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Kiirnodel
QUOTE (O'Ryan @ Apr 8 2013, 12:21 PM) *
Where are we at?


You shooting at tgis drone before it knocks me off the side of this building.
O'Ryan
QUOTE (Kiirnodel @ Apr 8 2013, 08:26 AM) *
You shooting at tgis drone before it knocks me off the side of this building.


I'm out of ammo. D: I have a throwing knife, if you can get it within 10m.. somehow I don't think my ceramic pistol is gunna cut it. (PUN)
Severus Snape
QUOTE (Slacker @ Apr 8 2013, 08:52 AM) *
It might be an old copy of your chummer file that i have on this computer. What rating stim patches do you have if they aren't rating 4?


As I posted earlier, my sheet is showing a dozen Rating 4s and a half-dozen Rating 5s.
Mach_Ten
QUOTE (Severus Snape @ Apr 8 2013, 05:58 PM) *
As I posted earlier, my sheet is showing a dozen Rating 4s and a half-dozen Rating 5s.

I'm in a hurry, so TW is getting slapped with whatever I can lay my hands on smile.gif "and may the Gods have mercy on your soul!"

"Whaddyas mean ? ... no more bullets ?!?! ... Moar Drek ! "
Slacker
To clear up the current situation:

IP2 consisted of Gardner's plant spirit and the Horizon Air Elemental shifting into astral space.

Then Silas reached the ground with Acson in tow, narrowly missing Mr. White who hasn't had a chance to move or unhook himself from the rappelling line yet.

Meanwhile, Eclipse kills himself an armored horizon guard.

Gardner fails a second climb check and gets tangled up in the rope making little progress.

Needle tried to drive the bus back to the rappelling line, but was momentarily stuck on a corpse.

And lastly a drone shot at Gardner.

--------------------

We are now in IP3 CT7.

I need actions posted for Gardner's plant spirit.
Then the air elemental will attack the plant spirit (if the air elemental is still around).
Then Silas will be rushing Acson and himself into the bus where he is slapping a stim patch onto TundraWolf who will again be able to act in the first pass of CT8.
Eclipse hasn't mentioned actions yet though he has mentioned that he's out of ammo. (Btw, your pistol may be effective on the drone, it only has armor 4 if you want to try it)
Gardner will finally make his climb check and gets 20m closer to the ground, leaving 60m to go.
Needle will be getting the bus off the corpse and back into position by the rope for when Gardner does make it to the ground.
Once we finish everybody else's actions, the drone (if it's still around) will fire on Gardner again.
Severus Snape
QUOTE (Slacker @ Apr 8 2013, 11:13 AM) *
Needle tried to drive the bus back to the rappelling line, but was momentarily stuck on a corpse.


I wouldn't exactly call what's left of him a corpse. They gonna have to scoop him up with a blotter!
Slacker
QUOTE (Kiirnodel @ Apr 8 2013, 11:24 AM) *
No, I missed it. 1 hit.

How many dice are you rolling now btw? I thought you had to longshot your defense to even have dodge with your last point of Edge previously against a pair of drones shooting at you.
Slacker
QUOTE (Severus Snape @ Apr 8 2013, 01:23 PM) *
I wouldn't exactly call what's left of him a corpse. They gonna have to scoop him up with a blotter!

Lol. Well he was heavily armored which managed to keep his torso area looking mostly metahuman in origin.
Kiirnodel
QUOTE (Slacker @ Apr 8 2013, 02:23 PM) *
How many dice are you rolling now btw? I thought you had to longshot your defense to even have dodge with your last point of Edge previously against a pair of drones shooting at you.


How are the drones having any dice to shoot when they have to deal with the Recoil from Full Auto?
Slacker
QUOTE (Kiirnodel @ Apr 8 2013, 01:35 PM) *
How are the drones having any dice to shoot when they have to deal with the Recoil from Full Auto?

Starting pool of 8. They have 4 points of RC, leaving them -5 from the full auto and -2 from your net spell. It's within short range of you so no penalty there. That leaves this drone exactly 1 die, which is what it has rolled for the last 2 passes. The first pass it got 0 hits and this pass it got 1.
Kiirnodel
-2 for Visibility now that we're not under the spot lights from the balcony. Possibly -2 for needing to move to keep up because the Carbine's range is only 10 meters for short range.

But man, Pilot upgraded to 4 and Rating 4 Autosoft, whose soup did we piss in to get stuck with this job?


And as a note, I only rolled 1 die for that dodge, I got lucky there too. When I rolled the longshot before I had already been fired upon that turn and as a note, that wasn't my last edge. I should have 1 more...
ChromeZephyr
QUOTE (Kiirnodel @ Apr 8 2013, 12:21 PM) *
But man, Pilot upgraded to 4 and Rating 4 Autosoft, whose soup did we piss in to get stuck with this job?

Someone who's going to catch a fatal case of rapid-onset lead poisoning if the the pay doesn't climb significantly from the ¥8k mentioned on the roof of the other building.
Mach_Ten
QUOTE (ChromeZephyr @ Apr 8 2013, 08:23 PM) *
Someone who's going to catch a fatal case of rapid-onset lead poisoning if the the pay doesn't climb significantly from the ¥8k mentioned on the roof of the other building.


"My Creation ..... it's ..... Alllliiiiive ! ... Mwuahahahah .... Super NOODLE STIM BOY!"
Slacker
QUOTE (Kiirnodel @ Apr 8 2013, 02:21 PM) *
-2 for Visibility now that we're not under the spot lights from the balcony. Possibly -2 for needing to move to keep up because the Carbine's range is only 10 meters for short range.

But man, Pilot upgraded to 4 and Rating 4 Autosoft, whose soup did we piss in to get stuck with this job?


And as a note, I only rolled 1 die for that dodge, I got lucky there too. When I rolled the longshot before I had already been fired upon that turn and as a note, that wasn't my last edge. I should have 1 more...

Must have been a mistake on that previous defense. Seeing as how the drones go right after you, one missed you, and the already defended penalty resets each time your turn comes up.

For simplicity, I have been rolling with no visibility penalties if you are capable of making a perception test with the understanding that much of the building is occupied with lights turned on so that as your climbing past windows you and any enemies are visible.

I'm not going to change that now, especially when i'm already giving you the best chance I can to have the drones blow themselves up since the team isn't in much of a position to do too much right now. So far, 3 of the 6 drones that have come after the team disabled themselves because of the full auto thing i've been doing with them. If I were play them for actual effect, those 3 would still be in the air shooting at you twice each pass with their full 8 dice (minus 1 or 2 from your net spell) for the first short burst, and only -2 more for the second short burst.

This is why I tried to make a point about you taking so much time to loot a few items. If you hadn't spent 2 passes on that or the passes spent on casting spells in the middle of climbing, you'd be just about at the bottom.

I'm sorry if it seems like I'm being harsh, but I'm doing just about everything I can think of to not let you die despite the choices you've made. Sometimes you just have to understand how deadly combat can be in Shadowrun.
Slacker
Anyhow, I'm still waiting on actions for the plant spirit for IP3 now that it is in Astral space instead of meatspace.

Since Eclipse only has a hold-out pistol, the drone is currently out of range for him (it's doing its best to keep pace with Gardner).

I'll go ahead and post the Drone's attack roll with that in mind. It gets 0 hits (still no glitch). It has ammo for only 2 more full auto bursts like that, then it will be spent and just following you guys around until you either outrun it or shoot it down.

For the most part I think the spirits are keeping each other busy. So I will move on to the new Combat Turn. Gardner can go ahead and post actions for the plant spirit for IP1 CT8 as well as the actions for IP3 CT7 that I'm waiting on.

Then Silas, Eclipse, and the newly awakened TundraWolf can post actions. I will say that you guys can see movement suggesting two new people will be coming through those doors at the front of the building only 20m from your current location at the rappelling line. (just in case you want to delay or do a preimptive suppressive fire.

Mach_Ten
QUOTE (Slacker @ Apr 8 2013, 09:14 PM) *
Then Silas, Eclipse, and the newly awakened TundraWolf can post actions. I will say that you guys can see movement suggesting two new people will be coming through those doors at the front of the building only 20m from your current location at the rappelling line. (just in case you want to delay or do a preimptive suppressive fire.

I need a weapon, does the dead guy at the door or the road pizza have one i can grab if i make dash for it?
Slacker
QUOTE (Mach_Ten @ Apr 8 2013, 03:53 PM) *
I need a weapon, does the dead guy at the door or the road pizza have one i can grab if i make dash for it?

Last you posted, you were inside the bus slapping the patch onto TundraWolf. Since then, Needle drove away from the two bodies and back to the rappelling rope. So you're further away than you could run in a single pass. You could start running towards the bodies though. Both armored guards had shiny LMGs (though the one that got run over may not be in the best condition any more).
Kiirnodel
QUOTE (Slacker @ Apr 8 2013, 04:14 PM) *
Anyhow, I'm still waiting on actions for the plant spirit for IP3 now that it is in Astral space instead of meatspace.

Since Eclipse only has a hold-out pistol, the drone is currently out of range for him (it's doing its best to keep pace with Gardner).

I'll go ahead and post the Drone's attack roll with that in mind. It gets 0 hits (still no glitch). It has ammo for only 2 more full auto bursts like that, then it will be spent and just following you guys around until you either outrun it or shoot it down.

For the most part I think the spirits are keeping each other busy. So I will move on to the new Combat Turn. Gardner can go ahead and post actions for the plant spirit for IP1 CT8 as well as the actions for IP3 CT7 that I'm waiting on.

Then Silas, Eclipse, and the newly awakened TundraWolf can post actions. I will say that you guys can see movement suggesting two new people will be coming through those doors at the front of the building only 20m from your current location at the rappelling line. (just in case you want to delay or do a preimptive suppressive fire.


I was assuming that the Spirit doesn't get the third pass until the turn where it starts with it... But if you're giving me the extra action:

Attack 1: 5 hits.
Attack 2: 7 hits.


Gardner's action for the new Pass 1: wow, got 2 hits on my 3 dice again... Maybe I'll make it down a bit sooner than I thought?
Mach_Ten
QUOTE (Slacker @ Apr 8 2013, 10:03 PM) *
Last you posted, you were inside the bus slapping the patch onto TundraWolf. Since then, Needle drove away from the two bodies and back to the rappelling rope. So you're further away than you could run in a single pass. You could start running towards the bodies though. Both armored guards had shiny LMGs (though the one that got run over may not be in the best condition any more).

Yeah its not the best plan, but neither is sitting in this tin can waiting to get shot while the big guy falls off a rope.

And being true to Silas' nature, the wires are starting to twitch already, and we are rapidly running out of options now.

Gardner is a sitting duck if more guards come out, the van can't handle a pot hole deeper than a fraggin rabbit scrape.

And i STILL haven't had a sammich... Frag it, tumble athletically out the back... What roll is it for a full sprint? Headed for the gun most likely to be functional.

Hope for some covering fire, and that the guards get jammed in the doors or summat wink.gif
Slacker
QUOTE (Kiirnodel @ Apr 8 2013, 04:13 PM) *
I was assuming that the Spirit doesn't get the third pass until the turn where it starts with it... But if you're giving me the extra action:

Attack 1: 5 hits.
Attack 2: 7 hits.


Gardner's action for the new Pass 1: wow, got 2 hits on my 3 dice again... Maybe I'll make it down a bit sooner than I thought?

I've been playing loose with the shifts in IP for wired reflexes and such. RAW they don't take affect until next combat turn, but I've always found that to be a lame way to start every combat with people only being able to turn on wired reflexes and such.

The air elemental got 5 hits to defend against the plant spirit's attack in IP3 CT7. So no damage.
In turn it attacks the plant spirit getting 6 hits that the plant spirit needs to defend against.

On IP1 of CT8, the air elemental gets only 5 hits. Assuming the plant spirit either didn't get injured in the previous or at least not enough to significantly reduce it's dice pool, that means the air elemental got hit. It got 4 hits for damage resistance I do believe that means it will be banished now depending on what the plant spirit got on it's defense. in the last pass.

And good job on the climb check. Only 40m to go.
Slacker
QUOTE (Mach_Ten @ Apr 8 2013, 04:15 PM) *
Yeah its not the best plan, but neither is sitting in this tin can waiting to get shot while the big guy falls off a rope.

And being true to Silas' nature, the wires are starting to twitch already, and we are rapidly running out of options now.

Gardner is a sitting duck if more guards come out, the van can't handle a pot hole deeper than a fraggin rabbit scrape.

And i STILL haven't had a sammich... Frag it, tumble athletically out the back... What roll is it for a full sprint? Headed for the gun most likely to be functional.

Hope for some covering fire, and that the guards get jammed in the doors or summat wink.gif

Full sprint is the Running skill. It's a Simple Action where each hit gives you +2 meters to your overall speed for the combat turn.
Mach_Ten
QUOTE (Slacker @ Apr 8 2013, 10:35 PM) *
Full sprint is the Running skill. It's a Simple Action where each hit gives you +2 meters to your overall speed for the combat turn.

Running (13d6.hits(5)=6)

Simple action : draw sword

Free action : "please dun die, please dun die, please......"
Kiirnodel
7 hits on that defense. And it will move down the building once the air spirit is gone.
O'Ryan
QUOTE (Slacker @ Apr 8 2013, 02:30 PM) *
I've been playing loose with the shifts in IP for wired reflexes and such. RAW they don't take affect until next combat turn, but I've always found that to be a lame way to start every combat with people only being able to turn on wired reflexes and such.


If you take wired reflexes, I have never seen anybody not also spring for the adrenaline trigger! (Which doesn't help when surprised, but...)
...or, just be an awesome tweaker and never turn them off. nyahnyah.gif

Since the drone's out of range, Eclipse will... glare at Silus for stealing the most effective medical option available (I see a friendly rivalry brewing!).
1st Simple: Give TW his gun back. "Uh... it's empty."
"Needle, y' got an extra frakin' gun in this thing?" If so, I'll retrieve it as my last action. If not, I'll draw my beloved hold out and pray.
Slacker
QUOTE (O'Ryan @ Apr 8 2013, 09:53 PM) *
If you take wired reflexes, I have never seen anybody not also spring for the adrenaline trigger! (Which doesn't help when surprised, but...)
...or, just be an awesome tweaker and never turn them off. nyahnyah.gif

Since the drone's out of range, Eclipse will... glare at Silus for stealing the most effective medical option available (I see a friendly rivalry brewing!).
1st Simple: Give TW his gun back. "Uh... it's empty."
"Needle, y' got an extra frakin' gun in this thing?" If so, I'll retrieve it as my last action. If not, I'll draw my beloved hold out and pray.

Sounds good.
Slacker
So what's TundraWolf doing now that he has woken up in a strange bus, with this guy he just met slapping something onto him and then charging off into the night with drawn sword, and another guy tossing an empty gun back at him with the barrel still hot from being fired so much recently?
Slacker
QUOTE (Mach_Ten @ Apr 8 2013, 04:45 PM) *
Running (13d6.hits(5)=6)

Simple action : draw sword

Free action : "please dun die, please dun die, please......"

So, you've boosted your speed up from 25m/combat turn to 37m/combat turn. Way to go. So, on this pass you manage to run just over 12m leaving the most likely to be functional LMG less than 3m away from you.

It also brings you close enough that you can clearly see two more armored guards moving towards the glass doors.
Mach_Ten
QUOTE (Slacker @ Apr 9 2013, 02:52 PM) *
leaving the most likely to be functional LMG less than 3m away from you.

It also brings you close enough that you can clearly see two more armored guards moving towards the glass doors.

"Hey! Tiny little voice in my head ... I KNEW this was a BAD idea already .. stop pointing it out !" biggrin.gif biggrin.gif
Severus Snape
QUOTE (O'Ryan @ Apr 8 2013, 07:53 PM) *
If you take wired reflexes, I have never seen anybody not also spring for the adrenaline trigger! (Which doesn't help when surprised, but...)
...or, just be an awesome tweaker and never turn them off. nyahnyah.gif

Since the drone's out of range, Eclipse will... glare at Silus for stealing the most effective medical option available (I see a friendly rivalry brewing!).
1st Simple: Give TW his gun back. "Uh... it's empty."
"Needle, y' got an extra frakin' gun in this thing?" If so, I'll retrieve it as my last action. If not, I'll draw my beloved hold out and pray.


"Does this look like an armory to you? All I've got is the Cavalier under the front seat here, and I'm saving that for if I need it, thanks."
ChromeZephyr
QUOTE (Slacker @ Apr 9 2013, 07:36 AM) *
So what's TundraWolf doing now that he has woken up in a strange bus, with this guy he just met slapping something onto him and then charging off into the night with drawn sword, and another guy tossing an empty gun back at him with the barrel still hot from being fired so much recently?

Hmmm.

Free Action: Take gun, which should resync with PAN.
Simple Action: Reply to Eclipse. "Never a good sign."
Simple Action: General question everyone else in the van. "Where are White and Gardner?"

Yeah, it's a combat situation, but we've already got one guy running around waving a sword. TW will want intel after being jolted awake by a metric fuckton of stim. Speaking of which, what rating is the patch? I need to know what if I've got a -3 or -4 modifier to all my actions (-2 for SnS disorientation, -1 for 5 boxes of Physical damage, and either -1 or -2 for Stun damage depending on the patch rating).

QUOTE (O'Ryan @ Apr 8 2013, 08:53 PM) *
If you take wired reflexes, I have never seen anybody not also spring for the adrenaline trigger! (Which doesn't help when surprised, but...)
...or, just be an awesome tweaker and never turn them off. nyahnyah.gif

Is the adrenaline trigger in Augmentation? I only have SR4, so I know I'm missing a lot of funky cyberware.

QUOTE (Mach_Ten @ Apr 9 2013, 08:02 AM) *
"Hey! Tiny little voice in my head ... I KNEW this was a BAD idea already .. stop pointing it out !" biggrin.gif biggrin.gif

Oh, fuck. We're on a team with Deadpool after a Monty Python marathon. We are all so dead. grinbig.gif
Slacker
Still waiting on actions for TundraWolf now that he is once more awake and ready to act.

But I'll go ahead and move us a little further with the action.

Seeing a sword wielding maniac charging towards the front doors, the armored guards are definitely ready to fire once they get through the doors....
I was going to make a luck roll for Silas myself, but it came up all 1's. So I'm just going to ignore that and be more cinematic instead of rules lawyery. Somehow the impact of the now dead armored guard earlier caused a jam and the doors won't open now (as they try to open they are getting caught on the dead body or something).

But that isn't going to stop these guys, They simply raise their weapons and shoot through the glass doors at Silas. Or try to anyway. This will mean that you will get to add the doors armor rating of 8 to your own Body + Armor for damage resistance should they hit you. The doors are see through glass so I can't give them the blind fire penalty, but I will give you a +2 on your Reaction test to dodge for cover.

Armored guard3 fires a long narrow burst and rolls for shit only getting 2 hits on 13 dice. Still plenty of damage to get through the reinforced glass though. Base damage of 5P +5 from long narrow burst +net hits if it hits.

Armored guard4 fires a long narrow burst also doing much better with 5 hits. same damage and you still get to add the door's armor rating of 8 for damage resistance.

Though that second shot also did enough damage to the doors that nothing remains of them. They will no longer provide any benefit to you or them.

Slacker
QUOTE (ChromeZephyr @ Apr 9 2013, 11:01 AM) *
Hmmm.

Free Action: Take gun, which should resync with PAN.
Simple Action: Reply to Eclipse. "Never a good sign."
Simple Action: General question everyone else in the van. "Where are White and Gardner?"

Yeah, it's a combat situation, but we've already got one guy running around waving a sword. TW will want intel after being jolted awake by a metric fuckton of stim. Speaking of which, what rating is the patch? I need to know what if I've got a -3 or -4 modifier to all my actions (-2 for SnS disorientation, -1 for 5 boxes of Physical damage, and either -1 or -2 for Stun damage depending on the patch rating).


Is the adrenaline trigger in Augmentation? I only have SR4, so I know I'm missing a lot of funky cyberware.


Oh, fuck. We're on a team with Deadpool after a Monty Python marathon. We are all so dead. grinbig.gif

It was a rating 5 stim patch. And I'm willing to say the SnS disorientation has stopped now for you.
Slacker
Gardner already posted up his climb check for this pass.
So now Needle can post any actions she's taking.

Then the drone continues to fire on Gardner. It finally critically glitches and blows itself up. HOORAY.

And it looks like Gardner will be able to safely make it to the ground at the end of this CT before the next two drones are able to arrive.

Mr. White can also go ahead and post his actions for this pass.
Mach_Ten
QUOTE (Slacker @ Apr 9 2013, 05:06 PM) *
Armored guard3 fires a long narrow burst and rolls for shit only getting 2 hits on 13 dice. Still plenty of damage to get through the reinforced glass though. Base damage of 5P +5 from long narrow burst +net hits if it hits.

defense REA 7 +2 moving +2 cover -1 STUN
(10d6.hits(5)=3)

QUOTE (Slacker @ Apr 9 2013, 05:06 PM) *
Armored guard4 fires a long narrow burst also doing much better with 5 hits. same damage and you still get to add the door's armor rating of 8 for damage resistance.

defense REA 7 +2 moving +2 cover -1 STUN -1 defended
(9d6.hits(5)=2)

"Drekkin' OW!"
damage soak BOD 5 ARMOUR 13 bone lace 2 door 8
(28d6.hits(5)=10)

so 3S unresisted, (the physical is downgraded to stun as per armour rule) "starting to Hurt now dammit !" 6 Stun boxes filled
QUOTE (ChromeZephyr @ Apr 9 2013, 05:01 PM) *
Oh, fuck. We're on a team with Deadpool after a Monty Python marathon. We are all so dead. grinbig.gif

Oh, so someone woke up Grumpy today !! biggrin.gif make yourself useful chummer ! AND SHOOT SOMEBODY ! biggrin.gif you have used simple actions in place of free, might I suggest amending one to reloading the pea shooter ?!
Slacker
QUOTE (Mach_Ten @ Apr 9 2013, 12:44 PM) *
defense REA 7 +2 moving +2 cover -1 STUN
(10d6.hits(5)=3)


defense REA 7 +2 moving +2 cover -1 STUN -1 defended
(9d6.hits(5)=2)

"Drekkin' OW!"
damage soak BOD 5 ARMOUR 13 bone lace 2 door 8
(28d6.hits(5)=10)

so 3S unresisted, (the physical is downgraded to stun as per armour rule) "starting to Hurt now dammit !" 6 Stun boxes filled

Oh, so someone woke up Grumpy today !! biggrin.gif make yourself useful chummer ! AND SHOOT SOMEBODY ! biggrin.gif you have used simple actions in place of free, might I suggest amending one to reloading the pea shooter ?!

Good job with soaking up so much of the damage at least. smile.gif
Severus Snape
Yeah, I'm going to just try to get the bus back under the rope so whoever is on it can just jump from it onto the top of the bus. I'll roll that single die of piloting for you now.

1d6.hits(5) = 0

Again, not a glitch, but no successes. I just want to get the bus close enough so Gardner can just drop onto the top of the bus and we can get rolling. But, for my free action...

"GET BACK IN THE BUS!"
Slacker
QUOTE (Severus Snape @ Apr 9 2013, 01:01 PM) *
Yeah, I'm going to just try to get the bus back under the rope so whoever is on it can just jump from it onto the top of the bus. I'll roll that single die of piloting for you now.

1d6.hits(5) = 0

Again, not a glitch, but no successes. I just want to get the bus close enough so Gardner can just drop onto the top of the bus and we can get rolling. But, for my free action...

"GET BACK IN THE BUS!"

Last pass I went ahead and let you get the bus to the rope again. You were only stalled on the body for IP2 of the last combat turn. You can just keep the bus here or do something else. You certainly saw the bursts of gunfire trying to tear into Silas though the guards are currently inside the building still so it might be tricky trying to ram into them like the first pair, especially with Silas being in between the bus and the guards.

I don't think you or the bus would survive the giant Gardner falling from any real height. Barring any pause to cast spells, Gardner will be making it to the ground IP3 of this Combat Turn. If you guys want he can stop his ascent on the roof of the bus. That's fine with me. He would still be exposed to the incoming drones that will be opening up IP2 of the next combat turn, though.
Slacker
I believe Mr. White is just planning to unhook himself from the rappelling gear and run into the bus on his turn. So, i think we can start up with IP2 of this Combat Turn.

Gardner, I'm guess the plant spirit will be materializing this pass? If so, where exactly is it materializing?

Silas, Eclipse, and TundraWolf can post up their actions for IP2.
Severus Snape
QUOTE (Slacker @ Apr 9 2013, 11:15 AM) *
Last pass I went ahead and let you get the bus to the rope again. You were only stalled on the body for IP2 of the last combat turn. You can just keep the bus here or do something else. You certainly saw the bursts of gunfire trying to tear into Silas though the guards are currently inside the building still so it might be tricky trying to ram into them like the first pair, especially with Silas being in between the bus and the guards.

I don't think you or the bus would survive the giant Gardner falling from any real height. Barring any pause to cast spells, Gardner will be making it to the ground IP3 of this Combat Turn. If you guys want he can stop his ascent on the roof of the bus. That's fine with me. He would still be exposed to the incoming drones that will be opening up IP2 of the next combat turn, though.


Ok, seeing as I don't need to drive the bus anywhere, I'm going to use this IP to fish the Cavalier out from under the seat of the bus I'm sitting in and lay it on my lap. It is currently loaded with 5 rounds of SnS ammo. I'm guessing it's going to take at least 1 Simple Action to get it out from under the seat and a second one to check that it's still loaded and into my lap. If that's too much, then I'll stop at checking to make sure it's still loaded.
ChromeZephyr
QUOTE (Mach_Ten @ Apr 9 2013, 10:44 AM) *
Oh, so someone woke up Grumpy today !! biggrin.gif make yourself useful chummer ! AND SHOOT SOMEBODY ! biggrin.gif you have used simple actions in place of free, might I suggest amending one to reloading the pea shooter ?!


With what? Gardner has the other magazine of SnS, I didn't bring more than that. I honestly thought I was being a little excessive bringing a second magazine to what I thought was just the meet, shows how wrong I was.

I mean, I can try and shoot the guards with the Viper he's got in the concealed holster, but flechettes and even minimal armor usually means you're just wasting ammo.
Slacker
QUOTE (Severus Snape @ Apr 9 2013, 02:18 PM) *
Ok, seeing as I don't need to drive the bus anywhere, I'm going to use this IP to fish the Cavalier out from under the seat of the bus I'm sitting in and lay it on my lap. It is currently loaded with 5 rounds of SnS ammo. I'm guessing it's going to take at least 1 Simple Action to get it out from under the seat and a second one to check that it's still loaded and into my lap. If that's too much, then I'll stop at checking to make sure it's still loaded.

I'll let you pull it out and check that it's still loaded and ready to go with 1 simple action.
Severus Snape
QUOTE (Slacker @ Apr 9 2013, 12:37 PM) *
I'll let you pull it out and check that it's still loaded and ready to go with 1 simple action.


Wow! Now that's a generous GM!

Anyhow, I still have a simple action remaining. Hmmn...Well, seeing as I am yelling for everyone to get back on the bus, I'll actually be turned around in the front seat, looking over it towards the back, and aiming the cavalier towards the building doors. I know it's long range (25 meters if I recall correctly to the doors from the bus, plus the distance from the end of the bus to me), but I am aiming at those doors. Should someone step out, I'll be firing a round of SnS at them (on my next IP).
Dak
QUOTE (Slacker @ Apr 9 2013, 12:19 PM) *
I believe Mr. White is just planning to unhook himself from the rappelling gear and run into the bus on his turn. So, i think we can start up with IP2 of this Combat Turn.


Exactly.
Slacker
QUOTE (ChromeZephyr @ Apr 9 2013, 02:31 PM) *
With what? Gardner has the other magazine of SnS, I didn't bring more than that. I honestly thought I was being a little excessive bringing a second magazine to what I thought was just the meet, shows how wrong I was.

I mean, I can try and shoot the guards with the Viper he's got in the concealed holster, but flechettes and even minimal armor usually means you're just wasting ammo.

If you broadcast a question of "where's my other clip?" to the group, I'll let Gardner drop the clip with a free action that doesn't interfere with his climbing. You won't have it for IP1, but I'd give you a chance to catch it and load in one Simple action on IP2 (basically the same test that would be made for a Quick Draw action - roll your weapons skill trying for a threshold of 3; failure means it will be one simple action to catch the clip and another to load the gun). This would require you to be outside of the bus though.
Slacker
QUOTE (Severus Snape @ Apr 9 2013, 02:41 PM) *
Wow! Now that's a generous GM!

Anyhow, I still have a simple action remaining. Hmmn...Well, seeing as I am yelling for everyone to get back on the bus, I'll actually be turned around in the front seat, looking over it towards the back, and aiming the cavalier towards the building doors. I know it's long range (25 meters if I recall correctly to the doors from the bus, plus the distance from the end of the bus to me), but I am aiming at those doors. Should someone step out, I'll be firing a round of SnS at them (on my next IP).

The doors have been utterly destroyed by the time your turn comes up. You can see the two armored guards beyond, still within Long range for you. You will count as shooting from cover though, so there's another -2 for that due to the back of your seat, people crowding inside the bus, etc.
Mach_Ten
QUOTE (ChromeZephyr @ Apr 9 2013, 08:31 PM) *
With what? Gardner has the other magazine of SnS, I didn't bring more than that. I honestly thought I was being a little excessive bringing a second magazine to what I thought was just the meet, shows how wrong I was.

I mean, I can try and shoot the guards with the Viper he's got in the concealed holster, but flechettes and even minimal armor usually means you're just wasting ammo.

My apologies, thought he had grabbed the dropped ejected one. Dunno why.
ChromeZephyr
Okay, modify last action of IP1 to be asking everyone, with comms on "Where are White and Gardner? And did anyone grab the magazine I dropped to kill drones?"
Mach_Ten
QUOTE (Slacker @ Apr 9 2013, 07:19 PM) *
Silas, Eclipse, and TundraWolf can post up their actions for IP2.

I hope your still feeling generous smile.gif

Finish movement to the guards body and either drop sword or sheath it if i can
Simple Action: wrench the body into an upright position and kneel behind it as cover from the building

Simple Action: put hand on the rifle and point and shoot at one of the guards.
Expecting massive modifiers, but need to shoot 3 round burst.


NEW ACTIONS POSTED HERE smile.gif
Slacker
QUOTE (Mach_Ten @ Apr 9 2013, 03:52 PM) *
I hope your still feeling generous smile.gif

Finish movement to the guards body and either drop sword or sheath it if i can
Simple Action: wrench the body into an upright position and kneel behind it as cover from the building

Simple Action: put hand on the rifle and point and shoot at one of the guards.
Expecting massive modifiers, but need to shoot 3 round burst.

You could drop your sword with a free action, I'd let you get into position behind the body you want to prop up for cover, but there's no way you can ready and fire an LMG in a single Simple action. You could ready it this pass, I'd even let you switch it to BF mode instead of the full auto it's currently set to this pass. But you won't be firing it until the next pass. Leaving you less than 3m from the two armored guards with their own already readied LMGs to shoot before you.
Mach_Ten
QUOTE (Slacker @ Apr 9 2013, 09:58 PM) *
You could drop your sword with a free action, I'd let you get into position behind the body you want to prop up for cover, but there's no way you can ready and fire an LMG in a single Simple action. You could ready it this pass, I'd even let you switch it to BF mode instead of the full auto it's currently set to this pass. But you won't be firing it until the next pass. Leaving you less than 3m from the two armored guards with their own already readied LMGs to shoot before you.

Wait wait wait !!! How close? Thought they were. Much further away. Change of plan
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