For the finale of our group's first 4E Modern Assignment, the Agents confronted the Nazi occult superweapon, The Swastikopter. For the last few sessions, they had overheard talk about this dreaded vehicle from their enemies, and knew that it and its pilots were scheduled to rendesvous with the traitor and known Reich-collaborator, Michelle Obama. Determined to take this thing down, the Agents decided to use the element of surprise and make an attack.
The combat itself took place on the rooftop of the Peterson Hotel, soaring 10 stories above the busy downtown Taipei streets.
At the appointed time, The Swastikopter appeared and an Agent pulled the bound and gagged prisoner out to the rooftop. After a little back-and-forth bantering with the pilots, the shit hit the fan and initiative was rolled. One Agents teleported into the copter via ninja magic, while another leapt off the building to grab onto the knotted rope intended for Michelle, while the last three Agents stayed on the rooftop. The Swastikopter itself had two pilots, as well as an Occult Scribe and Tesla Death Machine onboard (stats below). The fighting was brutal. In the end, the Agents won the day solely by using some very creative and unorthodox tactics; for example, one Agent climbed onto the underside of the Swastikopter, unscrewed the warhead from a stinger missile, and then lobbed it through the smashed winshield into the cockpit.
During the fighting, Michelle snuck off to meet with a would-be-rescuer. A brilliantly executed chase scene then ensued as the Agents hunted her down and smashed her fleeing BMW 7 Series. A grand conclusion to an exciting first Assignment!
The following stat blocks are written in the 4E Modern format, which places the burden of rolling all d20's on the player.
Swastikopter Level 4 Elite Skirmisher
Huge natural animate (vehicle) 350 XP
HP 110; Bloodied 55
Initiative 16
AC 18; Fortitude 18, Reflex 14, Will --
Perception 16; Low-light vision
Immune psychic, disease, poison
Speed 0, fly 4
TRAITS
Pilots
If there are no pilots in the cockpit at the start of the Swastikopter's turn, the Swastikopter plummets to its doom on the streets below and is destroyed.
STANDARD ACTIONS
R Machine Gun (physical) * At-Will
An automated chain gun is mounted on the nose of the Swastikopter and fed from a secure ammo box, pumping round after round into the Agents.
Attack: Ranged 20 (One, two, or three creatures); 19 vs. AC
Hit: 1d10 + 6 physical damage.
a Stinger Missile (fire, thunder) * Recharge 56
A row of computer-guided missiles are strapped to the underbelly of the Swastikopter.
Attack: Area burst 2 within 20 (creatures in burst); 17 vs. Reflex
Hit: 2d8 + 9 fire and thunder damage and the target is pushed 1 square away from the center of the burst.
Miss: Half damage.
c Triumf des Willens (psychic) * Recharge 6
Speakers emerge from the exterior of the Swastikopter, and from them blasts the hate-filled speech that turns the hearts of the innocent towards the path of darkness.
Attack: Close burst 3; 17 vs. Will
Hit: The target is dominated (save ends).
Miss: 6 psychic damage.
TRIGGERED ACTIONS
Elite Saving Throw * At-Will
Trigger: The Swastikopter is subject to any effect.
Effect (Immediate Reaction): The Swastikopter makes a saving throw to end that effect.
Helicopter Pilot Level 1 Skirmisher
Medium terrestrial humanoid XP 100
HP 30; Bloodied 15
Initiative 10
AC 15; Fortitude 13, Reflex 13, Will 13
Perception 10
Speed 6
STANDARD ACTIONS
M Unarmed Attack (physical) * At-Will
Attack: Melee 1 (One creature); 16 vs. AC
Hit: 4 physical damage.
R Luger (physical) * At-Will
Attack: Ranged 5 (One creature); 16 vs. AC
Hit: 1d8 + 4 physical damage.
Str 10 (+0) Dex 10 (+0) Wis 10 (+0)
Con 10 (+0) Int 10 (+0) Cha 10 (+0)
from naziscience.blogspot.com |
Medium natural animate 350 XP
HP 130; Bloodied 65
Initiative 12
AC 18; Fortitude 18, Reflex 14, Will 14
Perception 16; Darkvision
Immune psychic, disease, poison
Speed 4
TRAITS
O Crackling Discharge (electricity) * Aura 1
Enemies starting their turn in the aura take 6 lightning damage.
STANDARD ACTIONS
M Unarmed Attack (physical) * At-Will
Attack: Melee 1 (One creature); 19 vs. AC
Hit: 6 physical damage.
R Machine Gun (physical) * At-Will
An automated chain gun is mounted on the arm of the walking mechanical terror.
Attack: Ranged 10 (One creature); 19 vs. AC
Hit: 1d10 + 6 physical damage.
m Tesla Burst (electricity) * Recharge 456
A small, bronze-capped tesla coil emerges from the automaton's chest and glowing blue lightning bolts wind its way up a coil, charging the device.
Attack: Melee 1 (one creature); 17 vs. Fortitude
Hit: 2d8 + 9 electricity damage and the target is pushed 5 squares.
Miss: Half damage.
c Lightning Storm (electricity) * Encounter
Crackling electricity arcs throughout the death-machine's body, leaping out at anyone nearby.
Attack: Close burst 3; 17 vs. Fortitude
Hit: 2d6 + 8 lightning damage and the target is dazed (save ends).
Miss: Half damage.
TRIGGERED ACTIONS
Elite Saving Throw * At-Will
Trigger: The Tesla Death Machine is subject to any effect.
Effect (Immediate Reaction): The Tesla Death Machine makes a saving throw to end that effect.
Str 15 (+5) Dex 8 (+1) Wis 10 (+2)
Con 18 (+7) Int 10 (+2) Cha 8 (+1)
from Wolfenstein (2009) |
Medium terrestrial humanoid XP 150
HP 45; Bloodied 22
Initiative 13
AC 17; Fortitude 13, Reflex 15, Will 17
Perception 11
Speed 6
STANDARD ACTIONS
M Unarmed Attack (physical) * At-Will
Attack: Melee 1 (One creature); 18 vs. AC
Hit: 5 physical damage.
r Dark Energy (necrotic) * At-Will
Attack: Ranged 5 (One creature); 16 vs. Reflex
Hit: 1d8 + 5 necrotic damage and the target is pushed 3 squares.
Haste * Recharge 56
Effect: One adjacent ally may shift 2 squares and make a basic attack.
a Mystic Shield * Encounter
Effect: The occult scribe creates a shimmering green wall of force that is 2 squares long and up to 2 squares tall. Creatures cannot move through the wall. Creatures that are on the opposite facing of the wall as the occult scribe do not have line of effect through the wall, but do have line of sight through the wall.
Sustain Minor: The wall persists.
Str 8 (+0) Dex 10 (+1) Wis 10 (+1)
Con 10 (+1) Int 15 (+3) Cha 19 (+5)
I might have missed it, but do you have a mock up of character creation? I was looking to try this out for my gamers in the coming weeks when we take a break from D&D.
ReplyDeleteYou can find a summary of the character creation rules here, and in the posts immediately following it:
ReplyDeletehttp://dmg42.blogspot.com/2011/08/4e-modern-basic-rules-changes.html
In general, it follows the method of Gamma World character creation, except there is far less randomization. Although, you certainly could randomize things, it would all work just fine either way.
Also, be sure to check out all my little tips and tricks with this system here:
http://dmg42.blogspot.com/search/label/d20%20modern
I'm almost through with my 3 level minicampaign using this system, and my group is havbing a BLAST! Really a lot of fun, and the easily accessible narrative of the Modern era setting (as well as no real canon at all) is allowing a lot of the players to break out of the mold and do crazy, wacky things that are just a ton of fun at the gaming table.
Be sure to tell us all how it goes for you!
We’ve done GW a few times, and it’s always a blast; character creation for that game is so much fun. My group ran d20 Modern a few years back, and like your experience, it was awesome and very memorable. We still quote or reference that amazing first adventure. Lately we’ve been doing D&D 4e, but I want to give our DM a break, most likely play 4e Mod for our first game session in 2012. I’ll let you know how it goes.
ReplyDelete