw 4 20-faced dice. Reason: Mmm hmg Total: 36
10 10 1 1 17 17 8 8
 
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MGs are good, using them is good. They're really one of the primary weapons of the tank. We also shouldn't ignore the half-tracks which can contribute their own machine guns.

15 rifle caliber shots (6 from each internal MG and 3 from the pintle, since I'm assuming that can't rapid fire without penalties) in one direction is a lot. Our tank alone can put out nearly as many bullets as the squad.
 
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