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Bee Bonk
Feb 19, 2011

Past Episodes posted:

MAP 1|1: SALT -- https://forums.somethingawful.com/showthread.php?threadid=3841933#post478823928
MAP 1|2: RIME -- https://forums.somethingawful.com/showthread.php?threadid=3841933&userid=0&perpage=40&pagenumber=10#post480487788
MAP 1|3: DROP -- https://forums.somethingawful.com/showthread.php?threadid=3841933&userid=0&perpage=40&pagenumber=31#post482979747
MAP 2|1: DARK -- https://forums.somethingawful.com/showthread.php?threadid=3841933&userid=0&perpage=40&pagenumber=51#post485801097
MAP 2|2: TOMB --https://forums.somethingawful.com/showthread.php?threadid=3841933&userid=0&perpage=40&pagenumber=71#post489092681
MAP 2|3: RISE -- https://forums.somethingawful.com/showthread.php?threadid=3841933&userid=0&perpage=40&pagenumber=95#post493326599
MAP 3|1: CYST -- https://forums.somethingawful.com/showthread.php?threadid=3931822#post506389672
MAP 3|2: GLOW -- https://forums.somethingawful.com/showthread.php?noseen=0&threadid=3931822&pagenumber=41&perpage=40#post512476071
MAP 3|3: HIVE -- https://forums.somethingawful.com/showthread.php?threadid=3931822&userid=0&perpage=40&pagenumber=69#post517116952
MAP 4|1a: DEEP -- https://forums.somethingawful.com/showthread.php?noseen=1&threadid=4006959&pagenumber=1&perpage=40#post524884131
MAP 4|1b: MIRE -- https://forums.somethingawful.com/showthread.php?threadid=4006959&userid=0&perpage=40&pagenumber=34#post530755577
MAP 4|2: YEET -- https://forums.somethingawful.com/showthread.php?threadid=4006959&userid=0&perpage=40&pagenumber=58#post538175434
:siren:Drone and Clone, Freak and Chic; when it's 11PM By Decree and the weekly ethanol ration just deployed, you know it's time for...:siren:





Bene rec-cycle, denizens of the Solar Decree! I'm Hazel Dang-Cobra Jr., and with me always is the Right Reverend Cawsey "Ocho" Rios, three time Micro-Grav Champion of the Hacktogon.

Ripped to be here, Hazel. Welcome once more to the stately Pleasure Dome! Where all sins are absolved, and the victorious never die!*.

We've scraped the lowest depths of the slumbores, penal colonies and long-haul exile freighters, and brought the hungriest, most desperate contestants to you, our precious baby viewer!

This series' contestants are hungry for that Luxe, Hazel. They're woeful failstacks, incarceratroids, and genehazards all, wretched to the very last dreg, and some might say entirely beyond redemption, but they've poured every dram of determination into getting this one last chance at redemption, or at least a stay of execution.

Well, this year's deadly rigs and lethal combat zones are going to make them work for our regard, that's for sure. The industry's best murderologists have slaved over their killing assets to make sure this is the killiest Wrecking Crew yet!

Strong words, Hazel. Strong, shapely words, redolent with alluring menace...I can barely wait to see what toxic hellscape they dig up first. Haze, would you say you're ready for a scrap?

You took the words right out of my script, Rev; I was decanted ready. Dust off the shattered wreckage of your life and latch onto that CasTeat, precious infantes, It's time for WRECKING CREW!



Dirtwomb Earth is a wasted heap, but that doesn't mean your life has to be! A bold new crop of contestants has arrived from all around Diáspora Humana looking for a chance to make a name...and stack Luxe to precarious heights. Contestants will dropped into a dangerous combat zone, riddled with hazards, enemies both mutated and mechanical, and precious, precious resources.
The goal? To reclaim salvage to bank precious Luxe, your key to a brighter future, and to amass enough gear and power to take down the ZODIAC before the whole arena collapses around you!
Go it on foot, or hop in a rig and ride to mechanized victory!
Impress the sponsors in hopes of a supply drop, or ride the night train as a dark horse!
Work together for a better tomorrow, or waste one another on sight, the choice is yours!



Our Wreckers are sorted into several "classes" by a standardized set of metrics, and assigned starting loadout based on their class. Additional classes can be unlocked in play, through an obscure and painful series of criteria!
BASE:





UNLOCKED:














Luminaries of the Decree have gathered on Decree Station Alph to rub elbows and support their chosen Wreckers on the field of battle. Politicians, gangsters, titans of industry, and the fusest of celebs, all with their fingers on those drop-pod deployment consoles. Want to send medical aid to your embattled buddy? How about a fuel drop for a flagging fave? Or just order an airstrike and watch everyone eat poo poo; this is Wrecking Crew!





Wreckers: When signups open for a new map, make a post listing your name, portrait, class, and Orokos rolls for loadout. That's it, you're in!
Since the game is round-based, if you play a wrecker, you'll want to keep up.
The game updates Sunday/Monday/Wednesday/Friday; cutoff for posts is 1PM EST day of update!
New Wrecker Advisory: Wrecker life is hard, and certain choices can make it much harder. If you're not keen on a fluke of character generation rendering your character extremely disadvantaged, avoid classes with a high degree of randomness such as Newtype, and consider taking Augs instead of Mutations. NeoSoldat and Junker are both solid and survivable classes with minimal opportunities for "trap" choices.

Sponsors: Just participate in the thread. If you don't have a Wrecker on the board, you can post as a sponsor! Wreckers will redeem Scrap from the combat zone into Luxe that you can use to send materiel support...or "support"! RP in the thread, forge friendships and grudges, and present bonus challenges for the players!
Unlike wreckers, sponsors have no expectation of involvement; jump in and out as you like!

Bee Bonk fucked around with this message at 18:39 on Mar 17, 2024

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Bee Bonk
Feb 19, 2011




TN4
The primary rule of Wrecking Crew is called TN4:
>The Target Number is 4. Abilities and items may change this, but 4 is the default target number for any action, regardless of die size.
>Upscale increases the max value of a die by 2, i.e. 1D6 to 1d8 or 1d14 to 1d16. Upscales beyond 1d20 instead increase damage by 1.
>Downscale decreases the max value of a die by 2, to a minimum of 1d4.

Statline
A tidy statline when posting is helpful to keep yourself and your GM on the same page!
>A statline should include your character and equipment cards, and might also include text representations of anything that may differ from the information on the cards.
>Your statline should include your current Tokens.
>Noting which equipment is exhausted can be helpful!
>A statline should include your Augs and Mutations, since they do not have cards.
>Look at other players for examples!

Inventory
Wreckers may hold the following:
>1 Armor.
>2 Weapons.
>As many mods as your weapons and armor can hold.
>2 Utility Items (or more if you have additional utility capacity).
>2 Minions (or more if you have additional capacity.)
>Unlimited Consumables, Crafting Components, and Key Items.
>If a Wrecker collects or receives an item in excess of inventory, the limit must immediately be observed, either by trading one of their existing items for the new one, Swapping with another Wrecker in the hex, or storing items in a Wrecker's Cache.
>Items discarded in this manner are immediately converted to 1 Scrap.

Phases and Posting
Gameplay proceeds either until Zodiac Down, or until 30 Rounds have elapsed, each Round divided into discrete Phases: Sponsor, Movement, Encounter, Action, and Hazard.
>Sponsor Phase posts Saturday. Players submit Movement orders now.
>Movement Phase posts Monday. Players submit Encounter orders now.
>Encounter Phase posts Tuesday. Players submit Action orders now.
>Action and Hazard Phases posts Thursday. Players may begin submitting Movement, and Sponsors should finalize deliveries for the round.
>Alea Iacta Est: You may edit your post (though it is appreciated if you don't, and if you notify me if you change an order), but once dice are rolled, orders are final. This applies whether the player or GM make a roll.
>Alea Iacta Est, Sponsor Corollary: Orders for delivery cannot be edited; make a new post to cancel or change an order.



By gathering resources and gear, a Wrecker increases their power and ability to face greater foes, culminating in the map's boss, a building-sized Zodiac monstrosity.
They also accrue Luxe, used to gain assistance from Sponsors, and to reach the ultimate goal of a Wrecker: Retirement (often called Wreckscension or Wreckhalla.)
A Wrecker may participate in 3 maps in their career, and if they are able to accumulate 500 Luxe by the end of their third map, they may retire in triumph as endorsements and consultant's fees roll in.
Fail to do so, and they will be lucky to vanish in obscurity; more likely a lifetime (or more) of corporate indenture awaits.
A Wrecker that moves out of the designated combat zone, is Downed without the Luxe to Return, or ends a map with a negative Luxe total, is disqualified from Wrecking Crew.




1. SPONSOR PHASE (SPO):
Sponsors (anyone in-thead without a Wrecker on the board) will receive a 5 Luxe stipend every round (not phase) they post in the thread.

Deliveries
Sponsors may use their own or the beneficiary Wrecker's uploaded luxe to purchase one of the items listed below at any time, which will be delivered during sponsor phase (with the exception of the Airstrike, which will occur during Hazard phase of the next round).
Luxe spent on deliveries must come first from the Sponsor's account, before wrecker accounts may be tapped.
Sponsors may, by making a new post, not editing their old one, cancel or change a delivery, but will not receive a refund; any funds spent on a delivery are irrevocably spent at time of order.

Sponsor Menu posted:

DELIVERY MODES
Drone Delivery (SHOT): Sends a specific Supply item to a specific Wrecker and makes a 1d6/2 attack on a random enemy in their hex. (25+Supply Rating) Luxe.
Drone Delivery (HEAL): Sends a specific Supply item to a specific Wrecker and restores 1 HP to them. (25+Supply Rating) Luxe.
Drone Delivery (SLOT): Sends a specific Supply item to a specific Wrecker and executes a deLuxe Prize Roller!
Drone Capacity Bonus: Send a second item for an additional 15L 5L.
Drone Delivery (???): Experimental drones with other properties can be sent; see examples in the play or ask in the Discord for more details.

MODIFIERS
Surplus Items: An unpredictable cut-rate version of an item with a random negative quality can be sent on any drone; Supply cost is halved, and Drone cost is discounted by 5L.
Experimental Items: A beta version with additional functionality may be sent for regular price. Using the experimental item accrues Research Credits, which can be used between maps to upgrade base supply items.

PURCHASES
Supply Drop: Drops a crate granting a 1d20 roll on Supply in target hex. 25 Luxe.
Exfiltrate Wrecker: Safely evacuates a Wrecker (but no items) currently occupying a Strato-Cradle. 25 Luxe.
First Exfiltrated Item: +10 Luxe.
Second Exfiltrated Item: +20 Luxe.
Additional Exfiltrated Items: +30 Luxe each.
Exfiltrate γ Rig: Removes a non-enemy γ rig currently occupying a Strato-Cradle or Rig Silo from the map, and grants the controlling Wrecker a Command Fob used to reassemble it from a Rig Silo. 25 Luxe.
Exfiltrate β Rig: Removes a non-enemy β rig currently occupying a Strato-Cradle or Rig Silo from the map, and grants the controlling Wrecker a Command Fob used to reassemble it from a Rig Silo. 50 Luxe.
Airstrike: Target a hex for aerial bombardment; surrounding hexes may also suffer collateral strikes. 50 Luxe.

Sponsor Inventory
Sponsors accrue Luxe through participation stipends and completed challenges. Sponsor Luxe must be spent before Wrecker Luxe when making purchases. Luxe in Sponsor and Wrecker accounts are distinct and non-transferrable, nor can Sponsors transfer Luxe between each other.
Sponsors may RP receiving items from Wreckers through challenges, but do not mechanically possess them.

Sponsor Challenges!
>A Sponsor Challenge may be submitted at any time, and goes into effect on the next SPO.
>A Sponsor begins with 1 Challenge Slot. A second slot may be unlocked for 5 Luxe from that Sponsor's account only, and further slots cost an additional +5 per slot (3rd slot for 10L, 4th for 15, etc.)
>Challenges may comprise almost anything, but are encouraged to either promote interesting play, introduce challenging or entertaining complications, further an RP metaplot, or all of the above!
>Challenges deemed trivial or exploitative by The Producers may be voided without refund.
>A successful Challenge nets the completing Wrecker 10L, and the posting Sponsor 5L.
>Additionally, a Sponsor may post additional reward Luxe from their account at the time of posting to sweeten the pot. Once these extra funds have been allocated, however, they may not be removed.
>Particularly challenging or noteworthy challenges may receive additional rewards on completion, by fiat of the Producers of Wrecking Crew!
>Sponsors may post 1 "Repeatable" challenge, which can be fulfilled multiple times. This earns the Wrecker 5L, with the reward reduced by 1L each time until the challenge is "exhausted". At this time, the Sponsor gains the usual +5L reward.
>"Fluff Challenges" (Give a product promotion, etc) with no other mechanical requirement require an ACT to perform.
>2 Wreckers simultaneously completing a challenge will split the reward; 3 simultaneous completers (and the Challenging Sponsor) will each receive 1 Luxe and be ineligible for increased sponsor stipend; 4 or more simultaneous completions will void the challenge.
>Sponsors may be cancelled at any time, but any resources spent toward it are not refunded.

Exclusive Sponsorships
1 Wrecker and 1 Sponsor may, by mutual agreement, enter into an Exclusive Sponsorship.
1. The Wrecker in question may not have their Luxe spent by anyone other than their Sponsor without permission from the Sponsor. Non-Exclusive Sponsors wishing to access funds of the patronized Wrecker must pay a 5L royalty to the Exclusive Sponsor for each delivery so funded.
2. The Wrecker's DVice is granted functionality to redeem Scrap for Luxe anywhere with an Action, not only at a Luxe Crucible!
3. A Sponsor's stipend is increased to 10 on rounds when their Wrecker earns awards or bounties!
4. Exclusive Sponsors gain exclusive distribution of a unique item (or branded and improved version of a standard Supply item) appropriate to their domain. Other sponsors wishing to deliver the item in question must pay a 5L royalty to the Exclusive Sponsor.
5. Exclusives may be ended at any time by mutual consent; a Sponsor may unilaterally end an Exclusive at any time, but a Wrecker must Litigate to do so.

HEAT
Wreckers taking actions that pursue engagement and excitement generate HEAT from the audience. During SPO, HEATgen is tested, and can result in ranking up your HEAT level, providing additional opportunities and risks!
HEAT 0: Wreckers start a map and Return from being downed at this level.
HEAT 1: 1/3/5L Enemy Bounty*
HEAT 2: Wrecker Bounty 10L/HEAT
HEAT 3: 2/5/10L Enemy Bounty*, chance of additional spawn roll.
HEAT 4: Wrecker Bounty 10L/Kills x HEAT, Additional unit(s) in spawn groups.
HEAT 5: 5/10L/Crate Enemy Bounty*, chance of Elite Unit spawn
Higher HEAT levels grant priority in split outcomes.
*Certain Tier 1 enemies do not pay out, regardless of HEAT.



2. MOVEMENT PHASE (MOV):
Wreckers may move up to their listed Move stat, unless halted by a revealed Encounter or Ambush.
Hexes have [Tags] based on terrain and features. [Tags] may modify movement or impose a Hazard condition. Movement modifications apply to non-exempt units moving through the hex in addition to those stopping in the hex.
Active encounters are always encountered, though a Wrecker may elect to not halt for a revealed non-hostile encounter.
Hazard Encounters may trigger upon entry to their hex if applicable.
Please CONCEAL your movements in your posts.
>Aim – If no Movement is taken, subject gains one upscale on the next Encounter Phase.
>Power Move – By spending a Power Unit, the subject gains +1 Move this Phase.
>Drag – A Wrecker may bring a willing allied unit with them, at the cost of a -1 penalty to Move.

Hex Tags posted:

[Fluid]: Exempt: Fly, Shift. Moving out of the hex costs 2 movement.
[Deep]: Exempt: Shift. Moving out of the hex costs 2 movement. 1 Air lost in HAZ to prevent suffocation.
[Inferno]: 1 Burn inflicted in HAZ. 1 Air lost in HAZ to prevent suffocation.
[Structure]: Provides Cover vs Ranged attacks from outside.
[Elevated]: Provides +1 Range to Missile Weapons and +1 Scan Range.


3. ENCOUNTER PHASE (ENC):
Wreckers resolve any revealed encounters and engage in combat.
Attacks roll the associated die and deal the associated damage. Attacks resolve simultaneously. Damage Reduction reduces the total summed damage taken in the phase, not damage per attack.

>Ambush - The first attack in ENC against a valid target is made at Top Priority, and its base damage is increased by 1. Successful Ambush attacks are Critical.
>Boost – If no other Encounter order is submitted, in the next Action Phase subject gains either +1 to any HP restoration, an additional Lootroll for Salvage, the ability to make both a Wide and Tight Scan, an additional Interaction with a Map Feature, or +1 to a miscellaneous ACT roll.
>Charge: A Charge attack (gained from abilities or gear) has top priority, resolving before any other non-Ambush attacks or effects, but damage from Charges is calculated with that of the other attacks in the main attack sequence.
>Cover: Incoming attacks are Downscaled, DR is increased by 1, and subject is immune to Forced Movement and Disable.
>Improvise: Roll 1d6 on Improv Table.
>Power Attack – By spending a Power Unit, the subject gains an Upscale on their attack.
>Retreat: Move away one hex; enemy attacks still apply. Units with 0 MOV may not Retreat, and hexes that require more than 1 movement prohibit Retreat unless the subject is exempt. Hazards that reduce MOV and successful Pull attacks both prevent Retreat.
>Suppress: Requires the ability to attack. All enemy attacks are Downscaled.
>Weapon Powers – FreeENC. Certain weapons provide the opportunity to spend Power Units for an additional benefit.

Phase Priority posted:

⁍ Ambush
⁍ Non-attack ENC orders
⁍ Disabling Attacks
⁍ Attacks
⁍ Forced Movement
⁍ Retreat
⁍ 1st Damage Resolution
⁍ Death Attacks
⁍ 2nd Damage Resolution

Improv Table posted:

1 Junk Tower: Attack 1d6/5 AoE.
2 Red Barrels: Attack 1d8/2 AoE +Burn.
3 Green Barrels: All units in hex receive 1 Poison Token.
4 Industrial Equipment: Attack 1d8/10.
5 Sinkhole: Attack 1d8/Disable3 AoE (Indiscriminate). Does not affect units with Fly.
6 Exposed Conduits: 1d8/Disable5 to a single synth in hex, or 1d6/Disable1 AoE (Indiscriminate)
(7-8 require expanded Improv Table access)
7 Kinetoclasm: 1d6/1 AoE Junk +Break
8 Reactor Leak: 1d8/2 Plasma Rampage +Rad

Keywords posted:

Units encountered often have keywords denoting abilities or properties. Some examples:

Unit Type: The class of unit, which determines behavior, strengths, and weaknesses.
>Mutant: Further divided by Tier 1-3. Immune to Rad damage. Cooperative to their own faction, aggressive against others.
>Beast: Divided into Lesser, Beasts, and Greater. Immune to Rad damage (Horrors are also immune to Poison). Cooperative to their own faction, aggressive against others. Beasts cannot Mount
>Neutral: Typically NPCs that offer a service or function. Non-hostile unless triggered otherwise.
>Synth: Primarily non-organic units, often seen as Hazards or Familiars. Immune to Rad and Poison. Cooperative to units they spawn with, aggressive against others.
>Rig: A large subset of Synth, further divided into Gamma, Beta, and Alpha. Immune to Rad, Poison, and Burn (*See Burn Token entry). Cooperative to their own faction, aggressive against others.
-Rig armor has an effective value of 5x the listed one when defending against personal-scale weapons.
-Rig armor has an effective value of 2x the listed one when defending against Heavy weapons.
-Rig weapons deal 5x the listed damage against personal-scale targets.
>Familiar: Inventory card. May only perform its expressed functions. May only acquire tokens if an attack/effect specifically targets them. Is not subject to AoE. is Exfiltrated as an item. Loses function (and loyalty load) if separated, and must be recollected to be used.
>Retainer: Inventory Card. May perform basic phase orders (Aim, Ambush, etc). Is affected normally by hazards. is a valid AoE target. Is Exfiltrated as a Wrecker. If separated, retains its affiliation (and loyalty load) until killed, subverted, or discharged from service. Listed movement is for independent movement; otherwise moves along with its controller.

AI Script: A /word after a unit's Movement rating indicates its AI Script.
>Stationary: Does not move from its spawn point unless compelled to do so, or accompanied by a moving Elite of the same type. May respond to attacks at Range. May return to its spawn point to engage enemies after chasing a Ranged attacker, or if subject to Forced Movement.
>Pursue: Follows directly to the best of its ability, and is obliged to engage if able. May or may not avoid hazards, depending on the intelligence of the enemy.
>Hunt: Follows its target, with broad latitude to employ tactical movement and no scripted obligation to engage if able.
>Retreat: Attempts to withdraw from close combat if overmatched and able.
>Elites and bosses often have their own unique AI Scripts.

Movement Type: If Move is replaced by another verb, the unit has some special movement mode.
>Jump: Move to target hex, ignoring encounters in intervening hexes. May be intercepted by units with Jump or Fly.
>Fly: Move to target hex, ignoring encounters in intervening hexes. May end move in a [Void] hex. Ignores terrain modifiers and certain hazards. May be intercepted by units with Fly.
>Dig: Move to target hex, ignoring encounters in intervening hexes. Can penetrate barriers. Cannot traverse [Void] hexes. May be intercepted by units with Dig.
>Shift: Move to target hex, ignoring encounters in intervening hexes. Has a chance to penetrate barriers. May be intercepted by units with Shift.

Additional Keywords may be found listed on unit cards; examples can be found at the end of the rulespost.

4. ACTION PHASE (ACT):
Wreckers capable of acting may take one of the following actions:

Assist: Help a Wrecker in the same hex by either removing 1 Break or Burn Token from them, Swapping a Weapon/Armor mod from an equipped Weapon/Armor to the other Wrecker's, or using an ACT-usable Consumable in the other Wrecker's inventory (as if the other Wrecker had used it).
Cache: Surplus items can be stored in situ in a Wrecker's Cache as a freeACT. A Wrecker may have one such cache at any time, and will receive a Cache Key to allow access. Other Wreckers may find and try to crack the cache, however!
Craft: Modify items or create new ones. Combine at least 2 items and a Crafting Component and roll 1d6+any applicable bonuses. Each item beyond 2 inflicts a -1 penalty to the roll. Crafting without a Crafting Component inflicts a -3 penalty. Crafting without a Crafting Component of the appropriate level inflicts a penalty equal to the deficit+1. Crafting with an overleveled Component bestows a bonus equal to the surplus.
Hack: Certain map features and Wrecker Caches can be hacked, as indicated on their card. This is typically a 1d6 roll, though modifiers may be available.
Heal: Spend any number of Med Units to restore an equal number of HP, or to remove certain Tokens.
Hunker: Dig in and take shelter against an upcoming Hazard. HAZ attacks are Downscaled, and any tokens inflicted are reduced by 1.
Interact: Trading with neutral units and using certain Map Features require an ACT, as indicated on the card in question.
Litigate: A Wrecker wishing to take legal action may spend 5 Luxe as an ACT, and make a d4 attack against a Sponsor. Every additional 10L spent from their account upscales the die, to a max of d20. Every 5L spent by the Sponsor (from the Sponsor Account only) downscales the die, to a
minimum of d4. If the Wrecker succeeds, they gain Luxe equal to 5x the result, and an injunction preventing that Sponsor from spending their Luxe again. This also ends an Exclusive Sponsorship. If the Wrecker fails the roll, the Sponsor may garnish their account, receiving half of the Wrecker's Luxe income until the end of the map.
Mount/Dismount: Enter an unattended or Fully Disabled rig.
Negotiation: Make a 1d4 roll against a Neutral unit to gain additional benefits or possibly recruit them.
Prepare Ambush: Gain Ambush next ENC on a target entering the hex during ACT or MOV, or automatically destroy an incoming Autofalconoid or Drone. Ambush preparation is lost if the Ambusher moves out of the hex.
Promo: Cut a spot to make HEAT-generating activities undertaken this round (positive and negative) count for double.
Recharge: As an ACT, Replenish 1 of any unit, 2 if Boosted.
Reload: Spend the amount of Scrap indicated on the item card to make it ready for use. The first item Reloaded is a freeACT, but Reloading an additional item requires an ACT.
Salvage: Harvest 1 Scrap from the environment. If units have been defeated this round, additional Scrap is generated based on their threat level, and the Wrecker may choose to either make a Lootroll (1d6+number of defeated enemies beyond the first; gain an item on a 6) or Replenish one of their belt resources (Med/Power/Air) by 1.
A Boosted ACT may provide a second Lootroll or Replenish.
Cannot be used in a hex with active opponents.
Scan, Wide: Reveal Wreckers, active Encounters, and certain hazards in adjacent spaces.
Scan, Tight: Focus all sensors on one hex to reveal the number, class, and faction of inactive encounters. Or Scan a single card in the same hex to reveal in-depth information or lore, and possibly unlock additional Feature features.
Special: Certain abilities and gear require an ACT to activate.
Swap: As a Free ACT, all Wreckers in a hex may, one time, transfer any number of items between their respective inventories. Additional transfers require a Wrecker to spend their ACT to reopen the trade interface.
Transfer Mods: Transferring mods from one weapon or armor to another, or uninstalling a mod into a moddie module, requires an ACT. Transferring mods from a weapon or armor being scrapped to an equipped one requires no additional action cost.



5. HAZARD PHASE (HAZ): Environmental hazards, perilous map events, and status Tokens all activate at this time.

Tokens posted:

Environmental hazards, periodic damage, persistent debuffs, and similar effects are represented by Tokens. Hazard DR allows possession of appropriate tokens equal to its rating before negative effects are felt. Some examples:


Air: Belt Resource. 1 Air Unit is removed each HAZ spent in an airless environment. A wrecker with no Air at the start of HAZ while in such an environment suffers 2 damage, ignoring DR.


Med: Belt Resource. Spend in ACT to restore HP, or use to power other abilities.


Power: Belt Resource. Power Units are used to activate special abilities.


Break: Reduces DR by 1. Spending an ACT to repair removes 1 Break Token, while using a Fabrikit or similar item for that purpose removes all Break Tokens.


Buff Each Buff Token provides an upscale and a temporary HP that is lost first in the event of damage, or to absorb a rank of Disable. After being used to Upscale or absorb damage or Disable, even if Buff Tokens remain, all Buff Tokens are discarded.


Burn: Attacks deal 1 additional damage per Burn, and each Burn deals 1 damage on HAZ. 1 Burn (2 if Boosted) may be extinguished as an ACT.
Rigs collect Burn Tokens asymptomatically, but when Burn Tokens exceed Rig Max HP, pilots begin to suffer the overflow.


Infest: Infest Tokens replace Med Units, and Hivers and Hiver-converts may freely use Infested Med as normal Med. A non-Hiver Wrecker with Infest in excess of Med Capacity (or a Non-Wrecker with Infest equal to Max HP) is subject to metamorphosis into a Hiver-convert during HAZ.


Poison: Units with Poison Tokens cannot regain HP. A unit with Poison equal to Max HP suffers 1 damage in HAZ. Med Units may be spent for that purpose to remove Poison Tokens.


Rad: Each Rad Token reduces effective Max HP by 1. A unit is killed if its Max HP reach 0. Med Units may be spent for that purpose to remove Rad Tokens.


Spore: Spore Tokens replace Air Units. Spore Tokens reduce effective Hazard DR by 1 per Token, and increase by 1 every HAZ. Spore-laden Air Units may be used as Air, but deal 1 Damage. Spore Tokens in excess of Air Capacity deal 1 damage per token in HAZ, and grant Backlash (Spore). Spore Tokens may be removed by being damaged by Burn or a Plasma attack.
Non-Wreckers instead lose token immunities, and take damage from Spore in excess of Max HP.


Warp: Warp Tokens replace Power Units, and D-Breakers may freely use D-Power as normal Power. Warp Tokens increase Target Number to be hit by 1 per token, but reduce DR by the same amount. A Wrecker with Warp in excess of Power Capacity (or a non-Wrecker with Warp equal to Max HP) is subject to a D-Crisis, potentially sustaining damage, equipment loss, and forced movement.


Naughty & Nice: Special Holiday tokens determining prizes and punishment.

Wrecker Down
A Wrecker is downed when they are at 0 HP at the end of a phase.
A downed Wrecker may choose to Return or Surrender.
With a Surrender, the character is destroyed. Their Luxe is transferred to the Wrecker Retirement Fund and a survival bonus is granted to other Wreckers. Their belongings drop in a Death Cache visible from the main map, which may be plundered with an ACT.
When a Wrecker Returns, no awards or transfers are made (PvP awards still apply). The Death Cache appears, but is Locked, requiring a Hack by any but its owner.
The first Return for any Wrecker is free if it occurs within the first 5 Rounds of a map; otherwise the first Return for any Wrecker costs 25L, with subsequent Returns adding a +25L fee (50, 75, etc).
A Returned Wrecker reappears at a set location in ACT, has full vitals and resources, no tokens, and no inventory save the TeuthisTek Crisis Cuttler.




When it's all over but the smoldering, Sponsors and surviving Wreckers have some decisions to make.

Sponsor accounts are drained of Luxe, and the Sponsor automatically receives Sponsor Crate/s based upon the amount so deducted. The most expensive Crates are redeemed first, followed by less expensive Crates, until all Luxe are depleted.
20L – Gamma Crate.
50L – Beta Crate.
90L – Alpha Crate.

Sponsors may then vote on which upgrades to apply to items that have accrued enough Research Credits to be upgraded.

Wreckers are presented with the following opportunities:
>They may spend 25L to remove an Aug or Mutation.
>They may Bank Luxe away from the prying fingers of the Sponsors, to chase Retirement. (Map 1 Max: 100L, Map 2 Max: 200L)
>They may augment their character, as stated below.

Veterans:
Victorious Wreckers can choose from 1 Veteran Upgrade and 1 Veteran Talent.
Veteran Upgrades:
Increase Max HP by 1
Increase Move by 1
Remove a Mutation
Upgrade/Remove an Aug

Veteran Talents:
Skirmisher (+1 Move; may reserve Movement to be taken after Encounter order.)
Makeshifter (Roll twice and choose 1 on Improv table; upscale all improvised attacks.)
Scavenger (Upscale Lootroll if not in combat, may Salvage normally in a contested hex.)
Upgrader (Roll twice & choose 1 on Aug rolls; +1 to Aug Threshold)
Provisioner (Roll twice and choose 1 on Supply rolls; 10L Discount on Sponsor purchases.)
Cross-Trainer Learn a Talent from a Base Class.

Wreckscended:
Wreckers who retire with 500L gain a point of Prestige, visible on all characters thereafter, which can provide one the following benefits for a new character:
>Increase Aug Threshold by 1.
>Increase the max of all Belt Resources by 1.
>Gain an additional Utility Slot.

Thrice-victorious Wreckers from previous heaps receive a point of Classic Prestige per map, which can be cashed in when appropriate to:
>Add a Relic, a potent item from Wrecking Crew history, as a reward to an Elite encounter on the board.
>Deploy an additional Starting Package.
>Deploy a Gamma Rig (GM-determined and suitable for the map) to the Rig Silo.

Wreckers who complete 3 maps without accruing the 500L necessary for retirement gain a point of Spite; a one-time bonus that can be used to:
>Deploy an immediate (HAZ of the same round) airstrike.
>Deploy an Elite enemy to the map.
>Fully Heal a ZODIAC component.

Bee Bonk fucked around with this message at 20:26 on Mar 27, 2024

Bee Bonk
Feb 19, 2011



Supply Packages posted:

Package 1 – The Survivor
CS Suite II
CS Armor Mod: Medical
GroGutz
Hardlight Decoy

Package 2 – The Armiger
CS Suite I
CS Armor Mod: Capacitor
Optiscope
Weapon Mod Kit

Package 3 – The Scrapper
CS Suite I
CS Armor Mod: Efficiency
Fabrikit
Port-a-Luxe

Package 4 – The Sector Ranger
CS Suite I
CS Armor Mod: Chelating
Jump-Assist Module
Saf-T-Barrel

Package 5 – The Original
CS Suite II
Squidpack

Package 6 – The Brand Ambassador
CS Suite I
CS Armor Mod: Research
CS Armor Mod: Grinder
Assist Flare

Package 8 – The Cipher
CS Suite I
1d10 Supply
1d20 Supply
1d20 Aug

Package 9 – The Coordinator
CS Suite I
CS Armor Mod: Loyalty
Autofalconoid
Motile Biocover

Package 10 – The Rigger
CS Suite I
CS Armor Mod: Pilot
CS Armor Mod: Gunner

pre:
SUPPLY TABLE
1-Fabrikit: Utility. Med Units may be spent to heal a damaged Synthetic.
2-Optiscope: Utility. A missed attack adds an Upscale (cumulative) to the next attack. A successful attack resets.
3-Saf-T-Barrel: Consumable. Generates 1 of 3 map-specific protection suites for hazard damage.
4-Port-a-Luxe: Consumable. ACT to redeem Scrap and unwanted gear for Luxe.
5-GutzGro: Utility. +1 HP restored when using a Heal ACT.
6-AblActiv: Utility. Damage Reduction sources give +1 DR when Power Attacking.
7-AdrenoMAX: Utility. +1 Damage when Power Attacking
8-DPM Pistol: 1d8/2, Coverfire. Power2: Make an additional attack.
9-DPM Shotgun: 1d10/2, Rampage. Power2: Attack deals +1 Damage.
10-DPM Rifle: 1d8/2, Range 1. Power2: Attack gains Penetrator.
11-Jump-Assist Module: Utility. +1 Move/Jump when Power Moving.
12- Squidpack: Utility. Prevent targeting during Retreat; AoE and Improv unaffected.
13-Assist Flare: Consumable. Mark location and call in phase-specific aid.
14-CS Suite II: Armor. Damage Reduction 2, 2 Mod Slots 
15-Autofalconoid: Familiar. Collects items from remote hexes when deployed.
16-Motile Biocover: Familiar. Defends against attacks.
17--MaroGen: Utility. Discard a Rad Token when spending Med Units 
18-CS Mod Pack: Consumable.
19-Weapon Mod Kit: Consumable.
20-Hardlight Decoy: Utility. Grants a chance to redirect enemy attacks.
pre:
WEAPON MODS

1-Lightweight Materials: Exfiltration costs reduced by 25%; Heavy Weapon downscales reduced by 1.
2-Pistol Grip: Adds Coverfire trait.
3-Recoil Compensation: Second attack during a phase is upscaled (AoE ineligible).
4-Target Assist Servo: Deals 1 damage on a missed attack.
5-Shredder Flechettes: Adds +Break trait.
6-XenoTherm Scope: Adds Hunter trait.
7-Purifier Protocol: Attacks against Mutants gain +Burn trait.
8-Junker Protocol: Destroyed synths grant +$1 and an extra Lootroll.
9-CQC Stock: Attack upscaled for every addtional enemy beyond 1 in the subject's hex. 
10- Custom Choke Adds Crit:Rampage trait.
11-Concussive Gyrodyne: Adds Crit:Push trait.
12-Underbarrel Launcher: Adds Crit:AoE trait.
13-Neutronium Tips: Adds Crit:Penetrator trait.
14-Malware Emitter: Adds Crit:Disable trait.
15-CryoFex Coil: Suppress deals 2 Downscales instead of 1.
16- EM Coils: Adds Junk trait.
17-Plasma Sheathing: Adds Plasma trait. 
18-Hair Trigger: Grants Top priority.
19-Mag-Rail: +1 Range
20-Unshielded Accelerator: Grants +Rad trait.
pre:
CS MODULES

1-Medical: Automatically spend a Med Unit when damaged.
2-Reinforced: +1 Break DR.
3-Chelating: +1 Poison DR.
4-Cooling: +1 Burn DR.
5-Shielded: +1 Rad DR.
6-Ablative: +1 DR.
7-Stabilizing: Spend a Power Unit to prevent Forced Movement.
8-Capacitor. +1 additional Power Unit.
9-Loyalty: Command one extra retainer or familiar.
10-Capacity: Gain +1 Utility Slot.
11-Efficiency: Reloading utility items costs 1 fewer Scrap.
12-Grinder: Gain +1L from Sponsor Challenges and redeeming Scrap Tokens.
13-Crafter: +1 to Crafting rolls.
14-Pneumatic: Air Units may be used in place of Power.
15-Pilot: Mounted rigs gain +1 Move and +1 HP.
16-Contractor: Gain an additional lockbox from completing Challenge Encounters.
17-Research: Gain double Research Credits from Experimental Items.
18-Gunner: Heavy and Rig Weapons are Upscaled and deal +1 Damage.
19-Dynamo: Using all movement points generates 1 Power.
20-Slot Expander: Does not use a slot. +1 Mod Slot.

MUTATIONS posted:

1-Nuclear Arms: +1 damage with melee weapons, +1 per Rad, and may use Heavy Weapons without penalty; cannot use missile weapons.
2-Batrachian Legs: +1 Mv (Jump), +1 per Rad; cannot use the Mount action.
3-Brachial Spurs: Gain a melee attack mode - 1d8/2P, +Up/+1 per Rad; freeACTs are standard ACTs.
4-Toxiferoid: Poison Tokens do not impede healing, and may be consumed as a freeACT to restore a like number of HP; non-mutation healing is only half as effective (rounded down).
5-Technovore: Gain +1 Scrap from Salvage and deal +1 damage (+1 per Rad) to synth targets; Heal ACTs additionally consume 1 Scrap.
6-Biolytic Emesis: Gain a Special attack mode - 1d8/0 +Burn (+1 Burn per Rad); user receives 1 Burn on a miss.
7-Luminous Excreta: ACT to restore 3 HP to a target other than the user in the same hex (+1 per Rad); target receives 1 Rad.
8-Chitinous Carapace: Damage Reduction +3; may not wear Armor
9-Compound Panoptica: Not subject to Ambush and always acts at Top Priority; subject suffers +1 downscales when Disabled, and suffers 1 damage for each downscale beyond 1d4.
10-Vox Mutandis: Mutants are Neutral to the subject, and may be recruited with a successful Negotiation ACT; Non-mutants are always hostile.

AUGS posted:

1-Eyegear: Missile and Melee attacks are upscaled.
[LVL2] Power Attacks gain Penetrator.
[LVL3] Power Attacks ignore Cover and Evasion.

2-Spinal Array: +1 Scan Range.
[LVL2] Subject may exclude 1 target from an Indiscriminate attack.
[LVL3] Subject gains Lock-On against Scanned active units in the next Round.

3-Charged Myoservos: Subject ignores the first downscale against them in a Round.
[LVL2]: May use Heavy Weapons without penalty.
[LVL3]: Power Attacks gain +1 additional damage.

4-Adrenal Accelerator: When subject is hit during ENC, subject's ACT is Boosted.
[LVL2]: Power Move grants +1 additional movement.
[LVL3]: Boosted ACTs are freeACTs.

5-Jacklegz©: +1 Move.
[LVL2] Attacks following a Power Move gain Charge.
[LVL3] Attacks following a Power Move gain Momentum.

6-Bone Lacing: Only affected by Crit effects on a roll of 4.
[LVL2]: Not subject to multiplied damage or Crit effects.
[LVL3]: Cannot be reduced from above 1 HP to 0 HP; bypassed by damage of 6 or more.

7-Hunter-Killer Cortex: When attacking in Ambush, exhaust all Power to multiply damage by 1d4; Power is not spent on a 1.
[LVL2] When attacking in Ambush, spend 1 (and only 1) Power to multiply damage by 1d4; Power is not spent on a 1.
[LVL3] Extra damage from upscales begins after d12 instead of d20 on Power Attacks.

8-Rigspike: A Power Attack against a synthetic unit may be changed to x/Disable3.
[LVL2] A non-Rig synthetic Rigspiked this round may be reprogrammed and Retained as an ACT.
[LVL3] As an ACT, a Rigspiked unit may be set to self-destruct the next ENC, making a 1d4/1 (AoE, Indiscriminate) attack, with +up/+1 for each max HP above 1.

9-Hydraulic Override: Subject receives only a single downscale when Incapacitated, and may ACT normally.
[LVL2] When Incapacitated, subject's Power units are fully restored.
[LVL3] Subject's ACT is automatically Boosted when Incapacitated.

10-Heuristic Precognizer: Subject may reroll 1 die per Round.
[LVL2] When ACT is Boosted, subject may roll twice on random tables and choose an outcome.
[LVL3] 1/Round, a Power Attack may be declared a 4.

11-Weapon Mount: Choose 1 weapon; attacks with it are upscaled, it is free to extract, and it cannot be destroyed while bound to this aug.
[LVL2] On a Power Attack, a mounted Missile Weapon gains +1 Range; a mounted Melee Weapon gains Push.
[LVL3] A mounted Heavy Weapon may be used without penalty.

12-Assault Drill: Gain a melee attack - 1d8/2P +Junk.
[LVL2] Power Attacks with Assault Drill deal +1P
[LVL3] Power Attacks with Assault Drill inflict Burn.

13-Inline Hemoprocessor: Discard 1 Poison as a freeACT.
[LVL2]: When Poison Tokens are discarded, restore 1 Med Unit.
[LVL3]: Discard all Poison as a freeACT, and restore the same number of Med Units (up to max).

14-Trauma Webbing: Spend all Med Units to reduce damage from a single combat sequence or hazard by the number of Units spent.
[LVL2]: +1 max Med Unit.
[LVL3]: +3 max Med Unit.

15-Magneto-Mantle: Spend 1 Scrap at the beginning of ENC to increase Damage Reduction by 1 for the phase.
[LVL2]: While DR is increased by Scrap, an enemy missing an attack of the subject rolls a new attack against a random target.
[LVL3]: While DR is increased by Scrap, TN to be Hit by synthetic targets is 5.

16-Rail Loader: Spend 1 Scrap at the beginning of ENC to gain Penetrator on the first attack.
[LVL2]: Scrap may be spent in lieu of Power for Power Attacks.
[LVL3]: Power Attacks grant a Boost to Salvage that round.

17-Bionic Recalibration: Max HP can not be reduced below the number of Augs possessed.
[LVL2]: Power may be spent in lieu of Med Units, at a rate of 2:1.
[LVL3]: Downgrade this Aug to discard any number of tokens, spend all Power to restore that number of HP, and gain 1 Max HP.

18-Micro-Reactor: Restore 1 Power Unit when discarding a Rad Token.
[LVL2]: Power Attacks gain +Rad.
[LVL3]: Upon reaching 0HP, perform a 1d12/5 +Rad3 (AoE, Indiscriminate) special attack.

19-Interface Zero: Subject may spend personal Power Units for Rig Power orders.
[LVL2]: Subject restores 1 Power each ACT while Mounted, and suffers no damage from Ejection.
[LVL3]: Utility Items may be used while Mounted.

20-Berserker Trigger: Power Attacks are Upscaled for each enemy unit beyond 1 in the hex.
[LVL2]: Power Attacks gain Rampage.
[LVL3]: Regain 1 Power for each iterative Rampage attack taken beyond the first.

RIGS posted:

Mounted Wreckers use statistics of their Rig unless otherwise noted.
Mounted Wreckers replace their standard phase orders with a new set.
Mounted Wreckers cannot normally use personal Cybers on rig orders.


MOV:
As the Mounted rig; personal mobility devices do not apply. Rigs can Drag 1 other rig of their class, or 2 rigs of a lower class (barring special upgrades).
Rigs may Power Move using the Rig's Power.

ENC:
Attack: With Rig weapon (or Heavy Weapon if equipped with Manipulator Tool).
Rigs may Power Attack using the Rig's Power.
Retreat: Personal mobility items do not apply.
Suppress: With Rig weapon (or Heavy Weapon if equipped with Manipulator Tool).
Improvise: As normal.
Pop Hatch: Free order. Wrecker may use personal weapons, items, resources, and abilities, but may be targeted by attacks, AoE, and hazards, and gains no benefit of the Rig's DR. Effect persists until the Seal Hatch ACT is taken.

ACT:
Fabricate: (Rig Silo only). Create and install a new rig component.
Scan: As normal.
Recalibrate: A Disabled rig must be Recalibrated to function again; Mounting a Disabled rig also Recalibrates it.
Refit: (Rig Silo only) Move a component from 1 rig to another.
Recharge: As normal; affects Rig resources.
Tool: Wrecker may use an attached Rig Tool, if applicable.
Seal Hatch: Return to the cockpit after a Pop Hatch order. FreeACT for Rigjackers.
Salvage: A Mounted Wrecker may only Salvage with the appropriate tool. A Wrecker Salvaging a scrapped Rig may choose to gain a random Schematic for one of its components instead of Scrap.


Rig armor has an effective value of 5x the listed one when defending against personal-scale weapons.
Rig armor has an effective value of 2x the listed one when defending against Heavy weapons.

Rig weapons deal 5x the listed damage against personal-scale targets.

Aug Threshold posted:

Wreckers may have a maximum number of Augs based on their class, as listed in their dossier.

Upgraded augs do not count as an additional aug.

While threshold is exceeded, the following apply:
>All attacks are downscaled for each aug in excess of threshold.
>Wrecker counts as a synth for effects, but gains no additional bonuses or resistances therefrom.

When the number of augs is double threshold (minimum 2 total augs), the following apply:
>No augs may be upgraded; any augmentation that would produce an upgrade has no effect.
>Wrecker counts as a synth [rig] for effects, but gains no additional bonuses or resistances therefrom.

Extraction with augs in excess of threshold costs an additional 30 Luxe per aug. A Wrecker's account may go negative in this way.

TRAIT index posted:

Aggro: Each Aggro-tagged item increases the holder’s threat rating for spawns by 1.
Agile: Units with the Agile trait can only be hit on a 5+.
Affinity: Weapons with an Affinity deal +1 damage per Token to targets with the appropriate Token.
Alert: Cannot be Ambushed.
Ambusher: Gains Ambush against a target entering its hex, and immediately takes an attack against a target Retreating into its hex.
Anchor: An Anchor item prevents forced movement, but also prevents non-standard Movement modes.
Anti-Air May intercept Flying and Jumping units. Anti-Air units receive a number of Ambush actions equal to Anti-Air rating against incoming drones, familiars, and other such targets.
Aquatic: Immune to movement modifications from Fluid and Deep hexes. -1 to Move and loses special movement modes outside of Fluid hexes.
AoE: Make separate Attack roll against all chosen applicable targets in the hex. Power Attack may apply to multiple targets if multiple Energy Units are spent. Other Upscales only apply to the first attack in the sequence.
Attach: An Attached unit's MOV is 0, but automatically moves with its host. Non-AoE attacks targeting an Attached unit instead affect the host unit. The host (or any unit in the same hex) may ACT to remove an Attached unit. Removing an Attached Familiar destroys it.
Awkward: Swapping or otherwise changing custody, or (in the case of mods) transferring between base items, has a 1 in 4 chance of discarding this item.
Backlash: Subject deals listed damage or effect to a target in the same hex that hits it with an attack.
Bio-Locked: Item may only be used by its original recipient.
Bodyguard: Bodyguard minions may intercept attacks targeting its controller or other minions belonging to the same controller, receiving the consequences of the successful attack. Bodyguarding a Rampage attack ends the Rampage.
Bombard: May attack hexes in Range with AoE attacks.
Bound: Cannot be given or removed from a living holder. A Bound Weapon or Armor is the only such item that can be used. Bound items persist when Returning.
Brutal: Deals extra damage equal to its rating (default 1) to targets with 0 DR, either naturally or through debuffs.
Bulky: A Bulky item takes up 2 spaces of its item type.
Cannibalize: ACT to consume a defeated enemy and regain 1 HP.
Charge: The listed attack is Top Priority when entering a hex in the same round.
Combo: Multiple units with the Combo trait that engage in the same phase gain the listed bonus.
Control: A unit subject to Control may be directed to attack a non-self target of the Controller's choice (if able), or to take no action. A Controlled unit is Incapacitated in ACT, then fully recovers.
Coverfire: May take Cover for free while Attacking.
Cower: As a fENC, redirect one attack against the subject to a target other than the attacker.
Daring: When deployed and every ENC, unit receives a Buff Token for every enemy beyond the first.
Disable: Inflicts the listed number of Downscales on the target; may Downscale beyond 1d4, called Incapacitation, in which case no ENC or ACT orders may be taken. Actions not requiring a roll are treated as a d4 for the purposes of resisting Disable. "Free" orders are the exception, and are still permitted while Incapacitated.
*Due to turn structure, Disabled Wreckers may, at Producer discretion, have their Downscales simplified to a penalty to their roll; reduction below TN inflicts Incapacitation.
Discharge: A successful attack with Discharge reduces the target’s Power Units by the base attack damage (before DR). If the target has Insufficient Power, they are Incapacitated.
Drain: A Drain attack that deals damage Replenishes 1 Med Unit. Enemies with Drain restore HP equal to the trait's Rating.
DStructive: Grants Affinity: Warp and functions as Penetrator vs purple DR. Additionally, a hit calls a 1d4 attempt to shambolize an item.
Enemy: Units with this trait must attack a unit of this type if present.
Energophage: Consume a random token or Power Unit from the target on a hit, and heal 1 HP for each token so consumed (not limited by Max HP).
Enrage: Max HP and Damage increased by 1.
Evasion: Not subject to targeted attacks when Retreating; AoE and Improv are not affected.
Fervor: Unit must attack a unit not of the stated faction if present.
Finisher: Deal massive damage to a Disabled opponent.
First Strike: Attack gains Top Priority.
Follow-Through: After a successful Ambush attack, the user's next standard attack that phase ignores Downscales and Evasion.
Forage: Unit may pick up and carry items (or possibly other units). Wreckers with access to Forage may ACT to pick up and carry a Wrecker or Neutral (non-rig/titanic) Unit without towing, or a Death Cache or Supply Drop.
Fragile: Item is destroyed on a roll of a 1 (weapon), or an enemy crit (other items).
Friendly: Unit is incapable of attacking units of the listed faction unless attacked first.
Glorious: Attacks against enemies with higher max HP than the wielder are upscaled by the difference (to a maximum of the wielder's Max HP).
Hangry: A Retainer with the Hangry trait grows increasingly hungry over time, and if not fed, may become Unruly!
Hardened: 50% chance to act normally while Incapacitated.
Hazardous: Attacks that inflict at least 1 token deal 1 additional damage to the holder.
Heavy: A Heavy weapon may be wielded without penalty by a Rig with Manipulator Tool, a Wrecker taking Aim, the bearer of certain augs, or a Warhulk. All others are subject to 2 downscales and may not critically hit. Heavy weapons interact differently with the Rig Damage Scale (see Rigs).
Hivebound: Hivebound equipment inflicts Infest on non-Hiver users on pickup, and when using activated abilities. Hivebound Rigs inflict Infest on Mounting, and when using a Tool or spending Rig Power.
Hunter: Deal +1 damage per Tier to Beasts, or +1 damage per Mutation to Horrifics.
Immobile: Cannot Move or be subject to Forced Movement.
Indiscriminate: This AoE attack must be made against all valid targets, excluding only the attacker.
Junk: Deal +1 damage to Synths, OR +1 damage per Rig Tier, Or +1 damage per Aug of a Wrecker target.
Lifelink: Lifelinked units experience the same changes in HP totals. Familiars with Lifelink are linked to their current owner or last holder.
Lock-On: Next ENC phase attack against target ignore downscales and evasion, and may receive Top Priority.
Metahazard: Units holding a Metahazard item, or in the same hex as a Metahazard Hazard, receive 1 Warp in HAZ, up to a max of the Metahazard Rating. Metahazard Rigs and Mounts instead inflict Warp on their pilots.
Mobile: Ignores 1 point of Movement penalty per rating.
Moldy: Inflicts 1 Spore on the holder when rolling a 1 on any roll.
Momentum: Attacks in ENC are upscaled by the number of hexes moved this MOV.
Mug: A hit calls a 1d4 attempt to steal an item. Take any Salvage ACT to recover.
Obvious: Holder is incapable of Ambush.
Passive: Will not and cannot be made to attack. Passive units with a native non-damaging and non-token-bearing attack may use only that attack.
Penetrator: Negates DR equal to its rating for damage calculation.
Phased: Phased units have Hunt, but only against Shift. Phased units have a TN to be Hit of 6. They can hit a D-Breaker or Unit with Warp on a 4 regardless of the target's TN increases, but can only hit a non-D-Breaker without Warp on a 6.
Plasma: Deal +1 damage per Mutant Tier or mutation of target.
Precise: Deals damage on a miss equal to its rating.
Proprietary: Crafting with this item suffers a -2 penalty.
Proud: Proud Minions prevent the use of any minion of the same type, and cannot be voluntarily discarded if the holder has any other minions.
Pull: Target is forcibly moved toward attacker a number of hexes equal to rating. Attack includes Range equal to Pull rating. Pull overrides Retreat.
Push: Target is forcibly moved away a number of hexes equal to rating. Push overrides Retreat.
Rampage: If a weapon with rampage is used to kill an enemy, any leftover damage not used in kiling the enemy can be used in an additional attack. Rampage may continue until targets or damage is exhausted, or the attack misses.
Range: Extends the reach of attacks (and the awareness of units) by its rating.
Reckless: An attack roll of 1 causes user to increase attack damage by 1, reduce DR by 1 this phase, and reroll the attack. Subsequent 1s may cause this effect to stack.
Redundant: Forfeit second attack to ignore lethal damage or Disable, but forfeit both attacks if doubles are rolled.
Relentless: Unit cannot be Retreated from, and automatically matches MOV with its target.
Reflexive: Unit may immediately Attack when activated, regardless of Phase.
Scatter: Unit may immediately Move when activated, regardless of Phase.
Simple: Unit may not perform orders not listed in its statistics.
Skirmish: Unit may move 1 hex at the end of ENC.
Snatch: On a hit, unit steals a Consumable, Component, or Key Item. Take any Salvage ACT to recover.
Spectral: Acts as Penetrator vs non-purple DR, and inflicts a Warp Token on a hit
Spooky: Functions as a purple-bordered item for Eye of the Void and for Crafting.
Steed: Minions with the Steed trait can have the Mount/Dismount ACT used on them (freeACT for Exo-Wranglers, but not Rigjackers). Wreckers Mounted on minions replace their Movement rating and type with the minion's, but may otherwise make orders normally. Mounted Wreckers may Spur their minion as an ENC to grant it 1 Buff Token. Attacks made against the Wrecker instead of the minion are Downscaled, but Cover grants no additional Downscale.
Tactics: The unit may use ENC orders like a player.
*Due to turn structure, Wreckers subject to Suppression may, at Producer discretion, have their Downscales simplified to a penalty to their roll; reduction below TN causes a miss.
Taunt: A Taunt attack redirects the attack of the target (if any) to the originator of the Taunt, unless the target elects to suffer 3 Downscales to attack normally.
Titanic: Titanic units utilize rig scaling for damage and armor. Titanic Familiars are assigned to the user's Rig.
Torpid: May only act every other round.
Tough: 50% chance to ignore critical hits and multiplied damage, or to survive lethal damage.
Tracker: As an ACT, unit may scent another unit in the same hex. As a MOV, unit can follow the trail of the scented unit, regardless of movement type or distance.
Trample: Makes the noted attack to any unit in hexes traversed, and can only be intercepted by Ambush.
Trigger: ACT to cause any of the listed tokens possessed by the target to tick.
Unreliable: A miss with this item causes an additional penalty or hazard of some kind.
Unruly: Retainer may ignore orders, select different targets for given orders, or perform at their own discretion.
Vintage: Cannot be transferred between units or used in Crafting. Mods may be applied, if applicable. May be redeemed for 25L.
Voidmind: Cannot be Negotiated with, Controlled, Neutralized, or Wrangled. Attempts to do so inflict 1 Warp.
Vulnerable: Attacks inflicting the listed token are Upscaled, and when listed token is received, unit receives an additional token.
Withdraw: May, as ACT, be removed from active play and redeployed, inactive but cleansed of Tokens, in another valid spawn location.

Bee Bonk fucked around with this message at 01:59 on May 2, 2024

Bee Bonk
Feb 19, 2011

:siren: Apps are open! Stay tuned for Map Reveal! :siren:

Arcanuse
Mar 15, 2019

Name: Barnacle Gus
Portrait: 1
Class: Newtype
HP: 1d6 Newtype HP: 1d6 6
MV:1d4 Newtype Move: 1d4 4
Start Mutations:
--Brachial Spurs
--Technovore
Package: Cipher
-CS Suite 1
-1d10 Supply: 1d10 2
--[2: Optiscope]
-1d20 Supply: 1d20 5
--[5: GutzGro]
-1d20 Aug: 1d20 1
--[1: Eyegear]

E: Barnacle Gus is here for their ten seconds of life fame, and nobody cares enough to stop them!
E2: Remembered to roll for HP/MOVE
E3: Replaced Nuclear Arms with Technovore. Gotta get that scrap.

Arcanuse fucked around with this message at 13:46 on Jul 12, 2022

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....



It was a shame. Of course, they had other projects running to take financial advantage of the Memetic MikroKultur changes due to the victory of Shines-In-Heaven last Heap, but of all of them, this had been his favorite one.

"How'd the evacuation go, Margaret?"

"36% fatality rate has been reported among the internship in attendance, Professor."

"Good. We have no use for dregs incapable of handling this level of D-variant event", Megadean Giovanni sighed as he went through the CortexCast report of the incident in his head, "Though I cannot say I am entirely happy with having had to miss the Collegiate Murderdome semifinals due to the cheerleader going haywire, especially since the project showed such initial promise. The subject has been detained?"

"Yes, Professor."

"And..?"

"She is being disposed of, Professor. In the usual manner."

Giovanni nodded.

Perhaps she could still prove herself.

Likely not, though.


[Portrait Goes Here]
Name: Prjkt.R0ZEG0LD
Class: D-Breaker
Starting Aug: 1d10 3 Charged Myoservos
Dvolution: Defensive
Package: Survivor
Classic Prestige extra package: Armiger

Theantero fucked around with this message at 23:10 on Jul 11, 2022

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.
"This is our submission? Not a lot to work with.."

"Yes, its mind is quite gone. Consequences of long term vacuum exposure we suspect."

"Well, I'll work out something to hype. We've locked in the dedicated commentary feed with the big WC?"

"Yes. Lights up as the pods fall, full tri D."

Portrait here
Character: Specimen J-17
Class: Newtype
HP: 1d6 4
MV: 1d4 2
Cypher
1d10 supply: 1d10 10 DPM rifle
1d20 supply: 1d20 10 DPM rifle
Aug 1d20: 1d20 11 Weapon Mount
Starting mutations
Technovore
Chitinous Carapace

Not Alex fucked around with this message at 23:16 on Jul 11, 2022

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer


"Ah, Wrecking Crew returns. AI-DE, I believe we've found some use for that stowaway from the MA-RS facility evacublastion. Get her gel-wrapped and packed for priority delivery."

Name: Upyrass Gattahell
Portrait: #3
Class: Headhunter
Starting Supply: 1d10 1 - Fabrikit
Package: Survivor

Scribbleykins fucked around with this message at 21:39 on Jul 11, 2022

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"
Name: The Matador
Portrait: Patreon Claim
Class: Duelist
Starting Aug: 1d12 11 Weapon Mount, Choose 1 weapon; attacks with it are upscaled, it is free to extract, and it cannot be destroyed while bound to this aug.
Package: Cipher

>1d10 Supply = 7, AdrenoMAX
>1d20 Supply = 12, Squidpack
>1d20 Aug = 20, Berserker Trigger: Power Attacks are Upscaled for each enemy unit beyond 1 in the hex.

OOC: What are the requirements for Warhulk now that the Augment system has been changed somewhat.

TheNabster fucked around with this message at 21:43 on Jul 11, 2022

The Lord of Hats
Aug 22, 2010

Hello, yes! Is being very good day for posting, no?
Name: Trideohead
Portrait: Patreon Claim (Concept: The secret 9th member of Daft Punk)
Class: Improvizier
Starting Aug: 1d12 7: Hunter-Killer Cortex
Package: Cipher
Cipher Package (Supply, Supply, Aug): 1d10 2 1d20 14 1d20 2
Optiscope
CS-II
Spinal Array

Classic Prestige Benefit: Bonus Starting Package (Armiger)

"We've got a rare treat for you this season, folks: a rare representative from the Mimasian Dekonstruktivkunstwerkgeschaftkollectiv, we bring you... Trideohead! Mr. Trideo, what brings you out of the DKGK and onto the WC? Self-promotion? Looking for a little extra funding?"

"Please, Herr Interviewer. I am un Artist of the Dekonstruktiv. I have long since expunged myself of such base Concerns, even before installation of my Ersatznervensystems. I am here for the fresh Canvas, and the Opportunity to work with new Materials, both Dekonstructiv, and Dekonstruiert. All other Considerations are secondary."

"Fascinating. Do you have any words for your competitors, or the viewers at home?"

"No. No further Questions."

"There you have it, viewers! Trideohead!"

super sweet best pal
Nov 18, 2009

Name: Lori Cust
Portrait: 9
Class: Hiver
Offensive B-volution
Package: Scrapper

charms
Oct 14, 2012


Name: Baudolino P.D.F. Free Download
Portrait: 5
Class: Trendr

Aug: Bone Lacing
Supply Package: Brand Ambassador

Lux Anima
Apr 17, 2016


Dinosaur Gum
Name: Maru Lokka
Portrait: 12
Class: Exo-Wrangler
Chargen Aug roll: 1d6 1 - Eyegear
Package: Coordinator

Jvie
Aug 10, 2012


Augs: Rigspike, Micro-Reactor

Cessate Roboto is returning!














Veteran Talent: Cross-train Rigjacker Elan (Mount/Dismount is a FreeACT)
Veteran Upgrade: Rigspike lvl1 -> lvl2

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
Thoraxpen DuBel returns!


Adrenal Apifactory: (get hit in ENC, gain 1 Infest. Spend 1 Infest as a fACT to Boost an ACT), Heuristic Precognizer (Reroll 1 die/round), Magneto-Mantle (LVL2, Bound, Enc: Spend 1 Scrap, get one DR, While DR increased this way, an enemy missing an attack of the subject rolls a new attack against a random target.)

Veteran Upgrade: Upgrade Adrenal Apifactory
Veteran Talent: Crosstrain Hiver, Busy Bee +1 Craft Rolls

Hexenritter
May 20, 2001


"...temnestra exiting bombardment range and vacating AO for Station Alph. Final order from Director is as follows. Per prosecutorial intent established in contract with client, ground litigators are to liquidate picket lines with maximum prejudice and ensure recovery of primary asset from all franchises found in breach. Cleared franchises will then be marked for punitive suborbital erasure by cruiser Hrimfaxi. Any noncombatant found in possession of any amount of primary asset "Sichuan Sizzle" is to be considered party to theft of proprietary information belonging to client Tacoutrageous and prosecuted accordingly. Message ends. Hail Pertinax."

Swedish Thaumocracy
Jul 11, 2006

Strength of >800 Men
Honor of 0
Grimey Drawer
Celebr E.T.

Trendr
HP 3 / MOV 2
Starting Aug: [1d10]= 4 = = Adrenal Accelerator: When subject is hit during ENC, subject's ACT is Boosted. (Rolled the wrong die-size, wat do? Bee can re-roll for me I guess!)
Starting Package: 9 – The Coordinator

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

Rook Engineered Organisms

This is Rook.

Yes, hello we have
RETUrNED

We shall not submit a Wrecker at this juncture because of
CIRCUmSTANCES

...

But we look forward (with great delight) to dispersing our goodwill towards those who partake.

...

This was Rook.

(Gettin' ready to SPONSOR THE HECK OUT OF YOUS GUYS)

WereGoat
Apr 28, 2017

Name: These-Gains-Are-For-God Osmiund
Portrait: 10
Junker

Aug d20: 1d20 7- hunter killer cortex
Supply I - The survivor

Swedish Thaumocracy
Jul 11, 2006

Strength of >800 Men
Honor of 0
Grimey Drawer



Greetings Friendunits. We are GEN Cultural Liaison to the [Decree, subset; Wrecking Crew LTD.] Genericae [Null].
We are regrateful for this opportunity to administer the "chance correction procedure" in compliance with Wrecking Crew LTD rules and regulations before the embarace of seasons commencement.
Celebr E.T had been admonished for his acompliance in the accidentally unsanctioned outcome incident and his issued the following statement in liue of further litigation:


"Huh? These euclidean cause-effect prisms all look alike to me. What do you mean 'invasive surgery required?' What is that saw for? Look I'm sorry alright! I'm sorry! Somebody get me out of here! Help! Ahah!"

Rolling for Augs with the Right Size Die [1d8]=7

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters

Psichonumen

Oh hoho ho! It's time to watch some wrecking!!

sheep-dodger
Feb 21, 2013

Name: Erin Gobrach
Class: Neosoldat
Portrait: Custom

Aug: Aug roll [1d10]=4 Adrenal Accelerator: When subject is hit during ENC, subject's ACT is Boosted.
Starting Package: Survivor
Prestige benefit: +1 Aug limit

The last member of the Provisional IRA (Marxist-Leninist [Hoxhaist Tendency]) has been apprehended by the Irish Permanent Constabulary.
Sentencing on 438 counts of Deviant Thought, 253 counts of Anti-Corporate Speech and 1 count of Vandalism by JUDG-E neural net was performed in 253 milliseconds.
Verdict: Involuntary participation in Wrecking Crew.


Pod: Loaded
Participant: Augmented
Crew: Ready to Wreck

sheep-dodger fucked around with this message at 14:22 on Jul 23, 2022

Bee Bonk
Feb 19, 2011



Smell that, Haze?
Sure do, Rev; the cheeZ extruder in the Pertinax Flavomax on Blue 6 is burning up lactalgae and spitting errors again.
Indeed, my winsome counterpart, but beneath the stench of baked-on algal crust and aborted pizzasnax, there’s an unmistakable tang. It smells like…fresh new vistas to drench in blood in glory.
Hot off glazing the newest Night Train to Elsewhere, our friends at Visceral-Max have been kind enough to transfer controlling interest of a Second Unit location to our murderologists for Lethality Assurance.
Assuredly Lethal, we've got the vis that launched a thousand streemblobz, Eurydice Mann-Chong, standing by on Enceladus to hydrate your spectacle receptors with enzymatic radocity. Eury, slake our thirst for the nectar of the novel slain!

Slot this in your suckports, treasures, it’s wet in this DEEP shib!




Frigid and salty, I’m sure Hazel must be right at home. I’m underwater, binchmartens! It’s dark, it’s damp, and it’s stuffed full of pirates and organisms unknown to science…again, Hazel must be right at h—
You f—
Looks like we’re having an issue with the transmission delay, Eury. What can you tell our worthy competitors about what to expect?

A blazing grunt-ton, babbz, so settle it in. Ocho, the Station areas have got all the usual boring-rear end poo poo-drops we always have. Sorry, the standard prefab amenities Wreck fans have come to expect. The Luxe Crucible is here to turn your trash into treasure. The Rig Silo is where little robits make big robits for you to ride, very production, much means. Fabric8R is here, here to staple your idiot garbage together, good times for bad makers. And naturally, you got Strato-Cradles, for rapid ballistic transit or rapid running away like miserable dying cowards into the void.
The Station zones are leaky and full of pirates, perfuck including one Gobçon Hivegrace, out for revenging on all wreckkind for their sib’s enflakturation at the smoking barrels of Bonny-Anne Elsewhere, but at least they’re pressurized and dry…ish. At least until you fill it full of speed-holes fighting pirates and all that lovely wet outside becomes a terrifying wet inside. Then, you’re gonna have to deal with more than soggy sox…Cuz Enceladus has got a Crush on you, dumples!

CRUSH posted:

Crush inflicts 1 rig-scale damage and 1 Break per level.
The Depth Trait, found on certain units and protective gear, reduces Crush level by its rating.
Use protection, or this Crush is gonna leave you in a truly compromising situation. And the deeper you get, the harder the action. The open Sea zones are the hunting ground of all sorts of flesh-ripping cuties, including that rumored Enceladan neo-cryptid, the Threshing Horror!
Deeperly still, and those Abyss locations are just fucken turgid with high-intensity crush hazards and weird-rear end monstranguloids. And Vents! Geothermal glory holes, here to party all night, spewing boiling junk and exotic particles out they selves. There’s Promethium down there for the enterprising diggist, but swivel your specs for a certain Alpha Leviathan that might be cruising with a raging hardpoint for wreckstrange.

Are you…okay, Eurydice? You seem a little punchier than usual.

Probably just the bombass nitrogen narcosis, Haze; I appreciate the unexpected kayfabe-piercing concern. But that raises an interesting little memonugg. You’re gonna wanna keep an eye on your air, wrecktiddies…It’s your actual-rear end lifeline in addition to being fuel for some trigneo pneumatical toys, and you’re gonna need a whole lot more than you think if you like performing respiration.

Place like this, my sterling chorus, must have quite the ZODIAC on tap.

Your correctitude is outbeamed only by the vascularity of your quads, Ocho. Up from the depths, 30 stories long, making GBS threads depth charges and taking names, it’s PISCES!

Go big or go fish. Back to you.


A real baptism by water for our newcomers, Rev. As opposed to the other kind.
They’ll sink or swim, Haze, as do we all. As do we all.

:siren: Recruitment is still open...Stay Vibed! :siren:

Bee Bonk fucked around with this message at 23:02 on Jul 23, 2022

Hexenritter
May 20, 2001


Preloading Pertinax Challenge 1

Go Fish: Enter promo code BOOMPOON at the Luxe Crucible to begin a quest chain with fabulous prizes.


Preloading challenge 2 so I have it handy


We're Gonna Need A Bigger Boat: enter promocode BADABOOMPOON at the Rig Silo.

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

Rook Engineered Organisms

This is Rook.

Hold your breath, Wreckers.

Perhaps this is an
INNOPoRTUNE
time to point out that Rook Engineered Organisms has many
MAnY
Options to deal with exactly this sort of situation.


...

This was Rook.

CHALLENGE:
PEACHY, NIETZSCHE - Spend an Act gazing into the Abyss

Antivehicular
Dec 30, 2011


I wanna sing one for the cars
That are right now headed silent down the highway
And it's dark and there is nobody driving And something has got to give



"Oh, am I late? I do hope I'm not late. And what a beauty of a map! I'm sure there's going to be some fascinating debris to be had in those geothermal vents. Upcyclable hydrocarbons, one might hope!"

Brainfood Challenge One:
Hot Extremophilia Action: Spend an ACT to collect a sample from a Vent.

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters

Psichonumen

Interesting. I heard there was something of great power here, in the hands of, well, a bit of a mook.

~~~~

Well lemme think about it a bit

vorebane fucked around with this message at 16:07 on Jul 18, 2022

Arcanuse
Mar 15, 2019

Arcanuse posted:

Name: Barnacle Gus
Portrait: 1
Class: Newtype
HP: 1d6 Newtype HP: 1d6 6
MV:1d4 Newtype Move: 1d4 4
Start Mutations:
--Brachial Spurs
--Chitinous Carapace
Package: Cipher
-CS Suite 1
-1d10 Supply: 1d10 2 [2: Optiscope]
-1d20 Supply: 1d20 5 [5: GutzGro]
-1d20 Aug: 1d20 1 [1: Eyegear]

locking in mutation choices. Technovore was strongly tempting 'til now, but Chitinous Carapace won out.
Danger is guaranteed, finding a lung bandit to spend scrap isn't.

paper bag with a face
Jun 2, 2007

Name: Beaufer Jingco
Portrait: Patreon Special (Concept: Spooky Occult Cowboy)
Class: D-Breaker
Starting Aug: 1d10 3 Charged Myoservos
Package: Survivor
Offensive DVolution

Back:
"Just like knackwerkz, 16Marmaduke. Couchmang's looking for more grist for the contentmilz."
"Mm. Can't do the The BoheMEiàn™ district. Is for sure slammed out. Give any of those cockroaches a powerslurp of The Purp and it'll just make a mess."
"Same goes for Mendicàn. What about Special Operations? They find any malcontents with the blarns this cycle?
"Already checked. Alloed to R&D for the foreseeable future."
"#### This incredibly unprofessional utterance was blocked by Dubhàn PalladiumTUNG! Have an elegant day! Guess we're pulling from the Shame Càirn then."
"Pozz. Just remember not to waste your time with any of the scum in there for Copying; they are Miss Three's favorites. Mems how 66Enid used be 9Enid? She made the smallest tweak to the ratioz of the R0TTFroot dispenser in The Disgusting Doubler's enclosure and Miss Three had her incremented and back to turning metrixxx in the data mines by the end of the shift."
"Noted, amic. Wrecking Crew is too good for a Copier anyway."

paper bag with a face fucked around with this message at 19:53 on Jul 18, 2022

Bee Bonk
Feb 19, 2011




:siren: Our hardworking Aeropaths are grinding away plotting pinpoint suborbital insertions into multi-axis underwater engagement space, and bidding is open for desirable entry points! :siren:

>Any Wrecker deploying to DEEP may secretly bid any number of Luxe (against future income) to secure a deployment hex closest to one of the lettered hexes, and to secure the undivided attention of WCLTD Aeropaths on the maneuvering and maintenance of their entry vehicle.
>Additionally, any Wrecker deploying to DEEP may secretly bid any number of Luxe (against future income) to negatively impact another Wrecker's chances.
>The Wrecker bidding the highest net amount, after interference, will receive a Reward Crate.

A and B are standard entry coordinates, suitable for normal zone progression.
C and D may prove more rewarding and less crowded, but also more challenging, and may apply a potential delay to zone progression.

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker


Bid: 50 luxe. No preference as to where, just get me there in style.

AJ_Impy fucked around with this message at 19:23 on Jul 21, 2022

Swedish Thaumocracy
Jul 11, 2006

Strength of >800 Men
Honor of 0
Grimey Drawer

:: Status Report == Codename: Celbr E.T.
:: Brief: A Humanoid of "unknown" origin, the subject came to our GENeral attention after having swiftly amassed [anomalous] social standing since introduction to GENeral public from unknowable obscurity earlier this fiscal quarter, triggering local Trendfinding protocols.
Subject Appealed to GEN directly after [Decree Politcal] shut down Subject PWN to "avoid GENeral panic." Suspected ulterior reasoning: Presence of codename Celebr E.T. threatens ongoing diplomatic initiatives with [Myriad].

Solution: Subject transferred to [Wrecking Crew LTD] for socio-edutational-evaluation under auspice of the GEN Killebrity Initiative.

Obstacle: Due to grievous [accountancy error], subject remains [shadowbanned] - until this is sorted, a failsafe "loaner" PWN will be substituted via GEN trideo stream to [subscribers]. [Unsubscribers] will be prosexecuted.

---


Deploying to: G04 for 10 Luxe - Spending an additional 5 to waylay Baudolino P.D.F. Free Download.

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.
Specimen J-17

"Always tip your aeropaths, folx. We'll scavenge up -4- luxe to make sure our little project's drop into B goes swimmingly."

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....
Prjkt.R0ZEG0LD


🌠🌠10 sparkling luxe🌠🌠 to flank the descent of 🏵🌸R0ZEG0LD🌸🏵

💖For the sake of HOPE!💖

💖For the sake of GREAT JUSTICE💖

💖For the sake of US ALL💖

See you at ✨🅱️✨

Arcanuse
Mar 15, 2019

"Here? Right here? how about... No, right... alright, alright."

"Barnacle, Barnacle Gus here. Former pirate slash wildcat vent miner under Cap'n Muscle Dave."
"I'll be honest: this wasn't my first choice of corpo-penance, but the alternatives filled up awful quick for some reason."
"I mean, who volunteers for target practice, I mean, well-"
Barnacle taps their carapace.
"-anyone that doesn't have one of these anyways."
"So as my third choice, now I'm here to get some experience for my resume."
"...Er, work off debt. Definitely not just here because it's a faster track to promotion than scrubbing NuGutz(tm) off the harpoonz(tm)."

"What're you lookin over here for?"
"Scram, this is for private eyes, pal!"[/sub]
[spoiler]"50L on station B., 50L on Cessate Roboto off-course.

super sweet best pal
Nov 18, 2009

"Treating a star like this? Ridiculous. Shay, be a dear and pay whatever these clowns want."

"gently caress no, we're not paying the aeropaths a single yoctoluxe. She's already washed up, a little more water won't hurt her legacy."

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer
"Lardlords! Rotund honkin' cluwnespawned D-gobblers!"

"Anything about luxe or location?"

"A-holes! Return to monkepox'd reject croutons!"

"Nope. Not stopped cussing since she got on comms. Some pretty spicy stuff too, sometimes."

"[censored] little [censored] blocks of [censored]-grated incompetarts what couldn't hit the broad side of a planetoid!"

"Hey, is that legal? Isn't she corperjuring us?"

"I checked. Even without Sponsor protection, if you've got an accredited degree in Cussology you can get away with saying it's just practicing where others can hear. Also, I'm not sure it's actually addressed at us."

Offering all of 1 luxe to land in B. I'm sure it'll be fine.

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"
The Matador

[I Stand Ready, My Audience Awaits, My Victory Is All But Assured]

"Yes yes very nice, try not to die miserably like your previous predecessors please, I wish to be spared the embarrassment."

I'll pay 20L to go to drop-site B

TheNabster fucked around with this message at 15:06 on Jul 23, 2022

Jvie
Aug 10, 2012




Travel plans: Aiming for entry point A. Bidding 11L to that effect.

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charms
Oct 14, 2012


Baudolino P.D.F. Free Download

Aeropathes take these nine Coins speed my way to Hex C and here five Coins against the False Trendr Ceblr Celbr E.T. I bid you Dark Thanks

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