Sicarius
Dec 4 2006, 07:09 PM
George can you roll a demolition skill for me?
Mister Juan
Dec 5 2006, 02:04 AM
Here goes nothing
I don't know if I can roll combat pool with it, so I'll refrain from it. Since this is a pretty crucial moment... I'll add my only karma dice pool in it.
Demoltion roll: 11 05 04 03
Sicarius
Dec 5 2006, 09:25 PM
Some OOC explaining.
George, the explosive will detonate at the start of your next initiative pass. (it detonating will not count as one of your actions. The guard with the open door will not recieve the vehicle's armor protection from the blast, which will go off at 7D. )
Guard 1 is firing 1 round from his assault rifle (5): 11,8,9,5,4
George is about 8 feet away (short range): 4, -2 (smartlink)=2, +4 (partial cover)=6, +2 (target running)=8
Guard 1 scores 3 successes. Damage goes from 8M to 8S.
George please roll Dodge, Body dice.
Cortex: You are accelerating the car, you can stop next turn without penalty, but if you continue another 8 meters you must roll crash test to avoid hitting the apartment complex in front of you.
Caitlin: the gas is from nausea grenades. Roll Body(5) test. You will recieve a +5 to actions, -1 for each successful body roll (5 successes= no penalty) (The grenades will not take effect until the Guard's next initiative phase, so you will get to take your action before suffering the effects. So roll your actions (stunball or whatever,) than roll the body test.
Glyph
Dec 6 2006, 12:47 AM
On Caitlin's action (dropping Invisibility right before casting):
Stunball at 6D
4 dice from spell pool to the spellcasting test, the remaining 2 to resist Drain.
Spellcasting: 14, 10, 5, 4, 2, 2, 2, 1, 1, 1
Drain (4D): 13, 7, 5, 4, 4, 3, 1, 1. Moderate Drain.
1 Karma Pool to re-roll the three failures: 10, 8, 1. Down to Light Drain.
Body test: 5, 5, 4, 4, 3. She will have -3 to actions.
Mister Juan
Dec 6 2006, 04:37 AM
Dodge? What a silly concept!
Also, while I'm thinking about it, Sic, do you use any of the "optional" rules from the CC? Like compensating recoil with high strenght?
Balistic Armor: 5
Target #: 8-5 = 3
Damage Resistance Test (Body + Toughness + 2 dices combat pool): 12 dices
Rolls: 08 07 05 05 03 03 02 02 02 01 01 01
Hits: 6
No damageOn his next pass, George will take his Ares HVAR out (simple action, ready weapon) and will fire one burst at the guard. Even though he might be "taken out" by the explosive charge, the way I see it, George is shooting back more out of instinct than tactical reason
Since he's using a High Velocity weapon, it fires 6 bullets instead of 3 in a burst, making its recoil at +2 (-4 recoil comp)
Guard is about 8 feet away (short range): 4, -2 smartlink = 2 + 6 burst recoil - 4 recoil compensation = 4
# of dices: 4
Rolls: 04 04 04 02
3 hits
Base damage (burst): 12D
So... thats 12D + 3 hits"You shooting at me? ARE YOU SHOOTING AT ME?!"
pragma
Dec 6 2006, 06:11 AM
Stopping after 8 meters, I have no intention of rolling ANY crash tests if I can avoid it. Skill of 2 without VCR just isn't too comforting. This
Second Pass:
Simple or Complex: Stopping
If I get another simple: Ready the pistol and watch the drivers side door.
Free: Reporting on the radio -- I'll IC when I'm sure its my turn.
Sicarius
Dec 6 2006, 10:15 AM
Caitlin:
Target Spell Defense: 4 (against target 6): 2,5,1,6
1 success lowers Caitlin's successes from 3 to 2.
Guard 2 (Willpower against target 6): 6,5,3,3,1. Takes 6D stun
Guard 3: 6,3,3,1. Takes 6D stun
Guard Mage: 6,6,1,5,5 (2 successes). No effect
George:
Guard rolls Dodge: 2,1,7,10 (2 successes)
Damage Resistance (12-7=5) 5,1,2,1,3,8,11,10 (3 successes)
Guard takes Deadly damage
George's shooting was round 14. Tashio needs to takes his round 14. Than George,Tashio,and Pragma take a round 4, and the Driver Guard takes a round and the Guard Mage takes a round.
Glyph
Dec 6 2006, 06:27 PM
Does the nausea gas affect my next initiative, or just the stun damage from Drain?
Sicarius
Dec 6 2006, 06:39 PM
well... the rule says that the gas takes effect during your next phase. but for you that would be the next combat TURN. so my presumption is, that you will roll whatever defensive actions you might need to take at -1. (light stun) you'd roll initiative for the next round of combat at -1, and than the nausea takes effect for your actions that round at a -4
does that make sense?
Glyph
Dec 6 2006, 10:24 PM
Got it.
Tashio
Dec 7 2006, 11:10 AM
Okay Markus firing at nearest guard( I assume one of the guys in the front seat, bursts from smg.
Shot 1
Short Range 4, -2 smartlink (2 recoil compensated 4rc left)
Damage 10S (Burst) + 7 successes. Regular Ammo
Burst 1: 2 4 4 4 10 11 11
Shot 2
Short Range 4, -2 smartlink (3 recoil compensated 1rc left)
Damage 10S(Burst) +6 successs. Regular Ammo
Burst 2: 1 3 4 5 5 5 5
Sicarius
Dec 7 2006, 11:39 AM
Tashio. So you know, your nearest guard (and only real viable target) is the driver, who is inside the armored car behind the shaded glass.
also i'm a little confused by your recoil modifer. My reading is:
Short range 4 - 2(smartlink)=2+ 3(burstfire)=5-3(recoil compensation)=Target # 2 for burst 1.
= 7 Successes=10D+2
and for burst 2
Short range 4-2 (smartlink)=2+6 (burstfire)=8-3 (recoil compenstation)=Target #5
=4 Successes= 10D+1
Assuming my calculations are correct:
Power of weapon 10D is reduced by Vehicle Armor of 5 to 5D. Driver body armor reduces Power below zero
Driver Damage Resistance Burst #1 (TN 2, since 1 remains critical failure): 10,8,4,2,2,1 (5 successes)
Damage goes from D+2 to D.
Driver Damage Resistance Burst #2 (TN 2, Since 1 remains critical failure): 5,5,11,11
Damage goes from D+1 to D to S. Driver is killed.
George,Markus, and Cortex may now take Init round 4.
Mister Juan
Dec 7 2006, 11:01 PM
George will put his gas mask on (simple action), and he'll beging moving towards the back of the van. If he can get there before the end of the turn, he'll simply take down the last standing guard.
I added a +2 to target # because there is probably a huge ass smoke/gas cloud now forming in the back of the van.
Guard is in short range: 4, -2 smartlink = 2 + 6 burst recoil - 4 recoil compensation = 4 + 2 (smoke) = 6
# of dices: 4 + 4 combat pool dices
Rolls: 09 08 04 04 03 03 02 02
Hits: 2
Base damage (burst): 12D
Damage: 12D + 2 hits
He'll also signal to Markus that he's moving to secure the back, and to Cortex to start bringing the car around towards the back of the van.
pragma
Dec 8 2006, 05:30 AM
Consider the car brought around. Hopefully without incident.
A car roll just in case: dice = 2 || target = ? :: 2 2
Tashio
Dec 11 2006, 12:48 PM
No worries on the recoil, basicaly all his shots are covered by the recoil so their is no recoil mod, its just to keep track, not like the SMG can auto fire anyway.
Sicarius
Dec 11 2006, 03:36 PM
right. in the end he was super-mega dead anyway.
Sicarius
Dec 11 2006, 03:36 PM
Hurray Double Post!!!!!
Tashio
Dec 11 2006, 04:42 PM
LOL Yea, if you get those mail errors, just check the post cause 9/10 times it does post anyway
Glyph
Dec 17 2006, 08:45 PM
Who is up now? Or have we moved out of combat mode now? I could post, but I want to be sure no one is ahead of me, as Caitlin's initiative is the lowest of the group's.
Sicarius
Dec 18 2006, 10:38 AM
I'd prefer to stay with the init rounds at present. (the response time is calculated in init rounds, so if we leave combat rounds I'll get confused about how much time you have before they arrive.)
Mister Juan
Dec 20 2006, 12:45 AM
So, do we all roll init again... or who's turn is it?
If we still have a pass, George will jump in the back of the van and simply wack the mage in the face with the butt of his assault rifle... after which he'll grab him by the collar and pull him out of the van, and set him face down agaisnt the street.
If the mage has any sort of restraints on him, he'll use them to cuff him.
Sicarius
Dec 20 2006, 09:47 AM
actually yes, it is a re-roll for initiative. sorry things have bogged down again
Mister Juan
Dec 20 2006, 06:29 PM
George
Initiative rolls: 05 04 04
Initiative score: 21
Declared actions from before still stand.
pragma
Dec 21 2006, 04:22 PM
Cortex:
Rolls: 04
Init: 12
Plan to continue bringing the car around.
Tashio
Dec 22 2006, 12:14 AM
Init Rolls: 1 5 6
Init Mod: 12
Initiative : 24
Glyph
Dec 22 2006, 09:46 PM
Initiative: 5 + 1d6 (6) -1 = 10
pragma
Jan 2 2007, 08:50 AM
Dodgy computer access from the 2nd to the 11th. I plan to continue driving according to George's instructions and, if necessary, sneak up on and run over the mage.
Mister Juan
Jan 2 2007, 08:53 AM
Sicarius, anything else you need from us?
Mister Juan
Jan 2 2007, 08:53 AM
I can't believe we started this game in 2005....
Sicarius
Jan 2 2007, 10:28 AM
My bad Juan. No. just the hassles of the holidays. I should be able to catch up today after work.
Mister Juan
Jan 4 2007, 02:59 AM
As per IC post, George will "throw the last guard out of the van" and will start searching for the datachip.
He'll use his shocklock packing shotgun to blowoff any hinges or locks he comes across. Once they've made the switch, he'll grab whatever there is in the truck, and stuff the trunk of the car with it.
Tashio
Jan 5 2007, 10:14 PM
Okay guess time to try take that drone out, burst fire at the drone.
Burst 1
SMG: 1 2 4 5 5 8 11
Combat Pool: 4 4 5
Burst 2
SMG: 3 4 5 5 5 11 11
Combat Pool: 2 2 3
Sicarius
Jan 9 2007, 10:50 AM
maximum range on a SMG is 150 meters, the drone is at 200, unless anyone knows a rule for targeting at beyond extreme range?
Tashio
Jan 9 2007, 04:09 PM
Meep, guess I'm out of range then. Not firing.
Sicarius
Jan 9 2007, 04:10 PM
no problem. feel free to take other actions as you desire.
pragma
Jan 11 2007, 06:36 AM
I'll start laying out spike strips. If they're directional (allow cars one way and stop them the other), I'll cover all approaches. If they're not I'll leave one escape route on whichever is closer to Redmond. (I figure that Redmond is the closest lawless hellhole we can run to when the shit hits the fan.)
Sicarius
Jan 11 2007, 11:42 AM
The spikes are uni-directional. make sure you post the action IC
Mister Juan
Jan 24 2007, 09:14 PM
No more love?
pragma
Jan 24 2007, 09:25 PM
Still here, but the game seems to have gotten a bit stale.
Tashio
Jan 24 2007, 09:29 PM
Yea, not sure whats happening. Sicarius still around?
Glyph
Jan 25 2007, 04:28 AM
I'm still around too. Are we waiting on anyone's actions? Do we need to roll a new intiative?
Sicarius
Jan 25 2007, 11:49 AM
I'm sorry guys. the thread got buried, and I got busy. Let me review for a moment and I will put something up to get us back on track. I appreciate your all being tolerant of me!
Tashio
Jan 25 2007, 03:34 PM
Assault Rifle will reach the drone right?
If so Markus is firing on it with the AR.
This should be interesting.
Defaulting to SMG
TN +4 for default and +whatever for range.
Full Combat Pool, full auto 9 rounds. (Spray and pray
SMG: 1 1 2 4 5 5 11
Combat Pool: 1 3 3 3 4 4 4 5 10 16
Sicarius
Jan 25 2007, 05:13 PM
Target Number:16 (Long range+default+recoil-RC-cybereyes imaging)
Damage: 15D (8+9 round burst)
Against Vehicle: 7S
vehicle dodge: 8,2,3,3,1,3
1 success
Damage Resistance: 3,1
Drone takes a Serious Wound
Rigger suffers 6M wound
Damage Resistance: 8,8,11,2
Takes Light damage
Rolls Crash Test (TN 3+1(light damage)=4): 9,4,4,3,2 (3 successes)
passes, drone does not crash
Glyph
Feb 14 2007, 05:19 AM
So who are we waiting for? Do we need to roll initiative? The last few posts had spoiler tags, so I'm not sure where exactly we're at.
pragma
Feb 14 2007, 07:17 AM
pretty sure its about time for a new IP or maybe even combat turn -- we had just engaged in some rather time consuming stuff though (moving spike strips, unloading van, etc.)
Tashio
Feb 14 2007, 02:16 PM
Yea, well we're pretty much out of combat now, but we're waiting for the data switch whoever is doing that and then we need to run asap.
Sicarius
Feb 14 2007, 03:02 PM
hey guys. I was waiting on actions from George and Caitlin (something to the effect "we swipe the data stick, grab everything not nailed down and run and get in the car.) the spoiler data is for Cortex who is listening to the scanner, so how you act on that depends on what he imparts to you. We are still technically in combat turns, but I don't think anything like inititative is necessary at this point.
Sicarius
Feb 15 2007, 12:59 PM
okay guys. Your car is 700 meters from the road block, about 200 meters from the alley. You're gaining about 16 meters/turn every turn. So this last post you went from 0-16, when you next post it will go to 32, than 48, 64,80, 96, 105. by my quick eye non-calculations you should reach the alley way in 3 combat turns (128 total meters traveled), and the road block in 10 turns (683 meters). So you will cover that distance in about 30 seconds. We probably won't have to post in strict combat turns depending on what you guys choose to do. (for instance, there isn't going to be any impediment to you moving directly to the alley way, if that was your choice. like wise if you decide to run the barricade, we'll probably enter combat turns about 3 turns out from the barricade. So its up to you guys, and ultimately, up to Pragma, since Cortex is behind the wheel. I should also add, that for the cars acceleration, I have assumed pragma passed the driving test every turn in order to accelerate at the maximum.
Also, a note on seating order. In my minds eye, I see Cortex in the drivers seat, and George in the front passenger seat. Markus in the left back passenger seat, and Caitlin in the right back. if anyone can think of a reason why that doesn't seem reasonable, let me know.
Glyph
Feb 16 2007, 06:47 AM
Caitlin will try to stunbolt the spirit. She will be more concerned about not taking even more Drain at this point - she figures she can zap it more than once if she needs to.
Casting at 6M, 4 dice added to the casting and 2 dice to help resist Drain.
Spellcasting Roll (+4 to TNs):
11, 09, 08, 04, 03, 03, 02, 02, 01, 01.
Resist Drain:
22, 20, 10, 03, 03, 03, 01, 01 (6 successes: no Drain).
I could
never get numbers like that for an open test... no, I have to roll a 22 and a 20 for a test with a TN of 2.