Smithsguild
The third monkey...
- Location
- Somewhere 'near' Atlanta Ga
Please grab some rolls as you can people. It takes only a few seconds to declare what you are rolling on & then throw dice.
Rolling 4/8.Roll for (8) AA artillery 1d10+1 versus 10 Sturgis flocks. 5+ or better removes target (4 rolls per person / 1 hour between rolls to allow everyone who wants a chance to blow shit up)
@Highwind & @BadKatt85 I'm assuming no preference as to which type of cat-zero are boomed first, as you failed to declare targets? We'll assume indiscriminate slaughter and assign 5 dead Sheldon, 2 dead Gudis between you both.
Roll a total of (124 remain) 1d10 for83 Sheldon,42 Gudis 1 torpedo a piece. 5+ or better removes target (4 rolls per person / 1 hour between rolls to allow everyone who wants a chance to blow shit up)
Roll for (84 remain) AA artillery 1d10+1 versus107 Sturgis flocks. 5+ or better removes target (4 rolls per person / 1 hour between rolls to allow everyone who wants a chance to blow shit up)
Roll for (6) AKP's 1d10+1 versus remaining Sturgis flocks. 5+ or better removes target (4 rolls per person / 1 hour between rolls to allow everyone who wants a chance to blow shit up)
Rolling 4 AKPs to Remove Sturgis.
Edit: That Nat 1 is unfortunate, but otherwise things went well.
Rolling 4 AKPs to Remove Sturgis.
Edit: That Nat 1 is unfortunate, but otherwise things went well.
Roll another 1d10 to check severity of the misfire plz @Highwind
Rolling misfire!Roll another 1d10 to check severity of the misfire plz @Highwind
...Or not.Actually Smithsguild please apply my personal re-roll token to Highwind's crit-fail now it never happened.
...Or yes. At least the result wasn't that bad.And that means 3 AKP'S are free to roll. Rolling them now.
Roflmao dammit
Rolling misfire!
...Or not.
...Or yes. At least the result wasn't that bad.
Rolling for the last of the boats.Plus another PT boat in reserve for cleanup 4 rolls remain 1d10 for 8 5+ or better removes target (4 rolls per person / 1 hour between rolls
Rolling for the last of the boats.
Edit: "I think someone just earned a pay-raise."
Rolling Artillery. Time to swat those flies outta the skies.4/8 artillery to go and 2/10 flocks of Sturgis remain aloft looking mighty thirsty as they loom ever closer...
Roll 4x 1d10, 5+ does the job. First 2 hits will momentarily clear the skies.
I'll roll these now.Roll 2x 1d10 for the "Outriders" doorguns, each hit (5+) Hvy SSC cause 1d3 aoe casualties
I'll roll these now.
I'm not 100% on the weapons we should pick for the Cobras yet, but the enemy forces seem ready to rout and I think we can get them to retreat if we slaughter some more, or at least keep them frozen with conflicting fear of us and fear of their gods for a while longer. The AoE on the chainguns might work better for that.
Edit: welp.
Smithsguild is unusually reasonable with misfires fitting the scale of the weapon. Doorgun might be unfortunate but I doubt catastrophic.