[ Spoiler ]
Red Samurai Detachment (3):
Body: 5
Agility: 5 (7)
Reaction: 5 (7)
Strength: 4 (6)
Charisma: 3
Intuition: 3
Logic: 3
Willpower: 4
Edge: 5
Initiative: 8 (10)
Initiative Passes: 3
Essence: 2.05
Condition Monitor Box: 11
Augmentations: Cybereyes [Rating 3, w/ Flare Compensation, Low-light Smartlink, Muscle Augmentation and Toner (Rating 2), Synthacardium (Rating 3), Wired Reflexes (Rating 2)
Skills: Athletics Skill group 3 (6), Etiquette (Corporate) 3, Firearms Skill group 5, Infiltration 3, Perception 3, Close Combat Skill group 4
Gear: FN HAR Assault Rifle, Katana, Full Body Armor and helmet, Commlink (Device Rating 4)
Armor:
Full Body Armor + Helmet = 12/10
Attack:
Agility 7 + Firearms 5 + Smartlink 2 = 14 dice
Dodge:
Reaction 7 = 7 dice
Full Dodge:
Reaction 7 + Gymnastics 3 + Synthacardium 3 = 13 dice
[ Spoiler ]
“Ghost”
Body: 4 (6)
Agility: 3 (10)
Reaction: 5 (9)
Strength: 3 (6)
Charisma: 3
Intuition: 3
Logic: 3
Willpower: 3
Edge: 3
Initiative: 12
Initiative Passes: 3
Essence: 0.825
Cyberware:
Wired Reflexes (Rating 2)
Reaction Enhancers (Rating 2)
Obvious Limb Full Arm with Body 8, Strength 6, Agility 10, Armor 2, and Cyberarm Gyromount
Bioware:
Reflex Recorder (Automatics)
Reflex Recorder (Dodge)
Platelet Factories
Orthoskin 3
Skills: Automatics (Submachine Guns) 6(+2), Dodge (Ranged) 4 (+2), Close Combat Group 3
Gear: Armor Jacket, Ak-97 Carbine with internal smartlink, Gas Vent 3, Personalized Grip, and Contact Lenses with Smartlink and Flare Compensation
Armor: Armor Jacket + Cyberlimb Armor + Orthoskin = 13/11
Attack: Automatics (Submachine Guns) 8 + Reflex Recorder 1 + Agility 10 + Smartlink 2 = 21 dice
Dodge: Reaction 9 = 9 dice
Full Dodge: Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 = 16 dice
[ Spoiler ]
Stick N’ Shock Example.
Ghost is pinned down in an abandoned warehouse by a Renraku Red Samurai HTR team. He checks the chamber of his submachine gun to make sure the Stick-n-Shock ammo is loaded. He’s almost positive he’s going to die here, but not without taking out a few of them first.
[ Spoiler ]
Initiative for Combat Round 1.
Ghost rolls 12 dice.
12d6.hits(5) → [4,5,5,1,6,1,3,3,3,4,2,6] = (4) hits. Ghost goes on 16, 3 passes.
The Red Samurai roll 10 dice.
Red Sam 1: 10d6.hits(5) → [1,1,4,6,3,4,5,1,5,5] = (4) hits. Samurai 1 goes on 14, 3 passes.
Red Sam 2: 10d6.hits(5) → [1,5,3,6,3,6,1,4,2,4] = (3) hits. Samurai 2 goes on 13, 3 passes.
Red Sam 3: 10d6.hits(5) → [4,4,5,3,4,5,5,4,3,1] = (3) hits. Samurai 3 goes on 13, 3 passes.
Getting the drop on the Samurai was probably the last bit of luck Ghost would have, as he leaned over his cover and fired.
[ Spoiler ]
Initiative Round 1, Pass 1
On 16, Ghost attacks Red Samurai 1 with a long, wide burst.
Automatics (Submachine Guns) 8 + Reflex Recorder 1 + Agility 10 + Smartlink 2 – Firing from cover 2 = 19 dice
19d6.hits(5) → [6,1,4,1,2,3,5,1,2,5,6,4,5,6,6,3,5,1,6] = (9) hits. Ghost has 24 shots remaining.
Red Samurai 1 attempts to full dodge.
Reaction 7 + Gymnastics 3 + Synthacardium 3 + Good Cover 4 – Wide Burst 5 = 12 dice
12d6.hits(5) → [4,4,5,4,5,2,1,5,4,1,3,1] = (3) hits. Red Samurai 1 is hit.
Red Samurai 1 is resisting 12S(e) damage, with half impact armor.
Body 5 + Half Impact Armor 5 = 10 dice.
10d6.hits(5) → [2,4,2,4,1,5,4,5,4,5] = (3) hits. Red Samurai 1 takes 9S damage, is at a -3 wound modifier, is knocked down, and now goes on 11.
Red Samurai 1 now must resist the secondary effects of the Stick N’ Shock Ammo.
Body 5 + Willpower 4 + Half Impact Armor 5 – Wound Modifiers 3 = 11 dice.
11d6.hits(5) → [6,1,6,2,5,1,5,4,4,4,4] = (4) hits. Red Samurai 1 will suffer a -2 to all actions for (2 + 6) 8 rounds.
Ghost shifts his aim to Red Samurai 2, and fires a short, wide burst.
Automatics (Submachine Guns) 8 + Reflex Recorder 1 + Agility 10 + Smartlink 2 – Firing from cover 2 – additional target 2 = 17 dice
17d6.hits(5) → [5,1,2,4,4,3,6,3,1,1,2,4,3,2,2,5,5] = (4) hits. Ghost has 21 shots remaining.
Red Samurai 2 attempts to full dodge.
Reaction 7 + Gymnastics 3 + Synthacardium 3 + Good Cover 4 – Wide Burst 2 = 15 dice
15d6.hits(5) → [1,2,5,5,5,2,6,2,6,3,4,2,4,3,3] = (5) hits. Red Samurai 2 dodges.
Ghost tags the first Samurai with a long burst of stick-n-shock, knocking him on his ass and causing him to twitch. He wasn’t completely down according to Ghost’s AR display, but he probably didn’t need to worry about him for a little while.
[ Spoiler ]
On 13, Red Samurai 2 is full dodging Ghost’s attack.
Also on 13, Red Samurai 3 fires at Ghost with a short, narrow burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 = 12 dice
12d6.hits(5) → [1,5,1,1,5,3,2,2,6,2,6,1] = (4) hits. Red Samurai 3 has 32 shots remaining.
Ghost attempts to dodge.
Reaction 9 + Good Cover 4 = 13 dice
13d6.hits(5) → [4,6,1,4,4,2,1,3,6,6,5,3,2] = (4) hits. Ghost dodges.
Red Samurai 3 fires again at Ghost with another short, narrow burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – recoil 3 = 9 dice
9d6.hits(5) → [6,3,1,5,4,2,1,2,4] = (2) hits. Red Samurai 3 has 29 shots remaining.
Ghost attempts to dodge.
Reaction 9 + Good Cover 4 – Defended previous attack 1 = 12 dice.
12d6.hits(5) → [3,5,4,6,1,3,2,4,6,6,3,5] = (5) hits. Ghost dodges.
On 11, Red Samurai 1 is full dodging Ghost’s attack.
The shots from the Samurai zip over Ghost’s head, but none find purchase as he hunkers down behind his cover.
[ Spoiler ]
Initiative Round 1, Pass 2.
Ghost goes on 16, Red Samurai 2 and 3 go and 13, Red Samurai 1 goes on 11.
On 16, Ghost attacks Red Samurai 2 with a long, wide burst.
Automatics (Submachine Guns) 8 + Reflex Recorder 1 + Agility 10 + Smartlink 2 – Firing from cover 2 = 19 dice
19d6.hits(5) → [2,2,6,6,6,2,1,3,3,1,2,1,1,3,2,5,6,3,2] = (5) hits. Ghost has 15 shots remaining.
Red Samurai 2 attempts to full dodge.
Reaction 7 + Gymnastics 3 + Synthacardium 3 + Good Cover 4 – Wide Burst 5 = 12 dice
12d6.hits(5) → [5,5,3,2,6,5,1,5,1,2,6,6] = (7) hits. Red Samurai 2 dodges.
Ghost attacks Red Samurai 2 again, with a short, wide burst.
Automatics (Submachine Guns) 8 + Reflex Recorder 1 + Agility 10 + Smartlink 2 – Firing from cover 2 = 19 dice
19d6.hits(5) → [6,2,5,6,6,2,6,3,3,3,5,6,2,5,3,2,6,5,1] = (10) hits. Ghost has 12 shots remaining.
Red Samurai 2 is still full dodging the first attack.
Reaction 7 + Gymnastics 3 + Synthacardium 3 + Good Cover 4 – Wide Burst 2 – Defended previous attack 1 = 14 dice
14d6.hits(5) → [6,6,3,1,6,4,6,6,3,3,1,1,3,3] = (5) hits. Red Samurai 2 is hit.
Red Samurai 2 is resisting 11S(e) damage, with half impact armor.
Body 5 + Half Impact Armor 5 = 10 dice.
10d6.hits(5) → [2,2,6,5,4,3,6,4,6,6] = (5) hits. Red Samurai 2 takes 6S damage, is at a -2 wound modifier, is knocked down, and now goes on 11.
Red Samurai 2 now must resist the secondary effects of the Stick N’ Shock Ammo.
Body 5 + Willpower 4 + Half Impact Armor 5 – Wound Modifiers 2 = 12 dice.
12d6.hits(5) → [4,3,3,3,5,5,1,2,2,6,3,3] = (3) hits. Red Samurai 2 will suffer a -2 to all actions for (2 + 5) 7 rounds.
On 13, Red Samurai 3 attacks Ghost with a short, narrow burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 = 12 dice
12d6.hits(5) → [2,4,2,4,2,5,5,3,5,1,3,1] = (3) hits. Red Samurai 3 has 26 shots remaining.
Reaction 9 + Good Cover 4 = 13 dice
13d6.hits(5) → [5,5,2,5,2,1,2,2,2,2,2,4,2] = (3) hits. Ghost dodges.
Red Samurai 3 attacks Ghost with a long, wide burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – recoil 6 = 6 dice
6d6.hits(5) → [4,5,5,5,5,4] = (4) hits. Red Samurai 3 has 20 shots remaining.
Ghost attempts to full dodge.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 - defended from previous attack 1 – wide burst 5 = 14 dice
14d6.hits(5) → [6,5,4,6,1,5,4,6,3,3,4,6,5,3] = (7) hits. Ghost dodges.
On 11, Red Samurai 1 rolls over and attempts to shoot Ghost with a short, narrow burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – wound modifier 3 – electrical damage 2 = 7 dice
7d6.hits(5) → [5,3,5,2,3,1,5] = (3) hits. Red Samurai 1 has 32 shots remaining.
Ghost is still full dodging.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 - defended from previous attack 2 = 18 dice
18d6.hits(5) → [5,1,5,1,2,6,3,2,2,5,6,1,4,4,2,3,4,2] = (5) hits. Ghost dodges.
Red Samurai 1 attempts again to shoot Ghost, with a single shot.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – wound modifier 3 – electrical damage 2 – recoil 1 = 6 dice
6d6.hits(5) → [1,3,2,5,5,6] = (3) hits. Red Samurai 1 has 31 shots remaining.
Ghost is still full dodging.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 - defended from previous attack 3 = 17 dice
17d6.hits(5) → [5,1,5,2,4,2,6,1,4,2,5,3,5,4,6,6,1] = (7) hits. Ghost dodges.
On 11, Red Samurai 2 is full dodging Ghost’s attack.
Ghost managed to tag another one of them, but their shots were getting closer, and he had to spin out of the way to avoid getting hit himself.
[ Spoiler ]
Initiative Round 1, Pass 3.
Ghost goes on 16, Red Samurai 3 goes on 13, and Red Samurai 1 and 2 go on 11.
On 16, Ghost is still full dodging from the previous round.
On 13, Red Samurai 3 attacks Ghost with a long, wide burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – recoil 3 = 9 dice
9d6.hits(5) → [5,3,5,5,2,5,1,5,5] = (6) hits. Red Samurai 3 has 14 shots remaining.
Ghost attempts to dodge.
Reaction 9 + Good Cover 4 – wide burst 5 = 8 dice.
8d6.hits(5) → [1,3,2,6,2,6,6,4] = (3) hits. Ghost is hit.
Ghost is resisting 9S damage, -1 AP.
Body 6 + Armor 13 – AP 1 = 18 dice.
18d6.hits(5) → [6,4,3,6,3,4,5,6,1,2,1,5,6,1,1,4,4,1] = (6) hits. Ghost takes 3S damage (reduced to 2S damage by platelet factories).
Red Samurai 3 attacks Ghost again, with a short, wide burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – recoil 6 = 6 dice
6d6.hits(5) → [6,2,2,3,3,4] = (1) hit. Red Samurai 3 has 11 shots remaining.
Ghost attempts to dodge.
Reaction 9 + Good Cover 4 – defended from previous attack 1 – wide burst 2 = 10 dice.
10d6.hits(5) → [3,2,5,1,4,2,1,5,5,3] = (3) hits. Ghost dodges.
On 11, Red Samurai 1 attempts to shoot ghost with a short, wide burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – wound modifier 3 – electrical damage 2 = 7 dice
7d6.hits(5) → [3,4,1,2,3,1,3] = (0) hits. Red Samurai 1 has 28 shots remaining.
Red Samurai 1 attempts again to shoot Ghost, with a single shot.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – wound modifier 3 – electrical damage 2 – recoil 1 = 6 dice
6d6.hits(5) → [4,6,2,6,3,3] = (2) hits. Red Samurai 1 has 27 shots remaining.
Ghost attempts to dodge.
Reaction 9 + Good Cover 4 – defended from previous attack 2 = 11 dice.
11d6.hits(5) → [6,4,5,6,5,4,6,4,4,6,6] = (7) hits. Ghost dodges.
On 11, Red Samurai 2 attempts to shoot Ghost with a short, wide burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – wound modifier 2 – electrical damage 2 = 8 dice
8d6.hits(5) → [3,5,1,5,1,1,2,5] = (3) hits. Red Samurai 2 has 32 shots remaining.
Ghost attempts to dodge.
Reaction 9 + Good Cover 4 – defended from previous attack 3 – wide burst 2 = 8 dice.
8d6.hits(5) → [3,3,2,2,1,3,1,6] = (1) hits. Ghost is hit.
Ghost is resisting 8S damage, -1 AP.
Body 6 + Armor 13 – AP 1 = 18 dice.
18d6.hits(5) → [4,4,5,1,3,2,1,6,5,2,3,1,1,2,1,6,4,6] = (5) hits. Ghost Takes 3S damage (Reduced to 2S damage by Platelet factories), and is now at 4S. He has a -1 wound modifier, and now goes on 15.
Red Samurai 2 attempts again to shoot Ghost, with a single shot.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – wound modifier 2 – electrical damage 2 – recoil 1 = 7 dice
7d6.hits(5) → [4,6,2,4,6,3,5] = (3) hits. Red Samurai 2 has 31 shots remaining.
Ghost attempts to dodge.
Reaction 9 + Good Cover 4 – defended from previous attack 4 – wound modifier 1 = 8 dice.
8d6.hits(5) → [6,5,5,4,3,1,4,1] = (3) hits. Ghost dodges.
Ghost felt the rounds pound against his armor like hammers, bruising his ribs underneath. He checked the ammo count on his AR display, worried it wasn’t going to be enough.
[ Spoiler ]
Initiative for Combat Round 2.
Ghost has a -1 modifier, Red Samurai 1 has a -3 wound modifier, Red Samurai 2 has a -2 wound modifier, and Red Samurai 3 has no wound modifier. Red Samurai 1 has 7 turns remaining of electrical damage, Red Samurai 2 has 6 turns remaining of electrical damage.
Ghost rolls 11 dice.
11d6.hits(5) → [2,2,1,6,1,3,2,3,5,6,1] = (3) hits. Ghost goes on 14, 3 passes.
Red Samurai 1 rolls 7 dice.
7d6.hits(5) → [5,4,6,3,1,5,1] = (3) hits. Red Samurai 1 goes on 10, 3 passes.
Red Samurai 2 rolls 8 dice.
8d6.hits(5) → [6,4,4,4,5,6,3,2] = (3) hits. Red Samurai 2 goes on 11, 3 passes.
Red Samurai 3 rolls 10 dice.
10d6.hits(5) → [5,5,1,2,3,4,5,5,3,2] = (4) hits. Red Samurai 3 goes on 14, 3 passes.
Ghost’s Initiative (11) is higher than Red Samurai 3’s (10), so he goes first.
Ghost knew he didn’t have much time left, and tried to take out the Samurai before they got him.
[ Spoiler ]
On 14, Ghost attacks Samurai 3 with a narrow, long burst.
Automatics (Submachine Guns) 8 + Reflex Recorder 1 + Agility 10 + Smartlink 2 – firing from cover 2 - wound modifier 1 = 18 dice
18d6.hits(5) → [2,5,5,2,1,6,5,5,3,1,1,6,2,6,2,3,5,1] = (8 ) hits. Ghost has 6 shots remaining.
Red Samurai 3 attempts to full dodge.
Reaction 7 + Gymnastics 3 + Synthacardium 3 + Good Cover 4 = 17 dice.
17d6.hits(5) → [2,3,1,6,2,5,2,4,2,5,2,4,5,4,5,1,6] = (6) hits. Red Samurai 3 is hit.
Red Samurai 3 is resisting 13S(e) damage, with half impact armor.
Body 5 + Half Impact Armor 5 = 10 dice.
10d6.hits(5) → [6,2,1,6,2,1,3,6,1,1] = (3) hits. Red Samurai 3 takes 11S damage, is at a -3 wound modifier, is knocked down, and now goes on 11.
Red Samurai 3 must now resisting the secondary effects of the Stick N’ Shock Ammo.
Body 5 + Willpower 4 + Half Impact Armor 5 – Wound Modifiers 3 = 11 dice.
11d6.hits(5) → [4,4,2,6,1,2,3,6,2,4,3] = (2) hits. Red Samurai 3 is incapacitated for (2 + 3) 5 rounds.
Ghost attacks Red Samurai 2 with a wide, short burst.
Automatics (Submachine Guns) 8 + Reflex Recorder 1 + Agility 10 + Smartlink 2 – firing from cover 2 - wound modifier 1 – additional target 2 = 16 dice
16d6.hits(5) → [1,4,4,4,2,5,3,3,6,4,4,5,5,1,2,4] = (4) hits. Ghost has 3 shots remaining.
Red Samurai 2 full dodges.
Reaction 7 + Gymnastics 3 + Synthacardium 3 + Good Cover 4– wound modifier 2 – prone 2 – wide burst 2 – electrical damage 2 = 9 dice.
9d6.hits(5) → [2,5,1,4,1,5,6,1,2] = (3) hits. Red Samurai 2 is hit.
Red Samurai 2 is resisting 7S(e) damage, with half impact armor.
Body 5 + Half Impact Armor 5 = 10 dice.
10d6.hits(5) → [3,4,2,3,1,4,6,5,2,2] = (2) hits. Red Samurai 2 takes 5S, is now at 11S, and falls unconscious.
On 10, Red Samurai 1 attacks Ghost with a short, wide burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – wound modifier 3 – electrical damage 2 = 7 dice
7d6.hits(5) → [6,1,1,1,2,3,6] = (2) hits. Red Samurai 1 has 24 shots remaining.
Ghost attempts to dodge.
Reaction 9 + Good Cover 4 – Wide Burst 2 – wound modifier 1 = 10 dice.
10d6.hits(5) → [6,2,3,2,6,5,5,4,3,2] = (4) hits. Ghost dodges.
Red Samurai 1 attempts to shoot Ghost again, with a single shot.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – wound modifier 3 – electrical damage 2 – recoil 1 = 6 dice
6d6.hits(5) → [1,2,5,6,4,1] = (2) hits. Red Samurai 1 has 23 shots remaining.
Ghost attempts to dodge.
Reaction 9 + Good Cover 4 – defended from pervious attack 1 – wound modifier 1 = 11 dice.
11d6.hits(5) → [2,4,3,6,1,1,4,4,6,2,3] = (2) hits. Ghost dodges.
Two of them were already down, and only one was left alive; but Ghost only had 3 shots left- he had to make them count.
[ Spoiler ]
Initiative Round 2, Pass 2.
On 14, Ghost attacks Samurai 1 with a single shot.
Automatics (Submachine Guns) 8 + Reflex Recorder 1 + Agility 10 + Smartlink 2 – firing from cover 2 - wound modifier 1 = 18 dice
18d6.hits(5) → [3,6,5,3,6,6,2,5,4,4,2,6,4,4,6,1,6,1] = ( 8 ) hits. Ghost has 2 shots remaining.
Red Samurai 1 attempts to full dodge.
Reaction 7 + Gymnastics 3 + Synthacardium 3 + Good Cover 4 – prone 2 – wound modifier 3 – electrical damage 2 = 10 dice.
10d6.hits(5) → [1,1,4,5,5,1,5,6,2,4] = (4) hits. Red Samurai 1 is hit.
Red Samurai 1 is resisting 10S(e) damage, with half impact armor.
Body 5 + Half Impact Armor 5 = 10 dice.
10d6.hits(5) → [6,6,2,6,4,3,4,4,1,3] = (3) hits. Red Samurai 1 takes 7S damage, on top of his current 9S, taking him to 16S. He is now unconscious.
Ghost's breathing is heavy as he runs through the door of the warehouse, making a mental note not to mess with Renraku again.
…
[ Spoiler ]
EX Explosive Example
Ghost is pinned down (again) in an abandoned warehouse by a Renraku Red Samurai HTR team. He checks the chamber of his submachine gun to make sure the EX Explosive ammo is loaded. He’s almost positive he’s going to die here, but not without taking out a few of them first.
[ Spoiler ]
Initiative for Combat Round 1.
Ghost rolls 12 dice.
12d6.hits(5) → [4,5,5,1,6,1,3,3,3,4,2,6] = (4) hits. Ghost goes on 16, 3 passes.
The Red Samurai roll 10 dice.
Red Sam 1: 10d6.hits(5) → [1,1,4,6,3,4,5,1,5,5] = (4) hits. Samurai 1 goes on 14, 3 passes.
Red Sam 2: 10d6.hits(5) → [1,5,3,6,3,6,1,4,2,4] = (3) hits. Samurai 2 goes on 13, 3 passes.
Red Sam 3: 10d6.hits(5) → [4,4,5,3,4,5,5,4,3,1] = (3) hits. Samurai 3 goes on 13, 3 passes.
Getting the drop on the Samurai was probably the last bit of luck Ghost would have, as he leaned over his cover and fired.
[ Spoiler ]
Initiative Round 1, Pass 1
On 16, Ghost attacks Samurai 1 with a short, narrow burst.
Automatics (Submachine Guns) 8 + Reflex Recorder 1 + Agility 10 + Smartlink 2 – firing from cover 2 = 19 dice
19d6.hits(5) → [2,4,2,3,3,6,2,2,4,6,5,3,5,3,1,5,4,4,3] = (5) hits. Ghost has 27 shots remaining.
Red Samurai 1 attempts to full dodge.
Reaction 7 + Gymnastics 3 + Synthacardium 3 + Good Cover 4 = 17 dice.
17d6.hits(5) → [6,3,2,6,3,4,2,6,1,5,4,1,1,1,5,5,2] = (6) hits. Red Samurai 1 dodges.
Ghost attempts to attack Samurai 1 again, with a long, narrow burst.
Automatics (Submachine Guns) 8 + Reflex Recorder 1 + Agility 10 + Smartlink 2 – firing from cover 2 = 19 dice
19d6.hits(5) → [1,6,2,1,1,5,3,4,1,4,4,6,6,2,5,5,2,5,2] = (7) hits. Ghost has 21 shots remaining.
Red Samurai 1 is still full dodging.
Reaction 7 + Gymnastics 3 + Synthacardium 3 + Good Cover 4 – defended from previous attack = 16 dice.
16d6.hits(5) → [6,4,5,1,4,4,2,1,5,4,5,6,1,3,4,1] = (5) hits. Red Samurai 1 is hit.
Red Samurai 1 is resisting 13P damage, -1 AP.
Body 5 + Armor 12 – AP 1 = 16 dice.
16d6.hits(5) → [2,5,6,2,3,3,3,2,2,4,6,1,6,3,6,5] = (6) hits. Red Samurai 1 takes 7P, is at a -2 wound modifier, is knocked down, and now goes on 12.
On 13, Red Samurai 2 attacks Ghost with a short, narrow burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 = 12 dice
12d6.hits(5) → [4,4,2,1,5,5,2,2,6,6,6,5] = (6) hits. Red Samurai 2 has 32 shots remaining.
Ghost attempts to full dodge.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 = 20 dice
20d6.hits(5) → [4,1,2,5,4,3,5,6,2,1,6,1,2,3,1,2,2,2,2,6] = (5) hits. Ghost is hit.
Ghost is resisting 9S damage, -1 AP.
Body 6 + Armor 13 – AP 1 = 18 dice.
18d6.hits(5) → [4,5,2,2,5,6,1,2,2,4,2,2,6,6,1,4,4,3] = (5) hits. Ghost takes 4S damage (reduced to 3S by Platelet factories), is at a -1 wound modifier, and now goes on 15.
Red Samurai 2 attacks Ghost again with a short, narrow burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – recoil 3 = 9 dice
9d6.hits(5) → [1,2,1,1,6,1,4,2,5] = (2) hits. Red Samurai 2 has 29 shots remaining.
Ghost is still full dodging.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 – defended from previous attack 1 – wound modifier 1 = 18 dice
18d6.hits(5) → [6,3,3,1,2,6,2,6,3,5,2,6,6,2,2,1,3,2] = (6) hits. Ghost dodges.
On 13, Red Samurai 3 attacks Ghost with a short, wide burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 = 12 dice
12d6.hits(5) → [1,1,6,3,5,4,2,5,6,5,1,6] = (6) hits. Red Samurai 3 has 32 shots remaining.
Ghost is still full dodging.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 – defended from previous attack 2 – wound modifier 1 – wide burst 2 = 15 dice
15d6.hits(5) → [5,4,6,4,1,4,6,5,5,5,6,3,3,5,4] = (8 ) hits. Ghost dodges.
Red Samurai 3 attacks Ghost again with a short, narrow burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – recoil 3 = 9 dice
9d6.hits(5) → [1,1,2,6,3,5,1,1,5] = (3) hits. Red Samurai 3 has 29 shots remaining.
Ghost is still full dodging.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 – defended from previous attack 3 – wound modifier 1 – wide burst 2 = 14 dice
14d6.hits(5) → [6,5,1,3,4,3,4,5,5,4,1,4,5,1] = (5) hits. Ghost dodges.
On 12, Red Samurai 1 is still dodging.
Ghost ducked and weaved as the bullets zoned in with brutal efficiency, and felt a sharp pain as he felt one dig into his shoulder.
[ Spoiler ]
Initiative Round 1, Pass 2
Ghost goes on 15, Red Samurai 2 and 3 go on 13, and Red Samurai 1 goes on 12.
On 15, Ghost is still full dodging from the previous round.
On 13, Red Samurai 2 attacks Ghost with a long, wide burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – recoil 3 = 9 dice
9d6.hits(5) → [1,6,2,6,3,4,2,5,6] = (4) hits. Red Samurai 2 has 23 shots remaining.
Ghost attempts to full dodge.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 – wound modifier 1 – wide burst 5 = 14 dice
14d6.hits(5) → [3,6,1,2,3,1,3,3,2,3,4,5,4,5] = (3) hits. Ghost is hit.
Ghost is resisting 7S damage, -1 AP.
Body 6 + Armor 13 – AP 1 = 18 dice.
18d6.hits(5) → [3,3,5,1,2,6,1,5,4,4,3,1,1,4,1,6,6,6] = (6) hits. Ghost takes 1S damage, for a total of 4S, has a -1 wound modifier.
Red Samurai 2 attacks Ghost with a short, wide burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – recoil 6 = 6 dice
6d6.hits(5) → [2,5,6,3,4,2] = (2) hits. Red Samurai 2 has 20 shots remaining.
Ghost is still full dodging.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 – defense from previous attack 1 - wound modifier 1 – wide burst 2 = 16 dice
16d6.hits(5) → [2,5,6,1,4,3,5,3,3,1,2,3,4,5,5,2] = (5) hits. Ghost dodges.
On 13, Red Samurai 3 attacks Ghost with a long, wide burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – recoil 3 = 9 dice
9d6.hits(5) → [1,3,2,6,2,4,6,2,5] = (3) hits. Red Samurai 3 has 23 shots remaining.
Ghost is still full dodging.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 – defense from previous attack 2 - wound modifier 1 – wide burst 5 = 12 dice
12d6.hits(5) → [4,2,2,2,2,1,5,2,2,2,3,1] = (1) hit. Ghost is hit.
Ghost is resisting 8S damage, -1 AP.
Body 6 + Armor 13 – AP 1 = 18 dice.
18d6.hits(5) → [1,4,1,4,5,4,5,2,4,1,2,5,3,5,2,4,2,1] = (4) hits. Ghost takes 4S damage (Reduced to 3S by Platelet factories), putting him at a total of 7S. He has a -2 modifier, and now goes on 14.
Red Samurai 3 attacks Ghost again, with a single shot.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – recoil 4 = 8 dice
8d6.hits(5) → [5,2,5,2,5,3,1,3] = (3) hits. Red Samurai 3 has 22 shots remaining.
Ghost is still full dodging.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 – defense from previous attack 3 - wound modifier 2 = 15 dice
15d6.hits(5) → [6,5,1,6,3,2,3,2,1,1,6,2,3,3,6] = (5) hits. Ghost dodges.
On 12, Red Samurai 1 rolls over and attacks Ghost with a single shot.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – wound modifier 2 = 10 dice
10d6.hits(5) → [1,3,2,2,5,1,6,4,5,3] = (3) hits. Red Samurai 1 has 34 shots remaining.
Ghost is still full dodging.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 – defense from previous attack 4 - wound modifier 2 = 14 dice
14d6.hits(5) → [3,3,5,6,1,4,6,1,2,3,6,5,4,5] = (6) hits. Ghost dodges.
Red Samurai 1 attacks Ghost again with a single shot.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – wound modifier 2 = 10 dice
10d6.hits(5) → [1,4,4,3,5,5,3,2,6,1] = (3) hits. Red Samurai 1 has 33 shots remaining.
Ghost is still full dodging.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 – defense from previous attack 5 - wound modifier 2 = 13 dice
13d6.hits(5) → [4,6,6,3,6,1,4,6,2,2,1,2,2] = (4) hits. Ghost dodges.
Ghost does his best to duck his head and avoid the incoming fire, but it is becoming more accurate and he is afraid he’s not going to make it out of this one.
[ Spoiler ]
Initiative Round 1, Pass 3.
Ghost goes on 14, Red Samurai 2 and 3 go on 13, and Red Samurai 1 goes on 12.
On 14, Ghost is dodging from the previous round.
On 13, Red Samurai 2 attacks Ghost with a single shot.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 = 12 dice
12d6.hits(5) → [3,3,3,2,1,1,5,3,3,5,1,6] = (3) hits. Red Samurai 2 has 19 shots remaining.
Ghost attempts to dodge.
Reaction 9 + Good Cover 4 – wound modifier 2 = 11 dice
11d6.hits(5) → [3,4,6,4,2,3,3,1,2,6,6] = (3) hits. Ghost Dodges.
Red Samurai 2 attacks Ghost again, with a long, wide burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – recoil 5 = 7 dice
7d6.hits(5) → [3,1,2,5,3,6,1] = (2) hits. Red Samurai 2 has 13 shots remaining.
Ghost attempts to full dodge.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 – defense from previous attack 1 - wound modifier 2 – wide burst 5 = 12 dice
12d6.hits(5) → [5,4,4,5,3,4,5,2,3,6,3,6] = (5) hits. Ghost dodges.
On 13, Red Samurai 3 attacks Ghost with a long, wide burst.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – recoil 3 = 9 dice
9d6.hits(5) → [3,4,3,6,4,2,2,6,1] = (2) hits. Red Samurai 3 has 16 shots remaining.
Ghost is still full dodging.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 – defense from previous attack 2 - wound modifier 2 – wide burst 5 = 11 dice.
11d6.hits(5) → [3,1,1,6,5,3,1,5,3,1,6] = (4) hits. Ghost dodges.
Red Samurai 3 attempts to shoot Ghost again, with a single shot.
Agility 7 + Firearms 5 + Smartlink 2 – firing for cover 2 – recoil 4 = 8 dice
8d6.hits(5) → [2,5,1,5,6,5,6,2] = (5) hits. Red samurai 3 has 15 shots remaining.
Ghost is still full dodging.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 – defense from previous attack 3 - wound modifier 2 = 15 dice.
15d6.hits(5) → [1,1,5,2,1,2,6,3,4,5,4,4,3,1,2] = (3) hits. Ghost is hit.
Ghost is resisting 8S, -1 AP.
Body 6 + Armor 13 – AP 1 = 18 dice.
18d6.hits(5) → [4,6,2,6,1,6,2,4,4,5,4,3,6,4,6,3,4,6] = (7) hits. Ghost takes 1S, putting him at a total of 9S. He has a -2 wound modifier.
On 12, Red Samurai 1 rolls out from behind cover, and fires a wide, full burst at Ghost.
Agility 7 + Firearms 5 + Smartlink 2 – wound modifier 2 – recoil 7 = 5 dice
5d6.hits(5) → [1,4,5,5,5] = (3) hits. Red Samurai has 23 shots remaining.
Ghost is still full dodging.
Reaction 9 + Dodge (Ranged) 6 + Reflex Recorder 1 + Good Cover 4 – defense from previous attack 4 - wound modifier 2 – wide burst 9 = 5 dice.
5d6.hits(5) → [2,2,5,1,1] = (1) hits. Ghost is hit.
Ghost is resisting 8S, -1 AP.
Body 6 + Armor 13 – AP 1 = 18 dice.
18d6.hits(5) → [3,6,2,3,4,2,5,4,2,4,6,1,4,3,2,2,3,3] = (3) hits. Ghost takes 5S (reduced to 4S by Platelet factories), knocking him unconscious and giving him 3P damage.
Despite his valiant effort, the Renraku proved too much for Ghost, as he slipped out of consciousness feeling them dragging him to their vehicle to the ‘processing’ center.