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Bommerz over da Sulphur River» Forums » Play By Forum

Subject: Bommerz over da Internets! rss

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Andrew Sinclair
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Another exciting game of



with

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Bommerz over da Sulphur River - Online Guide

Welcome to Cthulhu1's on-line version of BotSR! Here is a quick guide to help you play by forum.

The rules are exactly as they appear in the rulebook (which you can download through the link here . If at any point you have any questions, feel free to ask -- this is all in good fun, and mistakes and confusion can (and do!) happen in a forum game.

Your little fightas have a number on their wing to help you tell them apart. When you post your movement rolls for your each of your fightas, use the following format;

Cthulhu1 previously rolled d6 = (2) = 2 (Fighta 1: 1d6 =)
Cthulhu1 previously rolled d6 = (5) = 5 (Fighta 1: 1d6 =)

Cthulhu1 previously rolled d6 = (5) = 5 (Fighta 2: 1d6 =)
Cthulhu1 previously rolled d6 = (6) = 6 (Fighta 2: 1d6 =)

...etc.

The go back and edit your post to show which speed you've chosen for each fighta by highlighting the value you want in red.

Cthulhu1 previously rolled d6 = (2) = 2 (Fighta 1: 1d6 =)
Cthulhu1 previously rolled d6 = (5) = 5 (Fighta 1: 1d6 =)

Cthulhu1 previously rolled d6 = (5) = 5 (Fighta 2: 1d6 =)
Cthulhu1 previously rolled d6 = (6) = 6 (Fighta 2: 1d6 =)


Do this for all your fightas, then choose the one with the fastest speed and post their complete move first by listing each zone number they will fly through, in order. At that point I will resolve any encounters you have. We will then proceed to the next fastest fighta.

Also remember if your fighta is damaged it gets a -1 to all it's rolls, so be sure to edit the dice roll accordingly. For example;

Cthulhu1 previously rolled d6-1 = (5) - 1 = 4 (Fighta 3: 1d6-1 =)

Good luck and good hunting!

For moving reference here is the Bommerz map;

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Andrew Sinclair
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Turn 1! Set up and ready to fly!

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Noshrok Grimskull
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Dregbog circles the target are, feeling both excited and ... bored?
Yeah, he got his own command, but he got a very odd jumble of flyboyz to fill out his roster. And now Bommer Kommand sent him out on a "test run" for one of those ungainly blasta-bommerz...

And he didn't even get to pilot it!

Oh no, Bommer Command stuck him into a light fighta plane, to "git a look at dem boyz an' how dey handlez demselves inna fight". Banished to the sidelines, a mere observer... this certainly wasn't what Dregbog was expecting when he got the promotion and stepped up to fill the boots of Da Boss (literally, since he looted Da Boss's locker and found a shiny pair of combat boots there ).

"Oi, dis iz skwad-kommander Dregbog. I'z observin' you fer now, so better act like you mean it. Git in dere and give dem 'umies Hell!"

"WAAAGH!"


Flyboy 1: 1d6 = (4) = 4 and 1d6 = (6) = 6
Flyboy 2: 1d6 = (4) = 4 and 1d6 = (6) = 6
Flyboy 3: 1d6 = (5) = 5 and 1d6 = (3) = 3
Da Blasta-Bommer: 1d6 = (4) = 4 and 1d6 = (1) = 1

Da Blasta-Bommer:
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Noshrok Grimskull
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Flyboyz 1 and 2 race off with screaming rokkit boostaz, moving to 21 and 20 respectively.
Flyboy 3 takes things a tad slower and settles his fighta-bommer in front of the lumbering behemoth of Da Blasta-Bommer, performing interceptor-duty while cruising to 11.
And Da Blasta-Bommer itself belches oily smoke and flames as it comes about to start its approach, moving to 10.
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The Imperial officer swallowed the cold lump of fear that had choked him as the orks had entered his scanner-range.

"What is that damned thing?" he asked, to no one in particular. None of the soldiers around him was foolish enough to offer a suggestion.

"Very well," said the officer with an attempt at bravado. "Charge the laser!"



(Check out the new 'model' for Dregbog! Wanna make it a Heavy Bomma? We could say it can take 2 hits before blowing up, but has -1 to all move rolls.)
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(So Da Blasta-Bommer only dies on the 3rd hit? Yeah, I can live with that. But it's not Dregbog piloting it - he's been sentenced to the role of observer, circling high above the action in a sleek fighta-plane, possibly fuming with frustration! But nice new model! I love it. )

Flyboy 1: 1d6 = (6) = 6 and 1d6 = (4) = 4
Flyboy 2: 1d6 = (3) = 3 and 1d6 = (4) = 4
Flyboy 3: 1d6 = (4) = 4 and 1d6 = (3) = 3
Da Blasta-Bommer: 1d6-1 = (3) - 1 = 2 and 1d6-1 = (2) - 1 = 1
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Flyboyz 1 and 2 have formation-flying down to a tee so far. They stick to each other like a squig-rider to his squig... only a question of time when one goes careening of into the wilds... But for now, Flyboy 1 takes the lead and whizzes up the canyon to 25, passing 19 (hopefully...).
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Corran Horn wrote:
Flyboyz 1 and 2 have formation-flying down to a tee so far. They stick to each other like a squig-rider to his squig... only a question of time when one goes careening of into the wilds... But for now, Flyboy 1 takes the lead and whizzes up the canyon to 25, passing 19 (hopefully...).


Flyboy 1 encouters a Rock Spire! Dodge away, sir!

Rock Spires: Any Fighta-Bommerz or Thunderbolt Interceptors which move into a space containing Rock Spires must Dodge by rolling a D6 and equalling or beating their Speed. If they fail they suffer 1 point of damage, otherwise they escape unscathed. In either case they can continue moving. Rock Spires may not move.
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"Wooooooooooooooooooooooooooooo-hoo!"

Flyboy 1 dodges: 1d6 = (6) = 6

And rockets past the rock spire.
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Flyboy 2, eager to stay in the lead, banks his bommer into the narrow passage between the rock spire and the canyon wall in an effort to shot past Flyboy 1 again.

Dodge: 1d6 = (5) = 5

And miraculously, he makes it through without even a single (new) scratch to the paint! Woo-Hoo! Move him to 28 please.
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Flyboy 3 shakes his head over the crazy antics of his fellow pilots. He's more serious and more determined to bring this mission to a satisfying conclusion and won't risk his craft in silly games.

Moving to 24 via 18...
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Corran Horn wrote:
Flyboy 3 shakes his head over the crazy antics of his fellow pilots. He's more serious and more determined to bring this mission to a satisfying conclusion and won't risk his craft in silly games.

Moving to 24 via 18...


...and Flyboy 3 encouters his very own Rock Spire!

Dodge away!
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Noshrok Grimskull
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I somehow expected that.

"Yowzerz! Dat fink ain't s'posed ta be dere - da briefink map didn't show dat!"
"You really fink dat briefinkz give you all da info, Rukkshag? You're in fer sum nasty surprisez den!"


Dodge: 1d6 = (3) = 3

And Rukkshag promptly fails to avoid the sudden obstacle when one of his four engines catches the top of the spire and gets ripped away in a shower of sparks, shrapnel and burning fuel.

High above, Dregbog only shakes his head...
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And the lumbering leviathan shape of Da Blasta-Bommer heaves over to 17.
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The Imperial forces charge the second laser!



Move away, good sir!
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"Stay sharp, boyz. Dere'z killblastaz on dem bridgez. An' it seemz da 'umies 'ave repaired dat first bridge, too. Take dat down, too. Kan't be dat 'ard - I only smashed it good an' proppa a few dayz ago!"

"You kan count on us, Skwad-Kommander!"

"Jus' Dregbog iz fine."


Flyboy 1: 1d6 = (4) = 4 and 1d6 = (5) = 5
Flyboy 2: 1d6 = (2) = 2 and 1d6 = (6) = 6
Rukkshag (damaged): 1d6-1 = (6) - 1 = 5 and 1d6-1 = (6) - 1 = 5
Da Blasta-Bommer: 1d6-1 = (4) - 1 = 3 and 1d6-1 = (2) - 1 = 1
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Rukkshag engages the rokkit boostaz to make up for the lost engine. Seeing flames lick over his right wing, he also quickly stops the fuel pumps still pumping out highly flammable liquid into a non-existent engine...

He moves to 37, encountering 34 on the way.
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Corran Horn wrote:
Rukkshag engages the rokkit boostaz to make up for the lost engine. Seeing flames lick over his right wing, he also quickly stops the fuel pumps still pumping out highly flammable liquid into a non-existent engine...

He moves to 37, encountering 34 on the way.


A powerful 3d6 Flak battery opens fire on the wounded ork fighta...

Flak attack! d6 = (3) = 3
Flak attack! d6 = (4) = 4
Flak attack! d6 = (4) = 4

Ooooh! He makes it!
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Noshrok Grimskull
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And is allowed to shoot back, right? *evil grin*
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Corran Horn wrote:
And is allowed to shoot back, right? *evil grin*


Oh yeah! Crap. shake

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"WAAAAAAAGH!"

Attacks at -1 because of damaged bommer: 1d6-1 = (6) - 1 = 5 and 1d6-1 = (1) - 1 = 0

And in a stream of large-caliber rounds the flak gets torn to shreds!
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Corran Horn wrote:
"WAAAAAAAGH!"

Attacks at -1 because of damage bommer: Corran Horn previously rolled 1d6-1 = (6) - 1 = 5 and Corran Horn previously rolled 1d6-1 = (1) - 1 = 0

And in a stream of large-caliber rounds the flak gets torn to shreds!


Curses! angry
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With a huge grin, Rukkshag continues on to 37, leaving the torn and burning hulls of several Hydra flak tanks in his wake.

Meanwhile, Flyboy 1 makes the first attack run on the bridge!
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Corran Horn wrote:
With a huge grin, Rukkshag continues on to 37, leaving the torn and burning hulls of several Hydra flak tanks in his wake.

Meanwhile, Flyboy 1 makes the first attack run on the bridge!


Flyboy 1 hits the bridge zone and the flak and lasers open fire!

Flak attack! d6 = (4) = 4

Laser dodge! d6 = (1) = 1

DAKKA-DAKKA--ZAAAPPP!

Flyboy 1 is lasered! (and of course the laser is now out of juice.)
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  • Wed Jan 23, 2013 9:06 pm
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