Help - Search - Members - Calendar
Full Version: 2075: Stormy Waters
Dumpshock Forums > Discussion > Welcome to the Shadows
Pages: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63
Bastard
@Mercy -

I am trying to persuade Margaret Tunaki to meet tonight. Even if it is unreasonable, Johnny thinks she may be in danger, with how uneasy his source was. I can use Con/Perform 5 (14), Negotiations 6 (15), or straight Charisma 9. Not sure what to use in this instance. You can roll for me. In fact, if you ever need to ask me for a roll, feel free to do it for me to speed up the gaming process.
mister__joshua
Seems we're ready for action! nyahnyah.gif

Just a quick thing. I thought I had some grenades, but every time I say I'm going to do some shopping I end up forgetting and starting a new game (this is Jan's 3rd pbp and he's still got his original equipment) Can I borrow a HE or 2 from one of the other PCs in case I do need to blow the back of the lorry off?
adamu
QUOTE (adamu @ Nov 5 2016, 07:08 PM) *
BORDER CROSSING

DES group:

You guys seem to be conversing right now, so I haven't put any IC up (but I will put something descriptive up in a moment).

But the link shows the immediate area.

Near as I can tell, that yellowish line (I don't know why it is there on the map really) is right where the Seattle-Salish border should be (based on my old old old Seattle book).

So assume there is a wire & sensor-topped wall all along it.

The border here passes through what is basically the small town of Enumclaw, so there is infrastructure and commerce on both sides. The crossing itself is right there on Griffin & Porter, right where the yellow line makes a 90 degree turn. Hopefully you won't have any need to actually cross yourself. DES knows this spot well, and he knows that the border guards aren't set up to mess with anything not involved directly with an actual crossing, nor are they supposed to.
But as you can see, there are a couple of Knight-Errant cruisers just inside the crossing...

There is also a wall all around the block marked Enumclaw Municipal Court - that will be the border station where they do admin work and keep lots of guns and interview suspicious people or whatever.

Kitty-corner to that is the block marked Enumclaw Campus. That is the service area - the building has all sorts of amenities - food, showers, a few rooms, blah blah for the weary trucker or traveller just through the border. Not much security at all, though the whole thing is in clear sight of the border guards and the loitering cops.

That is where Mr-Reattached-Toe says the shipment is supposed to come in and rendezvous with the small army of Seoulpa thugs John blew up.

No sign yet of the sort of truck Rave showed you in her purloined surveillance photos.

You guys can be pretty much anywhere on that map you want to be at this point.


Okay, I've pulled the map link forward for convenience.

Jack, glad to hear you feel you are ready for action. Fine with me.
To be fair, though, I've been reading through the many options and variations in your IC thread, and I'll admit I do not know what course you've all decided on.

Two ways to go forward:
(1) As long as you guys are happy to jump off, I don't need to know your plan. Just each of you do your actions, and I'll resolve them. No problem.
OR
(2) You can put up an OOC action sequence first (which all the active players would have to sign off on, of course). You'd still all have to do your actions individually, but I could work with you better, and also help the inactive PCs' characters be more cooperative - or assign them roles yourselves.

Either way, planning time is very nearly over....
mister__joshua
QUOTE (adamu @ Nov 15 2016, 10:51 AM) *
(2) You can put up an OOC action sequence first (which all the active players would have to sign off on, of course). You'd still all have to do your actions individually, but I could work with you better, and also help the inactive PCs' characters be more cooperative - or assign them roles yourselves.

Either way, planning time is very nearly over....


What's this nonsense about? nyahnyah.gif
adamu
Just an idea to help coordinate your actions as a team, help everyone be on the same page.

You totally don't have to do it!

Things will happen. You can all just declare your actions and we'll see what happens.

That's totally fine with me.

All part of the fun when you take a bunch of people who all hate authority and all have their own ideas and give them five minutes to decide how to do something!
mister__joshua
I was only jesting biggrin.gif

I've been imagining a modern day shipping container, with the lever doors and heavy-duty padlocks, but I suppose there could be anything. If it's mag-locked could they be hacked and popped open (I forget who's job that is)?

Now we have eyes on, can we get any additional details about the truck?
adamu
Good question - yes, of course.

It's very basic tractor trailer - Call it the Mack Boxer, which is referred to in the rigger book but not statted.

Unlike the drone arsenal which is all the rigger book offers, this is just a vanilla workhorse tractor for hauling containers.

Assuming this model is unmodified, then it use the same stats as the Mack Hellhound but without any of the listed standard equipment except the Amenities (again, that's assuming it's unmodified.

But not obvious mods other than the fact that, as Rave described, there are inconspicuous vents that could allow airflow. They are aftermarket mods, though, so hard to tell exactly. They certainly are not the sort of obvious thing used in containers for hauling livestock.

The back doors are indeed maglocked.

Windows are tinted, as per standard in SR.

Any other questions, just let me know.
mister__joshua
What material is the trailer part made of? Is it corrugated sheet steel as I assumed? I'm hoping it's soft-sided nyahnyah.gif
Jack_Spade
My plan is to start the distraction by sending the Korean guy to the bikers - without telling him he has a grenade in his pocket.
I'll tell him to tell them to scout ahead since his people are just around the corner. This is of course a ruse, as the Korean wouldn't waste a second to rat me out. That's when he'll get fast tracked to his 72 virgins or whatever else the Koreans expect up (or down) there.

That should give Jan the time and distraction to try to open the lock.

Simple plan with the minimum amount of moving parts.

If it doesn't work and the truck tries to escape, John will just use his inhuman speed (Drone Body with Speed 5 should be around 150 km/h, more if we use the totally wacky core rules) to run up to the drivers cab, punch through the window and hijack the whole rig - or at least try to do so.
mister__joshua
That sounds good to me, except I aren't going to be able to open a maglock without support. Can we get that hacked and popped open, then I'll jump in? I honestly can't remember which party member is a hacker nyahnyah.gif
adamu
QUOTE (mister__joshua @ Nov 15 2016, 01:51 PM) *
What material is the trailer part made of? Is it corrugated sheet steel as I assumed? I'm hoping it's soft-sided nyahnyah.gif


Hmm - that's a good question. I don't think it's addressed in the rules.

The tractor itself is Bod 20 Armor 15.

But just the trailer. Probably Bod 20, which is irrelevant to breaching just the side...using the Barrier Rating table for this purpose, call it Structure 6, Armor 8 for making a hole.

Can't give you the rating on the maglock, but just so we're on the same page, it's not going to be just a single-point lock. It will control a three-point (top, bottom, middle) locking mechanism, which usually goes into lockdown if the lock is destroyed.

(Don't mean to spoonfeed you info, but I figure some things are just sort of common knowledge for people in this world, and want us to be on the same page).
Jack_Spade
Stolen Souls has the rules for a standard trailer truck if you need them.

Conestoga Trailblazer
HANDL 2/1
SPEED 2
ACCEL 1
BODY 14
ARM 6
PILOT 2
SENS 1
SEATS 2
AVAIL 4
COST 75,000¥

w/ trailer
HANDL 1/1
SPEED 1
ACCEL 1
BODY 20
ARM 6
PILOT 2
SENS 1
SEATS N/A
AVAIL N/A
COST +20,000¥
adamu
QUOTE (Jack_Spade @ Nov 15 2016, 05:59 PM) *
Stolen Souls has the rules for a standard trailer truck if you need them.

Conestoga Trailblazer
HANDL 2/1
SPEED 2
ACCEL 1
BODY 14
ARM 6
PILOT 2
SENS 1
SEATS 2
AVAIL 4
COST 75,000¥

w/ trailer
HANDL 1/1
SPEED 1
ACCEL 1
BODY 20
ARM 6
PILOT 2
SENS 1
SEATS N/A
AVAIL N/A
COST +20,000¥


Stolen Souls!
Well, I'm less annoyed at the devs for not providing a vanilla container hauler.
But then re-annoyed at them for putting it in Stolen Souls. Why would anyone (but you!) even look there.

Thanks!
Useful.

But I've already laid out the stats for this particular model, so we'll stick with those.
JDragon
Unless it comes to brute force Rocky will not be any help with opening the truck, if its needed call and he'll be there.

Otherwise he's watching for any problems from next to the RV and John's car, ready to add his type of support where ever it is needed.
adamu
Okay, just to make things crystal clear without having to make the prose pretty:

Korean with bikers in the service area parking lot. He's gesticulating and shouting in two directions at once, and it doesn't look like his communication is particularly effective yet. Three have come up very close to him (2m), others are lining both sides of the main flow through the lot, so ranging from 3m to 20m.

The truck is currently stationary on the road right outside the service area parking lot (between the service area parking lot and the Buds & Blooms parking lot), waiting for a chance to turn.

I have Rave in the Buds & Blooms lot with the cops, Jan hiding somewhere in the service area parking lot, DES and Rocky in the RV a block (60m) away, and John "in position" which I'm not totally clear on but since he can run so fast it doesn't make too much difference.

If you have actions that take a few seconds but are not overt, let me know - won't need to go to initiative.

The moment anything over happens, we go to initiative.
mister__joshua
Did I get an answer on whether anyone can hack the maglocks? Or whether I can have borrowed a grenade? Or, preferably, both nyahnyah.gif
adamu
@Mr J - if you can find a grenade on Rave or DES's sheets, go for it.
Can't speak for the other PCs.

Not sure if there's anyone with decking abilities on the current roster...
Jack_Spade
Sorry, no hacking per se. John can only steal things, but it takes a while.

But it's moments like this that I like to remind everyone that Microwelders are cheap and one of the most efficient ways to open anything that isn't a hardened concrete bunker.

In regard to John's position: He is just at the edge of the nearest building where he can see what's going on without necessarily sticking out.

Three out of nine sounds like a good ratio, especially since this is meant as a distraction.

Since I can safely assume that I'll be starting that fracas, here my Ini (Surprise should make sure that the gangers and the truck start with -10 to their ini)
Ini: 14+5d6 34

34:
Simple action: Message
Simple action: Command grenade to detonate

24: Depends a lot on what the gangers, the police and the truck do on their ini


mister__joshua
Can I borrow one of John's grenades? Unless he has a micro welder? nyahnyah.gif
Jack_Spade
He has both and is willing to share wink.gif
mister__joshua
Ace

@adamu: Are you ok for this minor retcon, rather than us trying to swap equipment on the fly now? Makes it look more like we had a plan too nyahnyah.gif
adamu
QUOTE (mister__joshua @ Nov 16 2016, 03:36 PM) *
Ace

@adamu: Are you ok for this minor retcon, rather than us trying to swap equipment on the fly now? Makes it look more like we had a plan too nyahnyah.gif


no problem
adamu
DES group -

okay, looks like it's on.

Need initiative, declarations, and relevant roles from everyone.

Jack, the way I'll do this is your first actions - message and detonation - since those are what triggers everyone going to initiative, they will be pre-combat freebies.

So your initiative stands at 34.

Not sure if that makes you first - depends on what Jan and Rocky come up with.

In this first moment, however, a microsecond after the blast - you can't tell more than what I put in the IC - whether they are surprised, exactly how badly survivors are hurt, what they are even starting to do on their first actions - all that will take successful perceptions or just waiting to see.

If someone has strong ideas for what Rave and DES do (no direct contact please), then let me know. Otherwise I'll be having them do useful things.
(or of course the players are welcome to chime in themselves!!!!!!).
Jack_Spade
Cool.
While everyone's ears are ringing I can try to take out the engine of the truck (mind you, that beast is almost as bad as a Roadmaster)

Ini 34
Simple Action Draw Rifle
Simple Action Shoot
Free Action Called Shot:
AGI 8 Skill 8 Smartsoft 2 Control Rig 3 Aimed Shot (Engine) -4

Assuming the target is stationary and within 150 m (Improved Range Finder)

Called Shot vs. Truck: 17d6t5 5 [17d6t5=3, 1, 5, 4, 1, 6, 2, 6, 2, 4, 1, 5, 1, 3, 3, 4, 5]

16 DV AP-6 (APDS)

Soak: 20+9
Soak: 29d6t5 8 [29d6t5=6, 3, 2, 2, 4, 2, 5, 4, 6, 6, 4, 2, 2, 2, 4, 3, 5, 5, 2, 4, 3, 2, 3, 3, 5, 6, 4, 2, 4]

8 DV total

As per R&G p.115 Vehicle is disabled (Although far from destroyed: 14 boxes remaining)
adamu
Alrighty - I think it was pretty safe that your 34 went first.

I'll wait on the other side's actions until I see the rest of the team's initiatives/actions.
mister__joshua
I'll do some rolls tomorrow. I won't beat 34 anyway, and as I'm using the distraction to approach the truck I may delay my action anyway to see what's happening

Initiative: 2d6+11 16 (shocking, but it shouldn't matter)

Defense Tests: 11d6t5 3
Defense Tests: 11d6t5 2
Defense Tests: 11d6t5 4

3 sucky defense tests for you there too, if I need them. I may edge depending on what happens nyahnyah.gif
adamu
@Mr. J - okay, your first action will obviously include movement, and then getting set up (activating welder, climbing up onto the back of the truck to get to where you can start cutting).

So assuming you make it that far, the cutting will start on your second Initiative pass for the turn...(and then my math nightmare with the barrier rules - but that miniwelder does pack a mighty punch for this purpose).

Granted, the opposition (that you are aware of) is mightily distracted at the moment, but couldn't hurt to make a Sneak roll as you try to get unnoticed onto the back of the truck they are supposed to be protecting.
mister__joshua
...and a sneak roll

Sneak Roll: 15d6t5 8

Other rolls are in my last post smile.gif
adamu
Well holy moley, with a sneak roll like that, you won't need much in the way of defense tests....

Once we see when Rocky goes and what he does, I should be able to move some resolution forward....
mister__joshua
Haha. Well, it saved me from all the other rolls I flubbed wink.gif
JDragon
Rocky's Actions & Rolls

As things start to hit the fan Rocky will start moving toward the front of the truck at a sprint. He will have a smoke grenade in hand that he wants to lob in the middle of the gangers when he gets closer. (probably next round since he has 60m to cover.

Initiative: 9+3d6
Rolls: 4, 6, 4
Total: 23

Sprint Roll
Running 2 + Strength 8 = 10 dice
4, 6, 2, 6, 5, 6, 2, 6, 3, 6 = 6 hits

Other rolls if needed will need to be tonight need to get to work
adamu
QUOTE (JDragon @ Nov 17 2016, 05:32 PM) *
Rocky's Actions & Rolls

As things start to hit the fan Rocky will start moving toward the front of the truck at a sprint. He will have a smoke grenade in hand that he wants to lob in the middle of the gangers when he gets closer. (probably next round since he has 60m to cover.

Initiative: 9+3d6
Rolls: 4, 6, 4
Total: 23

Sprint Roll
Running 2 + Strength 8 = 10 dice
4, 6, 2, 6, 5, 6, 2, 6, 3, 6 = 6 hits

Other rolls if needed will need to be tonight need to get to work


Cool - so as it stands now you'll have covered 22 meters by the end of the combat turn, and you have two Initiative Passes left during the turn.
You can spend up to one more of those passes on an additional Sprint test if you want. Either way you'll have at least one more action you can take as you run if you wish.

Either way, I've got what I need now to resolve just a bit more, at least get us to everyone's second initiative pass...soon as I get a few minutes....
adamu
Okay, too early for the actions of Rave or DES to be apparent to anyone - will post at such time as they are.

Rocky running.

Jan makes it up onto the back of the trailer, up near the doors. He hasn't noticed anyone noticing him.

Of the dozen gangers that started out, some have no LOS on John, one is dead, many are hurt a lot or a little, most are surprised. Three immediately return fire.

Jack, each of the three got two hits.

All are burst fire, so you are at -2 on each defense roll, plus the successive penalties for 'additional attack'. But firing your rifle around a corner you also get a +2 for partial cover.

I probably shouldn't hope any of them hit you, but just in case, the damage is a base 7P, no AP.

That brings the action back to you guys - all three of you are clear to declare your actions for John 24, Rocky 13, and Jan 6.
JDragon
Rocky's Second Sprint Run.

Sprint Roll
Running 2 + Strength 8 = 10 dice
4, 4, 2, 5, 6, 2, 3, 5, 4, 2 = 3 hits

He will have his extra action for a dodge if needed during the round.
Jack_Spade
Defense 1: 14d6t5 5
Defense 2: 13d6t5 5
Defense 2: 12d6t5 3

No hit:

Ini 24
Aim
Simple action: Fire Pepperpunch grenade with grenade launcher in the midst of the shooting gangers
(AGI 8, Autosoft 6, Smartsoft 2, Control Rig 3 Aim 1)=20
Shoot Grenade: 20d6t5 10

Dead center
mister__joshua
What sort of time/tests are we looking at to open the doors?
Jack_Spade
The microwelder does 25 DV
The locking bolts are likely Reinforced Material with 8 Structure and 12 Armor (but let's err on the high side and use Structural Material for 10/16)

So you need to do 10 damage vs. a DP of 26
Soak: 26d6t5 9Soak: 26d6t5 9
That's 16 damage vs. 10 Structure, so you managed to cut at least a 1m² hole into the container (or more likely cut the bolts)

So all in all it takes you exactly one complex action

(And that's why all my characters carry a micro welder biggrin.gif )
mister__joshua
Cool. If Adamu is happy to use those numbers then I'll IC cutting the bolts and entering the truck, but I'll wait for the go-ahead
adamu
Yeah, Jack is usually pretty reliable with the numbers.

So good guys' second IP sees the back doors opened - as predicted, wall of boxes...

Rocky will now be able to make 25 meters progress by the end of the combat turn - no more sprinting for this turn, but you'll still have one more Initiative Pass while you run...

John puts the pepper punch on target. I've noted the three guys that got hit (for future reference, since it won't kick in for a bit - sometimes I have to remind myself how incredibly fast people are moving in these scenes) and also note that there will be a bit of a cloud for a while (how long? anyone know?).
Sorry I am not technical enough to know how to put markers on the map - but as I noted in an earlier IC, the bikers were on both sides of the truck. So I'm having the cloud be between John and the truck, and it is actually going to hit all the gangers on that side.

Assume Rocky sees that John put some sort of gas grenade there....

Then the same three guys that shot at John shoot him again while coughing and gagging (but no game effect yet).

4 hits, then 3 hits, then 5 hits - same mods as last pass

Then, two more bikes roar out from around the truck and try to ride John down (going right through the pepper cloud) with their medieval melee weapons.

For fluff I'd like to call them exotic things, say morning star and battle axe or something, but treat them as Swords (7P, -2 AP).

5 hits, then 4 hits - and keep subtracting on die for each successive attack.

Then its John on 14 (being optimistic for you) and Rocky on 5 (at which point the two bikers are much closer than 35 meters to you, and if they are still alive actually continuing their movement towards you, JDragon).


I'd better quit hogging the fun and turn the IC over to you guys for a bit - post if you want.

I'll chime back in to cover any details I think are important that didn't happen to fit into your character' POV accounts.
Jack_Spade
Without significant wind the cloud will last for four combat turns, covering a radius of 10 m (so probably the entire length of the truck will be within the cloud)

Alright, this seems like a good time to go on full defense:

Ini goes down to 4

4 hits, then 3 hits, then 5 hits
Defense: 19d6t5 7
Defense: 18d6t5 10
Defense: 17d6t5 2
That's a hit with DV 10, no AP, but stays below Armor 15, turns to stun, is ignored

Melee (no more Burst fire for -2): 5 hits, then 4 hits
Defense: 18d6t5 3
DV 9 AP -2, stays below Armor 15(13), turns to stun, is ignored
Defense: 17d6t5 4
No damage

I assume they made their driving test in the first phase to control their bikes for the full round and are doing drive by attacks (as John is still next to a wall and it would be quite awkward for to bikes to park next to him)
But just in case they actually park next to him to stay in melee and have 5 Ini to spare for an interrupt melee attack:
Defense: 16d6t5 7
Defense: 15d6t5 7

At Ini 4: John will move to a distance of 10 m away from the two bikers (while also breaking line of sight with the truck)
and give the two riders a grenade to think about:

Shoot Grenade: 20d6t5 5

Dead center again: 16 DV AP-2 (-2DV/m) for them and their bikes to defend against (and probably a crash test)

That happened to be my last HE mini grenade. From here on out I've only Thermal Smoke in the launcher's magazine.
mister__joshua
Haha. The Hardened rules are a bit broken aren't they. Aren't they meant for tanks? nyahnyah.gif
Jack_Spade
No hardened Armor, just vehicle rules: John simply has no stun track.

That said, I intend to retire this character after this run is over.

Revenant was a character concept I wanted to try for a while - especially to see how far the Terminator concept could be driven - but he doesn't quite mash with the power level of the other runners due to his (admittedly unfair) inherent advantages.

(Plus: I've got other concepts I want to try biggrin.gif )
Mercy
Damn. And here I was looking forward to having Tanya run with him. I think they would make a good pairing.
Jack_Spade
Ah well, maybe one more run to meet the other crew embarrassed.gif
Renard
other crew ?
Jack_Spade
Aria and Mercy have been doing their run in the same timeline and universe. Ideally there would be a meet up at some point
Renard
Ah, gotcha!
adamu
QUOTE (Jack_Spade @ Nov 19 2016, 10:17 AM) *
Without significant wind the cloud will last for four combat turns, covering a radius of 10 m (so probably the entire length of the truck will be within the cloud)

Alright, this seems like a good time to go on full defense:

Ini goes down to 4

4 hits, then 3 hits, then 5 hits
Defense: 19d6t5 7
Defense: 18d6t5 10
Defense: 17d6t5 2
That's a hit with DV 10, no AP, but stays below Armor 15, turns to stun, is ignored

Melee (no more Burst fire for -2): 5 hits, then 4 hits
Defense: 18d6t5 3
DV 9 AP -2, stays below Armor 15(13), turns to stun, is ignored
Defense: 17d6t5 4
No damage

I assume they made their driving test in the first phase to control their bikes for the full round and are doing drive by attacks (as John is still next to a wall and it would be quite awkward for to bikes to park next to him)
But just in case they actually park next to him to stay in melee and have 5 Ini to spare for an interrupt melee attack:
Defense: 16d6t5 7
Defense: 15d6t5 7

At Ini 4: John will move to a distance of 10 m away from the two bikers (while also breaking line of sight with the truck)
and give the two riders a grenade to think about:

Shoot Grenade: 20d6t5 5

Dead center again: 16 DV AP-2 (-2DV/m) for them and their bikes to defend against (and probably a crash test)

That happened to be my last HE mini grenade. From here on out I've only Thermal Smoke in the launcher's magazine.


Okay, yeah, no, they were taking swings as they zoom by - they won't be sticking around near you...

...because as I said in my last post, they are continuing at their considerable speed for Rocky, who is also running towards them...and who goes next on 5, before your grenade.
So you can't do your grenade until after Rocky's turn, and since he'll basically be able to be as close to them as he wants to be for his turn (since both sides are going as fast as they can towards each other), then you might want to wait to see how close that turns out to be before you shoot a grenade at him....

JDragon, you're up!
JDragon
OK, lets give this a stab.

Based on the last email it sounds like Rocky may be in engagement range with the two bikers, so if he can he will take a swing at one of them.

If he can he will dodge to one side and try to do a knockdown called shot using Inertia Strike and if possible push one rider into the other.

Unarmed Attack (Boxing - Knock Down) (Reaction 6 + Boxing 7 - 4 Called Shot): 9 dice
Rolls: 5, 5, 6, 6, 6, 2, 3, 6 / 6 hits
Knockdown - Str 8 + (Magic x 0.5) 3 or 4 = 11 or 12

Defense
Defense (Normal) (Reaction 6 + Intuition 3 + Combat Sense 2): 11 dice
Rolls: 1, 1, 1, 2, 1, 5, 5, 1, 6, 5, 1 / 4 hits / Glitch*
Rolls: 4, 2, 5, 5, 2, 2, 3, 2, 1, 6, 1 / 3 hits

Soak Rolls (Body 8 + Lined Coat 9): 17 dice
Rolls: 1, 6, 1, 6, 1, 3, 3, 6, 2, 1, 2, 6, 6, 3, 6, 4, 6 / 7 hits
Rolls: 4, 3, 4, 4, 5, 3, 6, 4, 6, 3, 1, 6, 2, 4, 6, 2, 2 / 5 hits

I realize these might get modified for my speed as well as theirs, but wasn't sure what the mods were so figured I would give you what I knew.

*If i can and it looks like the glitch will be a major problem I will use edge to modify it/reroll.
Jack_Spade
@adamu

Ah sorry, wasn't aware that the bikers had identified Rocky as a combatant.

In that case I'll just shoot the one biker Rocky didn't hit and safe my grenade

AGI 8, Skill 8, Smartlink 2, Control Rig 3, Aim 1, Called Shot (Vitals) -4

Shoot: 18d6t5 5

DV 13 AP-6 + Net Hits
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012