This is the problem of having people on very different IPs…I suspect that by the time you are close enough to shoot at a ganger things will be very different! Never mind, I’ll provide you with a target of some sort even if Attacker 1 pops his ugly head back up
Yes, Spring can spend karma now if you want! As you are now running two characters I’m afraid you’ll have to split your karma allotment between them… it’s how we had intended to run it when I was playing multiples in a thread. It’s moot now as that thread died a death and has become the Balefire
I’m working up the IC now but if anyone has any more actions around end of 4 beginning of 5 now is the time to say! Mental note to self: ensure people are on the same kind of IPs in a pbp game…less of a headache
Scrapheap
[ Spoiler ]
Perception Intuition 4 + Perception 4 + Visual Enhancement 3:
[6,4,1,3,2,2,3,3,4,1,2]: 1 hit
[2,5,3,3,6,1,4,5,2,2,5]: 4 hits
[5,4,5,3,2,3,6,5,3,4,5]: 5 hits
[1,5,2,2,2,3,1,3,3,2,1]: 1 hit
[6,3,5,1,4,2,2,6,3,6,2]: 4 hits
Shooting Remington 990 (7 damage, -1AP before net hits) Agility 4 + Shotguns 3:
[5,4,6,4,5,3,2]: 3 hits at ganger
[6,5,6,3,4,2,5]: 4 hits at rust bucket
[5,3,1,5,3,1,3]: 2 hits at crotch rocket - miss
[1,4,6,6,2,6,2]: 3 hits
[2,5,1,6,3,3,3]: 2 hits at crotch rocket…splat!!!
Dodge against return fire
Reaction 4 + Good Cover 4:
[4,6,6,5,1,3,4,2]: 3 hits
[2,1,3,5,1,4,1,6]: 2 hits
[2,1,5,5,3,4,6,4]: 3 hits
[3,2,6,1,1,4,2,4]: 1 hit
[1,6,4,1,4,2,1,4]: 1 hit
Damage resistance
Body 5 + Armored Longcoat 6 + Toughness:
[5,2,1,2,4,2,5,2,5,2,3,2]: 3 hits
[5,2,3,3,3,6,6,4,2,1,5,2]: 4 hits
[6,4,4,4,3,5,2,6,3,2,2,4]: 3 hits
[4,3,2,6,3,2,6,2,4,4,2,4]: 2 hits
[3,5,1,2,1,6,4,3,5,4,5,5]: 5 hits
LeFey's rolls
[ Spoiler ]
Perception: 9d6.hits(5) → [2,2,1,2,5,6,2,5,1] = (3)
Ballistic Armor: 6d6.hits(5) → [6,5,1,3,2,5] = (3)
Pistols: 8d6.hits(5) → [4,1,1,6,1,3,5,4] = (2) 6S(e), -half AP
Reaction (with Good Cover): 6d6.hits(5) → [3,3,4,2,3,5] = (1)
Initiative: 6d6.hits(5) → [5,1,4,1,2,6] = (2) for a total of 8.
Sprogget’s rolls
[ Spoiler ]
Dodge (Vehicle Test): Pilot(1)+Handling(3)+Rea(4)+Tacnet(2)
10d6.hits(5) → [3,1,2,1,3,4,6,6,2,1] = (2)10d6.hits(5) → [4,2,3,2,2,6,6,1,4,5] = (3)10d6.hits(5) → [1,4,6,2,5,4,3,4,3,2] = (2)
10d6.hits(5) → [2,6,2,4,2,2,4,2,4,5] = (2)
10d6.hits(5) → [1,6,6,3,4,3,6,3,3,1] = (3)
Dodge(1)+Rea(4)+Tacsoft(2)
7d6.hits(5) → [3,4,2,2,3,5,4] = (1)
7d6.hits(5) → [6,5,3,3,2,1,2] = (2)
7d6.hits(5) → [2,1,5,3,1,4,1] = (1)
7d6.hits(5) → [4,3,6,5,1,5,5] = (4)
7d6.hits(5) → [1,1,5,6,4,3,1] = (2)
Doble Revolution monocycle damage resist body(6)+armor(12)
18d6.hits(5) → [1,3,5,3,3,2,4,2,5,1,2,2,5,5,1,2,4,5] = (5)18d6.hits(5) → [5,4,6,3,2,6,3,6,4,1,6,5,4,6,2,3,3,2] = (7)18d6.hits(5) → [2,2,1,2,6,2,6,3,2,5,2,6,6,6,2,3,1,6] = (7) -1/2AP = -3 hits = 6 damage!
18d6.hits(5) → [5,6,4,3,6,1,1,1,6,3,2,5,4,2,4,6,5,6] = (

18d6.hits(5) → [5,4,1,4,5,2,6,1,2,1,1,5,5,6,3,1,2,3] = (6)
Sprogget ballistic damage resist: body(6)+ballistic(12)
18d6.hits(5) → [6,4,3,1,3,5,2,2,1,5,1,3,2,5,1,5,4,4] = (5)
18d6.hits(5) → [2,3,2,1,4,6,1,4,6,1,2,2,1,1,3,2,3,5] = (3)
18d6.hits(5) → [1,1,3,6,1,6,3,5,6,2,2,1,3,3,5,6,1,3] = (6)
18d6.hits(5) → [3,5,3,6,5,2,1,6,5,5,3,6,1,4,1,6,6,1] = (9)
18d6.hits(5) → [2,6,5,5,6,5,2,1,2,1,1,4,3,4,1,6,3,2] = (6)
Sprogget stun resist from (half) damage to hot sim rigged Doble Revolution: Will(3) + biofeedback(4)
7d6.hits(5) → [6,5,3,1,4,4,5] = (3) no damage!
7d6.hits(5) → [2,1,6,5,3,1,4] = (2)
7d6.hits(5) → [4,5,6,3,1,1,5] = (3)
7d6.hits(5) → [5,5,1,6,1,1,1] = (3)
7d6.hits(5) → [6,4,1,1,6,1,4] = (2)
Rigged perception (visual): Perception(2)+Sensor(6)+vision enhance(3)+Tacnet(2)
13d6.hits(5) → [4,2,4,2,2,2,3,3,2,6,4,1,2] = (1)13d6.hits(5) → [6,5,5,3,5,5,1,6,3,6,5,3,6] = (9)
13d6.hits(5) → [1,2,3,5,3,4,2,5,2,3,6,1,3] = (3)
13d6.hits(5) → [5,2,6,2,3,1,6,3,2,3,1,2,1] = (3)
13d6.hits(5) → [6,2,1,4,6,1,5,2,2,5,6,6,1] = (6)
Pilot Ground Craft(wheeled)(1/3) + Rea(3) + Snuff(1) + Handling(3) + Tacnet(2) + HotSim(2)
Ramming using the Doble Revolution monocycle
14d6.hits(5) → [6,4,1,2,2,2,4,4,1,5,3,3,1,3] = (2)14d6.hits(5) → [3,4,5,1,5,4,4,1,6,1,1,5,6,1] = (5)14d6.hits(5) → [3,5,6,2,1,2,3,2,6,2,5,5,1,1] = (5) cuts off Harley
14d6.hits(5) → [4,1,1,3,5,1,6,1,3,5,6,1,2,3] = (4)
14d6.hits(5) → [3,6,1,4,2,3,5,5,2,6,6,1,2,2] = (5)
Drone’s rolls
[ Spoiler ]
Vehicle Test Pilot(3)+Maneuver(4)+Tacsoft(2)
9d6.hits(5) → [4,1,1,1,6,6,6,3,5] = (4)
9d6.hits(5) → [3,4,1,6,2,6,3,3,4] = (2)
9d6.hits(5) → [5,1,6,5,5,4,4,3,5] = (5)
9d6.hits(5) → [6,2,3,6,4,2,2,5,2] = (3)
9d6.hits(5) → [4,1,4,6,2,6,1,3,1] = (2)
vehicle test is also dodge
Resist Damage: Body(3)+Armor(6)
9d6.hits(5) → [5,2,2,5,5,3,3,4,3] = (3)
9d6.hits(5) → [1,5,1,2,1,4,3,5,1] = (2)
9d6.hits(5) → [6,6,4,6,5,6,6,1,4] = (6)
9d6.hits(5) → [1,5,4,2,6,6,1,3,1] = (3)
9d6.hits(5) → [1,4,5,4,2,6,1,1,6] = (3)
Attack Test: Pilot(3)+Targeting(4)+Optimize(1)+Tacsoft(2)
10d6.hits(5) → [3,3,1,5,3,2,4,6,2,5] = (3) Shooting at Harley 4.3
10d6.hits(5) → [2,6,5,3,6,6,6,3,5,6] = (7)
10d6.hits(5) → [4,3,1,1,4,5,1,4,5,2] = (2)
10d6.hits(5) → [2,4,4,5,3,1,6,6,2,6] = (4)
10d6.hits(5) → [4,3,4,3,2,3,2,5,6,5] = (3)
6P + [if Narrow burst] Short 3, Long 5, Full 11 : -1 AP
defender pool modifier [if Wide Burst] Short -3, Long -5, Full -11
No range modifier for up to Medium range (51-150), due to improved range finder mod, then -2/-5 for long(151-350), extreme(351,550)
Perception Test Sensor(6)+Clearsoft(3)+tacsoft(2)
11d6.hits(5) → [1,3,4,1,2,4,4,3,2,1,1] = (0)
11d6.hits(5) → [2,4,3,2,5,4,1,3,2,3,5] = (2)
11d6.hits(5) → [5,6,2,5,2,4,3,2,3,3,6] = (4)
11d6.hits(5) → [6,5,5,4,1,5,1,2,2,6,6] = (6)
11d6.hits(5) → [4,5,3,1,3,1,1,3,5,5,3] = (3)
Tweak’s rolls
[ Spoiler ]
Perception: Sensor (1) + Perception (4) + hot-sim (2) + Tacnet (2) = 9 dice for
[5,3,5,4,4,5,2,2,4] = (3)
[5,2,3,1,3,6,6,2,6] = (4)
[3,1,2,3,5,6,5,2,4] = (3)
[4,6,1,6,1,6,2,5,5] = (5)
[1,6,3,1,4,2,5,6,6] = (4)
Dodge (Van): Response (5) + Pilot Groundcraft (2) + hot-sim (2) + Handling (0) + Control Rig (2) + Tacnet (2) = 13 dice for
[3,5,6,5,4,1,2,5,3,6,2,5,2] = (6)
[2,2,4,1,5,2,6,6,1,4,1,2,2] = (3)
[2,3,1,2,3,4,1,4,1,4,3,4,2] = (0)
[1,2,3,2,3,3,1,5,5,1,6,3,1] = (3)
[6,6,2,4,2,5,5,3,1,5,5,3,6] = (7)
Dodge (Tweak): I don't think so, being in VR.
Damage Resistance (Van): Body (16) + Armor (8 ) = 24 dice for
[4,6,4,6,4,6,3,6,5,2,5,6,6,1,2,1,6,4,6,1,5,1,6,2] = (12) -1/2AP = -2 hits
[1,4,4,5,3,5,2,2,4,2,3,3,2,4,1,5,4,3,2,4,4,6,6,4] = (5)
[6,2,3,4,2,1,6,3,2,3,5,5,1,2,1,2,4,4,3,1,6,6,3,2] = (6)
[6,5,4,3,5,6,3,2,4,4,3,1,5,2,1,5,5,3,1,3,6,4,5,5] = (10)
[2,1,2,6,6,4,1,1,4,5,2,6,2,1,5,2,3,3,3,5,4,2,2,3] = (6)
Damage Resistance (Tweak:) Body (3) + Armor [Van] (8 ) = 11 dice for
[3,5,1,1,5,6,4,6,6,2,4] = (5)
[4,4,1,3,3,3,5,2,2,5,2] = (2)
[3,4,5,5,5,5,3,6,6,4,6] = (7)
[5,4,1,1,2,4,6,5,3,1,6] = (4)
[5,2,1,6,1,6,4,2,4,5,1] = (4)
Seeing as Tweak's actions are gonna be driving, some additional rolls for that (same pool as Vehicle Dodge before): 13 dice for
[5,4,6,1,5,3,3,5,2,6,1,5,6,5,2] = (8 )
[6,3,2,4,6,4,6,1,3,5,4,4,4,5,3] = (5)
[4,1,2,2,2,5,5,4,3,5,1,6,4,2,1] = (4)
[3,2,1,5,6,2,6,2,5,6,2,2,2,3,6] = (6)
[6,1,2,6,3,3,6,1,2,5,2,3,3,6,6] = (6)
Spring’s
[ Spoiler ]
Perception: Intuition (3) + Perception (3) = 6 dice for
[5,4,6,5,4,6] = (4)
[6,1,6,4,2,1] = (2)
[3,5,2,4,5,1] = (2)
[6,4,5,6,1,6] = (4)
[4,4,2,6,6,1] = (2)
Dodge (Scooter): Reaction (3) + Pilot Groundcraft (1) + Handling (1) + Tacnet (2) = 7 dice for
[3,5,3,5,1,6,1] = (3)
[2,6,5,6,5,5,1] = (5)
[1,4,2,6,5,6,6] = (4)
[1,3,4,4,3,1,2] = (0)
[5,3,3,6,6,2,4] = (3)
Damage Resistance (Spring): Body (3) + Nada/Niente/Rien/Zilch (0) = 3 dice for
[3,6,5] = (2)
[1,4,1] = (0)
[4,5,1] = (1)
[4,6,4] = (1)
[1,3,1] = (0)
Driving (Scooter): Reaction (3) + Pilot Groundcraft (1) + Handling (1) + Tacnet (2) = 7 dice for
[6,5,5,2,6,1,5] = (5)
Tweak Ini 16 (3IPs) Sprogget: Ini 11 (1IPs)/13 (3IPs) Scrapheap: Ini 12 (1IPs) Spring Ini 9 (1IPs) LeFey: Ini 8 (1IPs)
Note on timings…we’ve only had about 20 seconds of action so far so don’t expect the Freedom cavalry for a bit unless they happen to be wondering around nearby…at this rate you’ll have polished off the foe before they can blink