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Severus Snape
QUOTE (Slacker @ Apr 1 2013, 08:48 AM) *
Update time:
Currently I'm looking for actions from everybody other than Eclipse for IP2 and 3 of CT6.
Eclipse has made it to the ground and can see that the front entrance to the building is about 20m away. It looks like the guards that were outside the entrance earlier have temporarily been pulled inside, but you can see movement through the glass doors of the building.

Order on the rappelling line is, Mr. White possibly arriving on the ground IP1 of CT7 (defintely arrving by IP2), Silas with Parker Acson in tow likely to arrive IP2 or 3 of CT7, and who knows when Gardner will get down. So far he's only climbed down 20 meters and he didn't even start until the pass after everybody else did. If he starts moving again and just climbs he will arrive on the ground IP1 or 2 of CT8. Though that's going to mean 4-5 passes with two new drones firing on him the whole way down.


Needle is continuing to get the bus in position. If she gets there early, she may...MAY...want to provide some cover fire. Not sure with what seeing as she only has a pistol, though.

And seeing as Gardner is taking his sweet time in getting down, she's going to just step it up and try to get there as soon as possible to let people start filtering in.
Slacker
QUOTE (Severus Snape @ Apr 1 2013, 11:18 AM) *
Needle is continuing to get the bus in position. If she gets there early, she may...MAY...want to provide some cover fire. Not sure with what seeing as she only has a pistol, though.

And seeing as Gardner is taking his sweet time in getting down, she's going to just step it up and try to get there as soon as possible to let people start filtering in.

If you want to, you can be there right as Eclipse arrives on the ground. Just confirm that is what you want and you are there. IP3 of CT6 right as Eclipse is lowering TundraWolf's unconscious form to the ground with him.
Kiirnodel
QUOTE (Slacker @ Apr 1 2013, 11:48 AM) *
Update time:
Currently I'm looking for actions from everybody other than Eclipse for IP2 and 3 of CT6.
Eclipse has made it to the ground and can see that the front entrance to the building is about 20m away. It looks like the guards that were outside the entrance earlier have temporarily been pulled inside, but you can see movement through the glass doors of the building.

Order on the rappelling line is, Mr. White possibly arriving on the ground IP1 of CT7 (defintely arrving by IP2), Silas with Parker Acson in tow likely to arrive IP2 or 3 of CT7, and who knows when Gardner will get down. So far he's only climbed down 20 meters and he didn't even start until the pass after everybody else did. If he starts moving again and just climbs he will arrive on the ground IP1 or 2 of CT8. Though that's going to mean 4-5 passes with two new drones firing on him the whole way down.


Well, I made another test to rappell, so I should be 40 meters down, right?

And I'm thinking about trying to hit the drones with my Net spell, try to incapacitate them before they get to us. Is it possible to hit the two of them with one area spell?

If not, I think I'll just focus on the rappelling, I was originally delaying my movement down in case I failed, to at least delay the chance of me accidentally colliding with the rest of the group. From the sounds of it, they are a fair distance away, so if that isn't a fear I'll switch to focusing on movement...
Slacker
QUOTE (Kiirnodel @ Apr 1 2013, 11:23 AM) *
Well, I made another test to rappell, so I should be 40 meters down, right?

And I'm thinking about trying to hit the drones with my Net spell, try to incapacitate them before they get to us. Is it possible to hit the two of them with one area spell?

If not, I think I'll just focus on the rappelling, I was originally delaying my movement down in case I failed, to at least delay the chance of me accidentally colliding with the rest of the group. From the sounds of it, they are a fair distance away, so if that isn't a fear I'll switch to focusing on movement...

Did you make a second climb check? I tried looking back through your posts and only saw the your one original climb check where you got 2 hits.

With your spell having a radius of your magic rating, I'd say you can get both of the incoming drones with Net. Cast away.

Took me 3 times reading through the jumble of posts, but I do now see your second climb check. So you've made it 40 meters as of IP2 of the current Combat Turn. So you can make a climb check for IP3 of cast your spell
Severus Snape
QUOTE (Slacker @ Apr 1 2013, 09:22 AM) *
If you want to, you can be there right as Eclipse arrives on the ground. Just confirm that is what you want and you are there. IP3 of CT6 right as Eclipse is lowering TundraWolf's unconscious form to the ground with him.


Done. At that point, the bus should be there, rear entrance opened so they can pile in quickly. Kind of like...

http://www.cloudster.com/sets&vehicles...Stripes_591.jpg
Kiirnodel
QUOTE (Slacker @ Apr 1 2013, 12:38 PM) *
Did you make a second climb check? I tried looking back through your posts and only saw the your one original climb check where you got 2 hits.

With your spell having a radius of your magic rating, I'd say you can get both of the incoming drones with Net. Cast away.

Took me 3 times reading through the jumble of posts, but I do now see your second climb check. So you've made it 40 meters as of IP2 of the current Combat Turn. So you can make a climb check for IP3 of cast your spell


Sorry, before I roll I want to make sure I have all the factors and variables right... I don't want to roll and then find out that the spell doesn't work the way I think plus stare down another brain hemorrhage.
Are the drones within 10 meters (Force 5) or would I have to over-cast the spell. And it is resisted by Strength, for a drone, would that be its Body rating? And it reduces Agility, not sure what that would affect... but I know the spell works on drones, they are specifically mentioned in the description.
Slacker
QUOTE (Kiirnodel @ Apr 1 2013, 12:10 PM) *
Sorry, before I roll I want to make sure I have all the factors and variables right... I don't want to roll and then find out that the spell doesn't work the way I think plus stare down another brain hemorrhage.
Are the drones within 10 meters (Force 5) or would I have to over-cast the spell. And it is resisted by Strength, for a drone, would that be its Body rating? And it reduces Agility, not sure what that would affect... but I know the spell works on drones, they are specifically mentioned in the description.

For a drone you use the it's pilot rating for all attributes. And sorry, i was thinking area was based off of magic, but you're right it's based off of Force. sure I'll say they are within 10 meters of each other.
Slacker
QUOTE (Severus Snape @ Apr 1 2013, 11:54 AM) *
Done. At that point, the bus should be there, rear entrance opened so they can pile in quickly. Kind of like...

http://www.cloudster.com/sets&vehicles...Stripes_591.jpg

Great movie! smile.gif
Kiirnodel
Alright then, I'll try one shot at using Magic to help us here...

Complex Action: Cast Net spell, Force 5.

Spellcasting Test: 3 hits.
Drain Resistance (DV 5): 4 hits. 1 Stun.

Free Action: Speak, "More drones incoming"
Slacker
QUOTE (Kiirnodel @ Apr 1 2013, 01:12 PM) *
Alright then, I'll try one shot at using Magic to help us here...

Complex Action: Cast Net spell, Force 5.

Spellcasting Test: 3 hits.
Drain Resistance (DV 5): 4 hits. 1 Stun.

Free Action: Speak, "More drones incoming"

Drone5 gets 1 hit
Drone6 got 2 hits

So neither one has it's "Agility" reduced to 0 which would have made their rotors seize up. They can still move, but they will be sufferring penalties on all actions.
Slacker
Silas and Mr. White can post climb checks to speed up their descent in IP2 and IP3.

But otherwise, let's move on to CT7.

What will Gardner's spirits be doing in IP1 CT7.

The air spirit will be attacking the plant spirit. It managed to get 6 hits.. Though i might have to drop that by one hit if it gets hit by the plant spirit.
Mach_Ten
QUOTE (Slacker @ Apr 2 2013, 04:53 PM) *
Silas and Mr. White can post climb checks to speed up their descent in IP2 and IP3.

Climbing - Accelerate Rapelling -1 stun -2 passenger
(11d6.hits(5)=3)


"YeeeeeeeeHaaaaaaaw!"

Complex action sacrificed for Full Defense if necessary. covering Acson as best as possible
Kiirnodel
QUOTE (Slacker @ Apr 2 2013, 11:53 AM) *
Silas and Mr. White can post climb checks to speed up their descent in IP2 and IP3.

But otherwise, let's move on to CT7.

What will Gardner's spirits be doing in IP1 CT7.

The air spirit will be attacking the plant spirit. It managed to get 6 hits.. Though i might have to drop that by one hit if it gets hit by the plant spirit.


The Plant Spirit attacks, and gets 6 hits on the attack.

For Defense, it gets 6 hits and avoids the attack.

Gardner's Air Spirit will go help Silas bring Acson to the ground safely, I suppose...

Gardner's action for the turn is attempting to continue moving down the rope, this time only 1 hit.

The Earth spirit continues its escape in fear of the giant Air Spirit. It will more than likely run until it is out of sight of the Air spirit, which on the Astral is basically just one movement away, through a building or to the other side of a barrier of any sort. Still, the Earth Spirit will be frightened for at least the 3 or 4 (don't remember how many net hits the Air spirit got) Combat Turns and it might not even be able to make the check to return... So it is probably effectively removed from this combat.
Slacker
QUOTE (Kiirnodel @ Apr 3 2013, 08:18 AM) *
The Plant Spirit attacks, and gets 6 hits on the attack.

For Defense, it gets 6 hits and avoids the attack.

Wow did the Air elemental roll for crap....18d6.hits(5) → [2,2,3,3,2,5,2,5,3,1,3,3,3,4,4,4,1,6] = (3). So you got 3 net hits. It got only 4 hits to resist damage. And is hurting something fierce. This also means it only got 5 hits to attack your plant spirit which was already going to be able to defend itself.

QUOTE (Kiirnodel @ Apr 3 2013, 08:18 AM) *
Gardner's Air Spirit will go help Silas bring Acson to the ground safely, I suppose...

QUOTE (Kiirnodel)
call up my Air Spirit and command him to catch anything falling off the building and land it safely next to the van on the street

Based on his current command I would think it would simply float around waiting to catch anything that starts falling. Are you issuing a new command and using up another service to have it assist people climbing down?

QUOTE (Kiirnodel @ Apr 3 2013, 08:18 AM) *
Gardner's action for the turn is attempting to continue moving down the rope, this time only 1 hit.

You need to resist 4S damage and have lost control of your climb.

QUOTE (Kiirnodel @ Apr 3 2013, 08:18 AM) *
The Earth spirit continues its escape in fear of the giant Air Spirit. It will more than likely run until it is out of sight of the Air spirit, which on the Astral is basically just one movement away, through a building or to the other side of a barrier of any sort. Still, the Earth Spirit will be frightened for at least the 3 or 4 (don't remember how many net hits the Air spirit got) Combat Turns and it might not even be able to make the check to return... So it is probably effectively removed from this combat.

Sounds good. It was 3 combat turns and once it's over the spirit would need to roll Willpower + Charisma (3) to find the courage to ever come back.
Slacker
Silas and Eclipse can post up their actions for IP1 of CT7. Currently visible are 1 drone that hasn't fired the entire time its been in the air (gun jammed though it is flying alongside the group as they descend), and two drones that are just about to open up on Gardner though some shimmer ropes of mana appear to be hampering the movement of their blades.
Mach_Ten
QUOTE (Slacker @ Apr 3 2013, 02:48 PM) *
Gardner needs to resist 4S damage and have lost control of your climb.

Free Action : "BRACE BRACE BRACE !"

Kiirnodel
QUOTE (Slacker @ Apr 3 2013, 09:48 AM) *
Based on his current command I would think it would simply float around waiting to catch anything that starts falling. Are you issuing a new command and using up another service to have it assist people climbing down?


Not using another service, just was trying to think of something that it might do that sort of goes along with the current command (something more than just sit around and twiddle its thumbs). So yeah, it would have just sat there waiting for something to happen. Would my uncontrolled rappell count? so it might come in and try to stabilize my fall, maybe?

QUOTE (Slacker @ Apr 3 2013, 09:48 AM) *
You need to resist 4S damage and have lost control of your climb.


No problem, I got 7 hits on the resistance test, so I don't have any problem shrugging off the damage from colliding with the building.
Slacker
QUOTE (Kiirnodel @ Apr 3 2013, 09:36 AM) *
Not using another service, just was trying to think of something that it might do that sort of goes along with the current command (something more than just sit around and twiddle its thumbs). So yeah, it would have just sat there waiting for something to happen. Would my uncontrolled rappell count? so it might come in and try to stabilize my fall, maybe?



No problem, I got 7 hits on the resistance test, so I don't have any problem shrugging off the damage from colliding with the building.

Kind of figured you'd have no problem resisting the damage. And sure, I'll let it fly to you to stabilize you.
Mach_Ten
Not sure if Mr. White is going to want to accelerate any more ... Silas will continue on at current pace.
Slacker
QUOTE (Mach_Ten @ Apr 4 2013, 12:39 PM) *
Not sure if Mr. White is going to want to accelerate any more ... Silas will continue on at current pace.

Ok, sounds good.

And Silas posted IC that he was grabbing TundraWolf's unconscious form and running into the freshly arrived bus with Needle at the wheel. Which will take care of his actions this pass.

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

So I guess it's time for some more fun.

Two figures step out of the building's main entrance little more than 20m from where the bus is stopped. They appear to be fully armed and armored!

They both lower the barrels of his LMG towards the bus and open up with full auto.

Armored Guard1 gets 4 hits on his full auto narrow burst. With the full auto, that's 14P damage +net hits. It may seem a little weird IC with having just come to a stop with the vehicle, but I'll let Needle roll Reaction minus the bus' Handling to try to dodge.

Armored Guard 2 gets 6 hits! Same base damage as the first full auto narrow burst.
Slacker
Needle and Gardner can post up their actions for IP 1 CT 7.

I guess Mr. White can post up his actions too. The only thing that happens in between Gardner and Mr. White will be drones that are too far away to shoot at Mr. White. (If Mr. White climbs on this pass, he will end his movement on the ground at the end of the rope still having 1 Simple Action, though no movement left)
Severus Snape
Oh, this is not going to be good.

REA 7 - Handling 3 = 4d6.hits(5) = 0
Ouch. I have to spend a point of edge just to see if I can get 4 hits on one roll. That's 2/2 Edge spent in this combat.

4d6.hits(5) = 2

Ok, so that's 14P + 2 net hits on the bus. The bus has an armor rating of 4 with a body of 20. That's 24 dice to roll to soak 16P in damage.

24d6.hits(5) = 8

Ow. That's 12P in damage to the bus on the first shot. There will be no second dodge roll as the bus is -3 handling, and then -4 for damage. That takes out my entire REA score. So it's a straight 24d6 to soak 20P in damage.

24d6.hits(5) = 9

Well, that's another 11P in damage to the bus. Added to the 12P from the first shot...that's 3 more than the body of the bus can take. The bus, my friends, is destroyed.

Do those of us inside the bus take damage from the excess 3P?
Slacker
QUOTE (Severus Snape @ Apr 4 2013, 03:12 PM) *
Oh, this is not going to be good.

REA 7 - Handling 3 = 4d6.hits(5) = 0
Ouch. I have to spend a point of edge just to see if I can get 4 hits on one roll. That's 2/2 Edge spent in this combat.

4d6.hits(5) = 2
Ok, so that's 14P + 2 net hits on the bus. The bus has an armor rating of 4. There is no point in rolling as the bus cannot soak 16P in damage. At most it could soak 4, still taking 12P in damage. And that's on the first shot.

The second shot? Dodge won't apply as it is going to be screwed hard. And that means 20P to soak, with a possible minimum damage of 16P. The bus is destroyed. Our get-a-way vehicle is destroyed.

How much damage do those of us inside of it take?

This is your Bus with a Body of 20 and Armor of 4, isn't it? Even just buying hits to resist the damage you'd reduce both shots by 6 boxes. Rolling you could do a lot better than that.
Slacker
QUOTE (Severus Snape @ Apr 4 2013, 03:12 PM) *
EDIT: RE-CALCULATING. Hold on.

Lol. Apparently i saw your original post before the re-calculating.
Severus Snape
QUOTE (Slacker @ Apr 4 2013, 01:17 PM) *
This is your Bus with a Body of 20 and Armor of 4, isn't it? Even just buying hits to resist the damage you'd reduce both shots by 6 boxes. Rolling you could do a lot better than that.


Buy hits with what? I'm out of Edge at this point.
Slacker
QUOTE (Severus Snape @ Apr 4 2013, 03:12 PM) *
Oh, this is not going to be good.

REA 7 - Handling 3 = 4d6.hits(5) = 0
Ouch. I have to spend a point of edge just to see if I can get 4 hits on one roll. That's 2/2 Edge spent in this combat.

4d6.hits(5) = 2

Ok, so that's 14P + 2 net hits on the bus. The bus has an armor rating of 4 with a body of 20. That's 24 dice to roll to soak 16P in damage.

24d6.hits(5) = 8

Ow. That's 12P in damage to the bus on the first shot. There will be no second dodge roll as the bus is -3 handling, and then -4 for damage. That takes out my entire REA score. So it's a straight 24d6 to soak 20P in damage.

24d6.hits(5) = 9

Well, that's another 11P in damage to the bus. Added to the 12P from the first shot...that's 3 more than the body of the bus can take. The bus, my friends, is destroyed.

Do those of us inside the bus take damage from the excess 3P?

Hmmm...that's not excatly how I saw that happening....I'm changing them to having fired regular long bursts at you instead of full auto bursts. So, the first attack only did 8 boxes of damage to you, Leaving you 2 dice to dodge with for the second shot which would have been 16P minus any hits you might get on your dodge and then minus the 9 you got on damage resistance.

Sure hope somebody can take out these guys or at least distract them soon.
Slacker
QUOTE (Severus Snape @ Apr 4 2013, 03:20 PM) *
Buy hits with what? I'm out of Edge at this point.

When rolling damage resistance for vehicles it is suggested allowing people to "buy hits" by using the trade-in-dice-for-hits rule (4 dice equals 1 hit). So basically you could just say your 24 dice gave you 6 hits instead of risking a bad roll.
Severus Snape
EDIT: I cannot freaking add today, can I?

That second shot will end up being 14P + 6 hits - whatever I get from dodging with 2 dice. But seeing as you are going to be nice, I'll try to dodge.

2d6.hits(5) = 0

So that's going to be 14P + 6 net hits = 20P in damage to the bus. Take away the 9 hits I rolled for soak, and that's 11P in damage from the second shot. Which is a total of 19P in damage between the 2 shots. The bus ain't destroyed, but it ain't moving very fast with -6 dice in damage. The bus has 1 box left before it's destroyed.

It's all good. That's why machine-guns - whether full auto or not - are so dangerous in this game.
Severus Snape
QUOTE (Slacker @ Apr 4 2013, 01:27 PM) *
When rolling damage resistance for vehicles it is suggested allowing people to "buy hits" by using the trade-in-dice-for-hits rule (4 dice equals 1 hit). So basically you could just say your 24 dice gave you 6 hits instead of risking a bad roll.


Considering I rolled more than 6 hits each time with soaking, I'll take the rolls. Not that either way did me much good, huh?

biggrin.gif
Slacker
QUOTE (Severus Snape @ Apr 4 2013, 03:31 PM) *
EDIT: I cannot freaking add today, can I?

That second shot will end up being 14P + 6 hits - whatever I get from dodging with 2 dice. But seeing as you are going to be nice, I'll try to dodge.

2d6.hits(5) = 0

So that's going to be 14P + 6 net hits = 20P in damage to the bus. Take away the 9 hits I rolled for soak, and that's 11P in damage from the second shot. Which is a total of 19P in damage between the 2 shots. The bus ain't destroyed, but it ain't moving very fast with -6 dice in damage. The bus has 1 box left before it's destroyed.

It's all good. That's why machine-guns - whether full auto or not - are so dangerous in this game.

I've changed both shots to just be long bursts. So base damage before net hits is 10P
The first shot that means you were resisting 14P. You got 8 hits and took 6 damage.
Second shot was 16P. You got 9 hits on resistance. So you took another 7 boxes of damage. The bus is currently at 15 boxes of damage out of 20.
Severus Snape
QUOTE (Slacker @ Apr 4 2013, 01:43 PM) *
I've changed both shots to just be long bursts. So base damage before net hits is 10P
The first shot that means you were resisting 14P. You got 8 hits and took 6 damage.
Second shot was 16P. You got 9 hits on resistance. So you took another 7 boxes of damage. The bus is currently at 15 boxes of damage out of 20.


Ah. Told you I couldn't add today.

Ok, so the bus has taken 15 damage, which puts it at a nice, cool -5 dice from damage alone. Add to that the -3 handling, and I can't even try to dodge any shots that come in. One more shot at the bus and it's pretty much toast.
Slacker
QUOTE (Severus Snape @ Apr 4 2013, 03:44 PM) *
Ah. Told you I couldn't add today.

Ok, so the bus has taken 15 damage, which puts it at a nice, cool -5 dice from damage alone. Add to that the -3 handling, and I can't even try to dodge any shots that come in. One more shot at the bus and it's pretty much toast.

You could drive it around the corner. I'll say it's within your normal acceleration range if you want to do that. The other's will have to run the 25m from the rope to where you are though once they get down.
Severus Snape
QUOTE (Slacker @ Apr 4 2013, 01:49 PM) *
You could drive it around the corner. I'll say it's within your normal acceleration range if you want to do that. The other's will have to run the 25m from the rope to where you are though once they get down.


Tough decision. I can either stay put and hope that the guards don't fire at the bus, or I can drive around the corner and hope the guards don't fire at White, Gardner, or Acson as they hit the pavement.

Choices, choices...

Wow. I'm not sure here. Quick check - are the guards directly behind me? Like, if I punched it in reverse, would I have a shot at either running them over or making them dive for cover, potentially dropping weapons and at least taking an IP or two where they have to recover before opening fire again?


EDIT: According to Chummer, the bus has a body of 20 but only 18 boxes for damage. Just pointing this out.
Slacker
QUOTE (Severus Snape @ Apr 4 2013, 03:55 PM) *
Tough decision. I can either stay put and hope that the guards don't fire at the bus, or I can drive around the corner and hope the guards don't fire at White, Gardner, or Acson as they hit the pavement.

Choices, choices...

Wow. I'm not sure here. Quick check - are the guards directly behind me? Like, if I punched it in reverse, would I have a shot at either running them over or making them dive for cover, potentially dropping weapons and at least taking an IP or two where they have to recover before opening fire again?

You know what? That is too cool an idea. Sure you can do that and get both of them at once. smile.gif Give me a Pilot: Groundcraft Test.
Severus Snape
QUOTE (Slacker @ Apr 4 2013, 01:58 PM) *
You know what? That is too cool an idea. Sure you can do that and get both of them at once. smile.gif Give me a Pilot: Groundcraft Test.


Awesome.

9d6.hits(5) = 3

Not the greatest of rolls, but I'll take the 3 hits. As a side note on this, that's my full Pilot skill. Here is how they are rolled:

9d6.hits(5) → [6,5,2,6,2,1,1,4,3] = (3)
So if you take away the 3 dice for handling, I still got all 3 hits. If you take away the 5 dice for damage to the bus, I got 3 hits. If you take away the 3 dice for handling AND the 5 dice for damage to the bus, I still managed 1 hit.

If I run one of them over, great. My primary objective is to make them scatter, but I'm not looking so if they are too stupid to move then that's not my bad. biggrin.gif

And on the topic of cool ideas...that's 2 of them that Needle's not only had but pulled off in this scene.
Slacker
QUOTE (Severus Snape @ Apr 4 2013, 04:03 PM) *
Awesome.

9d6.hits(5) = 3

Not the greatest of rolls, but I'll take the 3 hits. As a side note on this, that's my full Pilot skill. Here is how they are rolled:

9d6.hits(5) → [6,5,2,6,2,1,1,4,3] = (3)
So if you take away the 3 dice for handling, I still got all 3 hits. If you take away the 5 dice for damage to the bus, I got 3 hits. If you take away the 3 dice for handling AND the 5 dice for damage to the bus, I still managed 1 hit.

If I run one of them over, great. My primary objective is to make them scatter, but I'm not looking so if they are too stupid to move then that's not my bad. biggrin.gif

And on the topic of cool ideas...that's 2 of them that Needle's not only had but pulled off in this scene.

You would be sufferring -3 from Handling and -5 from the damage, but I'm going to say you caught them completely off guard because that totally didn't believe there would be anything left of the bus after their barages. So, they don't have a chance to dodge and must simply resist damage.
Because you would have had to only be using the vehicle's 'walking' speed for this test (it is another -3 if you were using the running speed of your full acceleration) they only have to resist 10P damage (and your bus resists half that - though you can just buy the hits for that and take no new damage)

Armored Guard 1 gets 4 hits. So he takes 6 boxes of damage and is knocked back through the air to slam into the reinforced glass of the doors he just walked through (you can see more movement within the building).

Armored Guard 2 absolutely 0 hits! Not a single 1 but it doesn't matter. He is dead as dirt as he finds himself smashed in such a way that he doesn't fly back. Instead he slides down to the ground and is rolled over by one of the tires of the bus.
Severus Snape
QUOTE (Slacker @ Apr 4 2013, 02:19 PM) *
You would be sufferring -3 from Handling and -5 from the damage, but I'm going to say you caught them completely off guard because that totally didn't believe there would be anything left of the bus after their barages. So, they don't have a chance to dodge and must simply resist damage.
Because you would have had to only be using the vehicle's 'walking' speed for this test (it is another -3 if you were using the running speed of your full acceleration) they only have to resist 10P damage (and your bus resists half that - though you can just buy the hits for that and take no new damage)

Armored Guard 1 gets 4 hits. So he takes 6 boxes of damage and is knocked back through the air to slam into the reinforced glass of the doors he just walked through (you can see more movement within the building).

Armored Guard 2 absolutely 0 hits! Not a single 1 but it doesn't matter. He is dead as dirt as he finds himself smashed in such a way that he doesn't fly back. Instead he slides down to the ground and is rolled over by one of the tires of the bus.


That's awesome. I'll buy the hits, which makes 6 hits against 5P. No new damage sustained. Thankfully.
Mach_Ten
QUOTE (Slacker @ Apr 4 2013, 08:34 PM) *
And Silas posted IC that he was grabbing TundraWolf's unconscious form and running into the freshly arrived bus

You mean Eclipse i think mate. Silas is dangling with acson kinda wishing he had saved the parachute now wink.gif
O'Ryan
QUOTE (Slacker @ Apr 4 2013, 12:34 PM) *
Ok, sounds good.

And Silas posted IC that he was grabbing TundraWolf's unconscious form and running into the freshly arrived bus with Needle at the wheel. Which will take care of his actions this pass.

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

So I guess it's time for some more fun.

Two figures step out of the building's main entrance little more than 20m from where the bus is stopped. They appear to be fully armed and armored!

They both lower the barrels of his LMG towards the bus and open up with full auto.

Armored Guard1 gets 4 hits on his full auto narrow burst. With the full auto, that's 14P damage +net hits. It may seem a little weird IC with having just come to a stop with the vehicle, but I'll let Needle roll Reaction minus the bus' Handling to try to dodge.

Armored Guard 2 gets 6 hits! Same base damage as the first full auto narrow burst.



Well... shit. So CT6 IP3 Eclipse and TW are off the rope and run to the bus.
CT7 IP1 Eclipse and TW get on the bus and almost get blow'd up, Needle immediately throwing it into reverse. The rest of the party starts to land.
"Shitshitshitshit!"
CT7 IP 2... Eclipse'll roll down a window and spray'n'pray the rest of TW's ammo at the surviving guard. 13d6.hits(5)=5 (9P AP- due to lack of ammo)
"If he sticks his head outa cover, use the panther on him!"1d6.hits(5)=1(Con wink.gif)
Slacker
QUOTE (Mach_Ten @ Apr 4 2013, 04:28 PM) *
You mean Eclipse i think mate. Silas is dangling with acson kinda wishing he had saved the parachute now wink.gif

Yeah. I meant Eclipse. Sorry.
Mach_Ten
QUOTE (Slacker @ Apr 5 2013, 02:45 AM) *
Yeah. I meant Eclipse. Sorry.


While Dak is AWOL, can we presume he hits the ground so I can throw acson in the bus ? smile.gif

and speaking of Bus ... Only FOUR armour ? is that right ? most motor cycles have a bit less / more than that

and lastly ... can we locate a STIM patch in the back and get TW back on his feet ? biggrin.gif
Severus Snape
QUOTE (Mach_Ten @ Apr 5 2013, 04:10 AM) *
While Dak is AWOL, can we presume he hits the ground so I can throw acson in the bus ? smile.gif

and speaking of Bus ... Only FOUR armour ? is that right ? most motor cycles have a bit less / more than that

and lastly ... can we locate a STIM patch in the back and get TW back on his feet ? biggrin.gif


Yeah, 4 armor. Sorry, but I ran out of cash and couldn't purchase more armor for the thing.

The bus has full medical facilities thanks to my secondary speciality. I've got stim patches, medkits, and a couple of valkyrie auto-doc drones.
Dak
Climb check.

2d6.hits(5) → [1,4] = (0)

Lovely. I'm not burning another Edge on it. If I had to bite some pavement, so be it.
Severus Snape
Ouchies. Glitching a climb check is not going to feel very good when you finally stop.
Kiirnodel
Actually, that is no successes, and at least half 1's so that would be a Critical Glitch... but

Luckily, the Earth Spirit made its composure test to remember the command it is under while frightened and running away. So it is still sustaining the Guard power on the climbers. So no Glitch, just a Fail.
Slacker
QUOTE (Dak @ Apr 5 2013, 08:43 AM) *
Climb check.

2d6.hits(5) → [1,4] = (0)

Lovely. I'm not burning another Edge on it. If I had to bite some pavement, so be it.

Thankfully, Gardner's Earth Spirit is maintaining his Guard Power despite fleeing into Astral and running out of sight. So no critical glitch. But it's still a failure and so you have to resist 4S damage as you land face first into the ground.

You'll have to use your second simple action to stand up. So you don't have the movement/actions to disconnect yourself from the rappelling line and are currently standing in the way of anybody else coming down.
Dak
3 impact armor and 4 body,

7d6.hits(5) → [2,1,5,4,6,3,1] = (2)

2 boxes of stun.
Slacker
We can't forget about the 2 drones that go right before Mr.White, or should I say 4 drones as the sound of yet another pair of drones being launched comes from the rooftop and they begin to descend more rapidly than the previous drones.

The two that are close to Gardner start opening up on him. Their movements are a bit erratic due to the net spell cast on them, but if anything it's making them descend faster as their rotors aren't able to control their descent as well.

Drone5 fires a full auto narrow burst with its 1 die. It fires wildly around Gardner missing him and shattering windows (0 Hits)

Drone6 also fires a full auto narrow burst with its two dice getting a critical glitch. It ends up shooting some structural material in such a way that it the bullets recochet and hit it instead of Gardner. It is taken out of commission and starts falling.

Which will mean that Gardner's air spirit will follow its orders now that Gardner has regained control of rappelling. On its next turn it will fly to catch the drone and take it down to safely to the ground.

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

That ends IP1 of CT7. So back up at the top for IP2.

What's the Plant Spirit doing Gardner?
Eclipse already posted that he was going to fire at the armored Guard for this pass.
What is Silas going to be doing?
Mach_Ten
QUOTE (Slacker @ Apr 5 2013, 04:23 PM) *
What is Silas going to be doing?

Landing spectacularly of course ... and trying to keep Acson out of harms way while we try to extract.

His bike is parked near the Yamehamehop building (or whatever it was called where we started)
so is either getting in the severely beat up van or Legging it across the street carrying / dragging matey boy Parker

but first things first ... Avoid collision with Mr. Talky man

Simple Action: reaction ? climbing ? Gymnastics ? all of the above? to not hit the guy below me by swinging my momentum on the rope.

Free Action : "Needle ! whats da FRAG Girl ? Dat fing's got more rust than bullet holes ! will it get us outta here ???"

Simple Action: unclipping from the rig and prepping to run .. somewhere
Kiirnodel
Quick! Anyone want a slightly malfunctioning drone?!?

Silly Spirit, drones aren't importants nyahnyah.gif

But yeah, I was kind of expecting something like that to happen at some point, at least it's funny and not tragic or something. biggrin.gif

On a more serious note. I went back through all the posts (colecting data for that IC post that I missed) and I think the enemy Air Elemental might have been disrupted by that last attack. I totalled up 13 Stun damage overall. In either case, the Plant Spirit will go Astral this turn. There aren't any (other) astral forms up here on the balcony, and its job is to defend the group, not hold a grudge against an Air Elemental. It saw the drones go past, and can hear the gunfire (and probably sense Gardner's tension) so it will set up to move down next combat turn.
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