Tuesday, December 23, 2025

Rebel Base Run #4

 

#4 

Rather than deal with the party, Daisy comes up with an elegant solution. She looks at the minions, seeing the desperation in their faces. Maybe they were being made promises of fame and glory of revolution, maybe they found a way to earn a quick credit, but she has decided to show them mercy by gesturing to the door to the entrance.


“Get out of here,” Daisy said, “This is your chance to restart your life and find an honest trade.” She held up her finger before they ran off, “Just know this. If we catch you again taking arms against us, there will be no mercy.” She then gives them the final nod so that they could get up and leave. She was willing to take a gamble by letting them walk out, but the party lacked restraints, and she was uncomfortable performing wholesale slaughters of people who surrendered.

---


Q: Do the minions evacuate the complex?
A: Yes, but… they are met by an activated patrol from the cafeteria.


Q: Does the new patrol stop them from leaving?

A: No, no modifier - The patrol does not realize the men are in full rout, expecting the men to get doors open instead of running out of the base.


Q: Do the minions point out the party’s location?
A: Yes, but it’s only a half gesture towards the vehicle bay.


The guard is at least alerted enough to try and make a stealth approach as a scout.


Guard Stealth (+2): 13 vs. Rear Perception (Surzail and Caine) - ≤ 13 & 12 - The guard is able to get close without the rearguard made of Caine and Surzail detecting him.

---


The guard raises his hand and signals the other minions to approach. He leans around the corner and fires at Caine. Attack: 20 - Hit. Damage: 8. Caine HP: 11/19. He immediately sets off a firefight.

Round #1
Party: 16
GM: 13


Caine fires back at the Rebel Guard with his Scattergun. Attack: 21 - Hit. Damage: 11. Guard #1 HP: 11/22. He moves and takes cover behind some nearby crates. Total Cover.


Surzail also fires at the guard’s position with a scattergun. Attack: 17 - Hit. Damage: 5. Guard #1 HP: 6/22. Surzail moves to protect McIntyre and get her to take cover behind the APC.


Daisy moves to Caine’s crates and casts Cure Wounds. Heals 1d8+3 = 8. Caine HP: 19/19. Daisy Power Slots: 1st Level (⅓ Remaining)


Po moves up and fires a Bolt from his flamer at Guard #1. Attack: Natural 20 - Crit! D: 7 + 11 = 18 (Fire). Guard HP: 0/22 - Slain! And bursts into flames.


Caewen moves past Po and positions herself with her shield out to meet the next attacker.


Minion #1, #2, and #3 just saw Guard #1 burst into flames.


Morale Rolls (Wis +1): Natural 1, Natural 1, 4 - All three panic and follow the same direction as the two Daisy released. They just want to flee.

---


“It just peppered my armor,” Caine tried to wave off Daisy, he was grateful however that Daisy came with a touch of power that was created by her magic. His armor had been tested by the munder darts that were fired from the SMG and into him.


“There may have been some other minions, I thought I heard some running,” Caewen said.


“Hopefully they saw what happened and decided to evacuate from the base,” Daisy said.


Caine looked at his portable as it began to vibrate and chime.

---


Caine vs. Engineer for control over the lower region’s systems: 14 vs. 16 - Caine’s intrusion is finally pinpointed and shunted from the system. He looked at the others with a look of concern.

---


“I’m purged from the system. Any moment cameras will be brought online, including knowledge of those prisoners in the cellblock.


“We must have made some damage to morale, though,” Daisy pointed out.


“Eitherway, any hacking I can do will be a local level, such as breaking into immediate doors,” Caine said.

---


The Captain now has full control of the base's camera network and turrets. His vehicle bay is down, several bodies are seen on the cameras and several irregulars are no longer responding to radio communication. He lights a cigarillo and looks over his two engineers who finally got full control of the base. He also sees that the only units that remain in the area include his Reactor staff, his medic who is in sickbay, and those in the control room. He grabs his SMG and looks to his guard adjutant, a separate guard, and a minion. He was preparing to end the threat.


The Captain, two guards, and a minion are actively moving to try and intercept the party.

---

The party decides to make an end run for Sickbay to secure McIntyre’s snakes before going from there. There is a 2-in-6 chance that they come upon the Captain’s kill team. Result: 5 - No Encounter.


Q: Is there anyone stationed with the Medic?
A: Yes, but it’s a minion.


Given the deteriorating situation, an irregular is posted with the medic while another irregular is laid out and being treated for a previous injury. They have kept the sickbay door’s locked.

---


Caewen reaches the corner and holds up a hand. She uses a mirror from her kitbag to try and look around the corner. (Perception: Natural 20) - She sees that there is an active turret that is on detection mode in the hallway outside of Sickbay.

---


Q: Is there a nearby socket that Caine can plug his terminal and attempt a local sabotage?
A: Yes, no modifier


Caine plugs his portable terminal and begins attempting a local hack to try and deactivate the turret. Computer check: 7 < 13 (Minimum Necessary) - He is locked out.


“Nothing to do but fight it out if we want to get in there,” Caine said.

---


Po tries to turn the corner and ambush the turret. Stealth (+1) vs. Perception (+4): 12 vs 7 - Po gets one round as a drop on the Turret and he fires his Flamer as a bolt. Attack: 6 - Miss. It scorches the turret, but strikes the shielded base instead of anything vital.

---


Round #1 - Initiative
Party: 20
GM: 1


Po fires another bolt at the turret. Attack: 21 - Hit. Damage: 9. Turret HP: 13/22


Caewen moves in front of Po with her shield raised to try and draw its fire to her.


Daisy moves from around the corner and fires a Blue-White Bolt. Attack: 16 - Hit. Damage: 3. Turret HP: 10/22


Caine runs for the Sickbay door and begins to plug in to try and break the lock. Hacking: 24 - Success. He has the sickbay door unlocked. He yells out they need to move.


McIntyre runs in with a gun drawn and faces an armed minion. She orders him and the medic to surrender. Charisma: 15 - Solid Roll


Minion Wis: 6 - Failure. He surrenders


Medic Wis: 5 - Failure. He also surrenders his position to McIntyre.


Surzail moves up and fires his shotgun at the Turret. Attack: Natural 1 - Narrative Intervention: Surzail’s scattergun ‘clicks.’ It is officially empty.


The turret fires at Surzail. Attack: 20 - Hit. Damage: 10. Surzail HP: 11/21

---


Round #2 

Po fires a bolt at the turret. Attack: 12 - Miss. He spends Action Surge (0/1 Remaining) for a second attack: 6 - Miss


Caewen does not move, instead she sheathes her sword and draws her las pistol. She attacks the turret with a las shot. Attack: 22 - Hit. Damage: 12. Turret HP: 0/22 - Destroyed!

---


Q: Are the snakes safe?
A: Yes, but they’ve been kept in less than ideal conditions, meaning they are sickly and will require time to heal before they can be used in McIntyre’s work.

---


McIntyre curses the medic with her gun drawn as she finds the small, bare terrarium that they’ve kept her snakes in. No shelter from the harsh fluorescents of the room, little water, and no food. They kept them in a box large enough to cram the three snakes and left it at that.


“They couldn’t produce any medicinal venom even if they wanted to since you’ve done this to them!” She cursed.


“We didn’t know that at the time,” the medic protested.


McIntyre gathers the snakes into her medic’s bag. She will need the animals back to her current shelter to properly nurse them before her work can continue.
---


The Captain moves to the mess hall with a door leading west to where the party is. At the same time, guards are moving up the south hallway. The engineers inside the control room attempt to quietly open the door to the room across from the tunnel entrance.


Tunnel Stealth (+0): 9 - Does not beat any Perception score. Caewen is immediately alerted towards the far hallway and whatever may come out of the room. The Captain and his team are also on alert, making this an initiative roll.


Round #1 - Initiative
Party: 15
GM: 6


The first door that Caewen sees open is the mess door with the Captian standing on the other side. She moves up to be at optimal Near range with her las pistol and her shield up. Attack: 19 - Hit. Damage: 7. Captain HP: 51/58. She spends Action Surge (0/1 Remaining) for a second attack. 11 - Miss


Daisy moves up and casts Blue-White bolt and attacks Captain. Attack: 15 - Hit. D: 2. Captain HP: 49/58


Po fires a Flamer Bolt at the Captain. Attack: 16 - Hit. Damage: 12. Captain HP: 37/58


Caine shoulders his scattergun and draws his las pistol. He waves Surzail to get inside the clinic with McIntyre until the shooting stops.


An already injured Surzail moves to the sickbay with a scattergun still menacing the surrendering medic and minion in the room.


Captain fires a three round burst (3RB) attack at Caewen. Attack: 21 - Hit. Damage: 8. Caewen HP: 10/20. Multiatack: He attacks Daisy with a regular attack. Attack: 12 - Miss


Guard #1 pops around the corner and attacks Caewen with an SMG. Attack: 17 - Miss


Guard #2 runs across the room and then moves so he can fire around the corner at Caewe. Attack: 18 - Hit. Damage: 5. Caewen HP: 5/20


Minion rushes to cross the field of fire into the bedroom that Guard #2 is occupying. Minion finds the scattergun leaning against the wall and checks to see if it is loaded.


Round #2 

Caewen fires her pistol and retreats. She targets Captain. Attack: 20 - Hit. Damage: 9. Captain HP: 22/58. She reaches McIntyre and is clear that she needs some healing due to her grievous injuries.


Daisy fires Blue-White bolt at Guard #1. Attack: 20 - Hit. Damage: 5. Guard #1 HP: 17/22


Po lobs a Fire Bolt at Captain. Attack: 9 - Miss


Caine moves up and fires at Guard #1. Attack: 13 - Hit. Damage: 12. Guard #1 HP: 4/22


Captain 3RB Recharge (5+ on d6 = 3 - No recharge). Still attacks, spraying a burst fire on Caine, Po, and Daisy. All three must make a Saving Throw vs. 13 to negate d8+4 (7)


Caine Save: 20 - Success


Daisy Save: 4 - Failure. She uses Reaction for Hexagonal Shield and absorbs (1d8): 8. 7-8 = -1 or 0. No damage gets through.


Po Save: 13 - Success. Negates damage from SMG the Captain is firing.


Guard #1 retreats back into the hallway due to injuries.


Guard #2 targets Caine with an SMG attack. Attack: 8 - Miss


Minion #1 steps into the hallway and fires on Daisy with a Scattergun. Attack: 11 - Miss


Captain Performs Rallying Cry (1d4 Temporary HP - Bonus Action): 2 per rebel.


Captain performs Tactical Command (Reaction) - Guard #2 gets a free attack at Caine. Attack: Natural 1 - Auto Miss

---


“I… I may have doubted you, doctor, but I need you now.” - Caewen to McIntyre

---

Round #3 

McIntyre heals Caewen (1d8+1) 7. Caewen HP: 12/20


Daisy casts White-Blue Bolt at Captain. Attack: 9 - Miss. She moves into one of the empty barracks rooms for cover.


Po fires a flamer bolt at Minion #1. Attack: 17 - Hit. Damage: 11. Minion #1 HP: 0/9 - Slain. He moves back towards the front of the squad room that Daisy is occupying but is still in the open.


Caewen moves back out and gets in Near range to attack the Captain. Attack: 8 - Miss


Caine fires a Las Pistol at Captain. Attack: 12 - Miss.


The Captain abilities Recharge (3RB = 5 (Recharged) / Tactical Command = 1 (Inactive))


Targets Caewen with a 3RB - Attack: 12 - Miss


The Captain makes a tactical withdrawal towards the mess hall entrance to gain Light Cover firing around the door frame.


Guard #2 targets Caewen with a shot. Attack: Automatic miss


Guard #1, having been inspired by the Captain, returns to the fight and attacks around the corner as well. He targets Caewen and Caine. Both must make a Dex Save vs. 12 to Negate 1d8+2 (3)


Caewen Save: 19 - Success


Caine Save: Natural 1 - Caine HP: 16/19

---


Round #4 

McIntyre, despite Surzail’s protest, Steps out to deploy a mobile regenerator (Healing Words) to Caewen. (1st Level - ¼ Remaining). She heals Caewen (1d4+1): 4. Caewen HP: 16/20.


Daisy steps around the corner and targets Guard #1 with White-Blue Bolt. Attack: 15 - Hit. Damage: 8. Guard #1 HP: 0/22 - Slain


Caewen drops her pistol and charges at The Captain, drawing her sword. She makes a Lunging Attack (0/1 Remaining) - Attack: 19 - Hit. Damage: 11+3 = 14. Captain HP: 10/58. In melee with Captain


Po moves up to Guard #2’s position and uses Flame Jet on Guard #2. Guard Save vs 9 vs. 11 - Failure. Damage: 8. Guard #2 HP: 14/22

Caine moves up and fires into the room at Guard #2 w/ Las Pistol. Attack: 13 - Hit. Damage: 12. Guard #2 HP: 2/22


Surzail guards the minions and the rebel medic, just to ensure they keep to their word that they surrender.


Guard #2 is enraged and not willing to surrender. He sprays a burst at Caine and Po. Save 12 to negate (1d8+2): 5


Po Save: 16 - Saves


Caine Save: 19 - Saves


Captain Powers (3RB (3 - Inactive) / Tac Command (3 - Inactive))


He drops SMG and attacks Caewen with Monosaber. Attack: 14 & 20 - Miss/Hit. Damage: 7. Caewen HP: 9/20

---


Round #5 

Rushes forward, in dangerous conditions to deploy a second emitter. (Healing Word (2nd Level) - Slots: ½ Remaining - Heals Caewen: 7. Caewen HP: 16/20)


Caewen attacks Captain with Chainsword. Attack: 12 - Miss


Daisy moves up and fires a Blue-White Bolt at Captain. Attack: 9 - Miss


Po steps around the corner and fires a Flamer Bolt at Guard #2. Attack: 5 - Miss


Caine fires a las pistol at Guard #2. Attack: 17 - Hit. Damage: 4. Guard #2 HP: 0/22 - Slain


Surzail holds steady


Captain continues to duel it out with Caewen. Attack: 13 / 23 - Miss / Hit. Damage: 7. Caewen HP: 9/20

---


Round #6 

McIntyre blows her last 2nd Level Emitter (0/2 - Heals 2d4+1 = 3. Caewen HP: 12/20)


Caewen attacks Captain. Attack: Natural 1 - Event Dice (Negative) - Caeen is disarmed during the fight.


Daisy casts Blue-White Bolt at Captain. Attack: 22 - Hit. Damage: 2. Captain HP: 8/58

Po drops his flamer and draws his Snapsword. He charges and tries to draw the Captain’s focus. Attack: 17 - Hit. Damage: 5. Captain HP: 3/58


Caine switches to Scattergun and moves to the south tunnel that Guard #1 was using to cover it against any other attackers. He finds it empty.


Surzail holds action.


Captain attacks once at Caewen and once at Po with Monsword. Attack: 18 (Caewen) - Hit / Damage: 9. Caewen HP: 3/20 / Po: 14 - Miss


Round #7 

McIntyre casts her last 1st level Emitter at Caewen (0/4 Remaining - Heals 1d4+1 = 4) Caewen HP: 7/20


Caewen attacks The Captain w/ Sword. Attack: 7 - Miss


Daisy fires White-Blue Bolt at Captain. Attack: 9 - Miss


Po attacks the Captain with his Snap Sword. Attack: 10


Caine changes to Las Pistol and fires a calculated shot at Captain. Attack: 16 - Hit. Damage: 9. Captain HP: 0/58 - Slain. Caine twirls his pistol before placing it back in the holster.

---


Caewen leaned back against the mess table, gripping at her side where a weak point of her armor yielded to the Captain’s sword blows. There were pains she was going to feel the next day if she survived clearing the base. “How many more of them are left?” Caewen asked.


Daisy knelt by the Captain and picked up his submachine gun, admiring how well made it was compared to her older model. “I don’t know, right now I want to get into that APC and get back to town. We can tell the authorities what has occurred and collect our reward from there.”


“I need to stop by my house to start nursing these snakes,” McIntyre noted from the side.


“We can make a detour,” Caine said, “I’m in agreement, if I can get access to the computers from inside, I can set the cell doors to unlock and let those prisoners either go free or surrender to authorities once they arrive.”


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