Shadow
Aug 8 2004, 12:58 AM
Is there anything we can get behind once we are out of the door?
Sorry about the delays. Really, really sorry. I am on it from now on out though.
spitfire gecko
Aug 8 2004, 01:33 AM
Welcome back.
I think we need to wait for FX's map before we can decide on a course of action.
By the way, Roland is the boss, not me. He's sort of not here at the moment though.
Fu-Man Chu
Aug 8 2004, 08:33 AM
Yeah, I was going to echo that sentiment, Big R's Bravo lead. Also, Reaper will be tackling the Spirits ASAP cuz they can bring a world of hurt to us crammed into the little corridor.
FXcalibur
Aug 8 2004, 01:01 PM
Team BGood to see you back Shadow.
Very Rough MapIt's a small map, very loose detail since I don't think you'll be needing that much detail. The floor is piled with craters, dead bodies and various debris - the
entire area is considered difficult ground. Initiative coming soon.
And yes, there are pillars everywhere - crazy modern architecture, I say!
The blocks are solid cover - piles of bodies, collapsed ceiling, so on and so forth. Get creative with what kind of environment and cover you take, I don't mind at all.
It's only a small portion of a much larger area. The distance from the corridor to the KE imposter is only 10 metres. Need a visual picture? Imagine a shootout in your local high class shopping mall, only with rockets, flamethrowers and explosives.
FXcalibur
Aug 8 2004, 01:42 PM
INITIATIVE LIST FOR TEAM B
Reaper 32 (Astral)
Kadel 31
Downtown 29
Roland 14
Theodor 11
ENEMIES
Knight Errant 30
Man with a machine gun 30 (*These three fellas are bunched at location 3)
Man with an assault rifle 23
Lady with an SMG 21
Male Mage 20 (* bunched with spirits at location 4)
SPIRITS
City Spirit No.One 31 (Astral)
City Spirit No.Two 31 (Astral)
City Spirit No.Three 27 (Astral)
City Spirit No.Four 26 (Astral)
City Spirit No.Five 26 (Astral)
The dwarf slinks away, and Sundancer drags her wounded friend away from the entrance as quickly as possible.
Gentlemen, declare actions!
I want this one to go fast. There will be a maximum of 2 days time period per round for declaring actions. Any miss and your turn is skipped/action held. If roland doesn't come back from vacation soon, I assume him away from the fight.
spitfire gecko
Aug 8 2004, 03:48 PM
Bypassing the KE guy's cover by shooting through the desk.
[ Spoiler ]
TN = 7 (Running on difficult ground, stationary target, smartlink 2)
Centering against penalties: TN = 2 (7-6)
10 04 03 03 03 02
TN reduced by 3. New TN = 4.
Attack test:
10 05 05 04 04 03 03 03 02 02 02 02 02 02 01 01 01
#D:17 TN:4 S:5
Throwing a dual-charged concussion-flash grenade at #3, two meters pass the rubble. Rough diagram:
---o
[ ]
- = terrorist, o = grenade, [ ] = rubble
[ Spoiler ]
TN = 10 (short range, running on difficult ground)
05 04 03 01 01
#D:5 TN:10 S:0
Scatter direction: 6
Scatter: 2
Arriving at the pillar between #3 and the door the end of the initiative pass, taking 8 points of cover behind it.
FXcalibur
Aug 8 2004, 04:24 PM
I am fairly sure Reaper will take the spirits, and I'm free, so I'll resolve Kadel's action first.
[ Spoiler ]
Knight doesn't dodge, rolls 9(!) successes on his damage resist test. Ping!
[ Spoiler ]
Rolled for all three of them, none of them were affected by the Flashbang. Roleplay wise, you don't see any movement or hear anything.
And the Knight's up next, so might as well speed it up a bit, and...
[ Spoiler ]
1 aim action + BF through the pillar at Kadel. Using Ares Alpha + EXE rounds. 5 successes. Base 8M becomes 13D+ Damage to dodge or resist. Roleplay wise, the pillar gets pummeled with exploding rounds.
And the machine gunner...
[ Spoiler ]
He's in the midst of reloading his Ultimax with a new belt. You guys don't see him.
Then I wait for Reaper
FXcalibur
Aug 8 2004, 04:38 PM
That last post turned out weird.
I think I better clarify a few more rules, since people have been asking. You know thermo? You know that +8 cover? Barring other mods and obstacles in your way, your thermo helps reduce that +8 to a +4, and a +4 to a +2. I thought this was fairly standard in games, but I guess not. Anyway, that's my ruling on the matter; sorry for not realizing earlier. It doesn't reduce your penalty for shooting from cover.
Also, I follow the school of thought where you either shoot through +8 cover or try to break past the barrier rating, whenever your opponent takes cover. hiding behind a house plant or sheet of paper and getting full +8 always kind of struck me as odd
spitfire gecko
Aug 8 2004, 04:39 PM
13D = 13S, I assume.
Soaking it with 5 combat pool.
8 points of armor, so TN = 5
10 09 09 05 05 04 04 03 03 02
Karma reroll.
14 09 04 02 01.
Moderate wound.
GreatChicken
Aug 8 2004, 05:03 PM
...Ah screw that. I'll attempt to throw a grenade at the 3 gunners bunched together.
Simple Action 1: Throwing Aerodynamic Grenade: Gas at SMG'er, MG'er and AR'er
TN: 4 (short range)
Rolling scatter: 2.
Rolling scatter dist: 2, 5 (7m)
Rolling throw: 2, 3, 4, 5, 5, 5 (4 successes, 2 to reduce scatter)
Using Small Unit Tactics: Throw the grenade in such a way as to flush the 3 out of cover into the open
TN: Unknown
Rolling SUT: 2, 3, 4, 4, 5
Simple Action 2: Run to cover (other side of knight's table)
Shadow
Aug 8 2004, 10:38 PM
DT is going to run forward 5 meters then tuck and roll. He should come up right in front of the KE guard, at which point he is going to go full auto.
[ Spoiler ]
Athletics test to run, roll, and come up where I want, instead of slipping and falling on some debris. My goal here is to basically come up right in front of the desk, stick the gun in his chest and hold the trigger down
13 08 05 05 05 04 04 Shooting the KE imposter
Weapon: G36 (XX Ammo) Base Damage: 9M (11M)
Rounds firing: 6
Recoil reduction: 5
Total Damage: 17D
Modifiers(known): Attacker Running, Target stationary, attacker moving over difficult ground, laser site, recoil
Estimated TN: 6
Skill: 6 (add 6 from combat pool)
13 10 09 05 04 03 03 02 02 02 02 01 Total estimated successes: 3
Dodge that.
Remaining Combat pool: 2
Panzergeist
Aug 8 2004, 10:45 PM
Hey, Team B, you guys feel like telling the rest of us what that terrorist told you?
spitfire gecko
Aug 8 2004, 11:24 PM
Sure, as soon as we're done getting shot at.
Shadow
Aug 8 2004, 11:59 PM
My thoughts exactly.
last_of_the_great_mikeys
Aug 9 2004, 02:30 AM
Well, I personally think getting shot at was a bad decision.
spitfire gecko
Aug 9 2004, 03:01 AM
You're right. We'll try to convince the next bunch of Ts we see to join us for a tea party instead of whipping out the guns on sight.
FXcalibur
Aug 9 2004, 03:40 AM
Resolving DT's attack and the ARer and SMGer. I'll wait for Reaper after this, I promise.
[ Spoiler ]
Knight puts remaining CP into dodging. Dodge test result 4 successes.
EDIT: Foul up. Clear miss. Serious KP expenditure here.
AR Guy leans out of cover and fires a concussion minigrenade at where DT is. (he's moving before prof theodor, so only DT is in range now). Spends other action diving back behind full cover.
Launch Weapons: 6 successes, Air Timed Concussion mini-nade, Base 12M Stun. 2 successes reduces scatter to 0, 4 remaining raises damage to 12D Stun to dodge/resist. He arcs it over cover, but looks like the Knight is gettin' some too. Damn friendly fire. tsk.
SMG Lady
The SMG lady pops out of cover on the other side of the three stooge's cover, tosses an offensive HE grenade at Kadel, and pops back behind full cover poste haste. grenade set to detonate on impact.
Throwing weapons: 5 successes. scatter dist: 5. 3 successes reduces scatter to 0, 2 stages the grenade's damage from 10S to 10D. You might want to dodge/resist that...
Fu-Man Chu
Aug 9 2004, 03:50 AM
Initiative rolls for Reaper's Elementals (all Force 4)
Fernanda (Fire) 30
Aerial (Air) 29
Brenda (Air) 26
Calista (Air) 26
Reaper's Attack on two closest City Spirits
[ Spoiler ]
#D 13 (7+6 Foci) (saving Astral Combat Pool for defense rolls)
TN Mods: Reach, Opponent Friend in Melee, Multi-Target
Attack #1 TN 2
1: 3 ... Success
2: 1
3: 4 ... Success
4: 4 ... Success
5: 6 + 5 = 11. ... Success
6: 2 ... Success
7: 2 ... Success
8: 2 ... Success
9: 3 ... Success
10: 6 + 3 = 9. ... Success
11: 3 ... Success
12: 5 ... Success
13: 4 ... Success
#S = 12; Base 9S, staged depending on defender roll (hooooo whoooo!)
Attack #2 TN 4
1: 5 ... Success
2: 1
3: 2
4: 6 + 5 = 11. ... Success
5: 3
6: 2
7: 6 + 1 = 7. ... Success
8: 4 ... Success
9: 2
10: 6 + 4 = 10. ... Success
11: 3
12: 2
13: 3
#S = 5; Base 9S, staged depending on defender roll
I guess GM will interpret how Reaper's Elementals attack/defend (sorry to add to all the work of the rolling!)
spitfire gecko
Aug 9 2004, 04:05 AM
Athletics test to dive towards the overturned desk where DT and the KE guy are.
H#:17
TN 2 to soak grenade damage, using 2 combat pool to augment the DR test.
15 10 07 03 02 02 01
#D:7 TN:2 H#:15 S:6
6 successes. Light wound.
FXcalibur
Aug 9 2004, 04:19 AM
I'm already hadling so many people, I've gotten used to it
[ Spoiler ]
Okay,I think I have it done correctly...
Reaper
It's one huge astral melee. I'm not going to list it all down here. City spirits one and two are down and out of it, curtesy of Reaper's uber attacks. City spirits three and five both have a moderate.
Reaper's elementals: Brenda takes a light, Aerial a moderate. The spirits have been ordered to try and take out opposing spirits so they go for your elementals.
Mage
The mage casts an armour spell on himself, Force 6. He's glowing a-like-a really good. He gets the spell up and totally resists drain.
Roland
AFK.
Theodor
Prof hurls a grenade, so let's see here...
ARer, SMGer and MGer all have to resist 6S (now 6D+) stun or drop unconcious the next combat round.
All try to dodge and resist, throwing loadsa CP here. Roleplay wise, theo's grenade nets him a lot of commotion from behind that normally quiet cover. They're gonna go running out next phase. MGer gets Severe Stun. ARer gets M stun. SMGer gets deadly stun. all get +2 TN penalties. All of these effects appear next combat round (round, not pass).
Incidentally, the Knight takes no damage from the grenade, using massive KP once again.
FXcalibur
Aug 9 2004, 04:32 AM
Okay guys, that's a wrap for the first phase! Nice and fast
PHASE 2
INITIATIVE LIST FOR TEAM B
Reaper 32 (Astral) = 22
Kadel 31 = 20 (4 boxes of dmg, pain resist 3)
Downtown 29 = 17 (M stun) (potentially out of it)
Roland 14 = 4
Theodor 11 = 1
ENEMIES
Man with a machine gun 30 = 20
Man with an assault rifle 23 = 10 (S wound)
Lady with an SMG 21 = 11
Male Mage 20 = 10
SPIRITS
City Spirit No.Three 27 (Astral) = 15 (M wound)
City Spirit No.Four 26 (Astral) = 16
City Spirit No.Five 26 (Astral) = 14 (M wound)
REAPER's SPIRITS
Fernanda (Fire) 30 = 20
Aerial (Air) 29 = 17 (M wound)
Brenda (Air) 26 = 15 (L wound)
Calista (Air) 26 = 16
Declare Actions, please!
Beast of Revolutions
Aug 9 2004, 04:37 AM
Let's hurry with the interogation and get moving. We need to get down out of this tower so we can intercept the reinforcements headed for Blackspec.
FXcalibur
Aug 9 2004, 04:38 AM
Team A: Mage is in deadly. Getting swarmed by spirits isn't fun
Beast of Revolutions
Aug 9 2004, 04:40 AM
I'll search the mage for foci.
FXcalibur
Aug 9 2004, 04:42 AM
Sure... Lessee... You find a cougar fineblade knife, which seems to have been a force 1 sustaining focus for the mage, judging by the impressions on the astral.
Honestly speaking, the interrogation can't get you much. Both of them are dazed, wounded, pissing their pants. They're more of the grunt variety, so you honestly don't think you can get much.
spitfire gecko
Aug 9 2004, 04:50 AM
Shooting KE for the second time. Again, shooting through barrier to bypass his cover.
[ Spoiler ]
Centering roll: 05 05 05 03 03 01
TN = 2 (Base) + 2 (Cover) + 1 (4 boxes of damage) - 2 (Centering) = 3
17 08 07 05 05 04 04 04 04 04 03 03 02 02 01 01 01
#D:17 TN:3 H#:17 S:12
12 successes. XX ammunition for 14S. Soak that.
Same deal for Mr. AR.
[ Spoiler ]
TN = 2 (Base) + 2 (Cover) + 4 (Full cover/thermo) + 1 (4 boxes of damage) = 9
10 10 09 08 05 05 05 04 04 04 03 02 02 01 01 01 01
#D:17 TN:9 H#:10 S:3
14S + 3.
Edit: 12 successes, not 14. My bad.
FXcalibur
Aug 9 2004, 08:23 AM
Resolution
[ Spoiler ]
Knight gets 5 successes on soak, as if that helps. He takes a deadly and shitloads of overflow. He's gone.
Assault Rifle guys soaks with 3 successes and takes a Severe.
Knockdown: Stumbles back a bit, still in full cover.
spitfire gecko
Aug 9 2004, 01:37 PM
Oops. Kindly disregard this post.
Fu-Man Chu
Aug 9 2004, 02:14 PM
Reaper's continuing attack on another pair of Spirits
[ Spoiler ]
#D 13 (7+6 Foci) (saving Astral Combat Pool for defense rolls)
TN Mods: Reach, Opponent Friend in Melee, Multi-Target
Attack #1 TN 2
1: 6 + 4 = 10. ... Success
2: 3 ... Success
3: 2 ... Success
4: 6 + 4 = 10. ... Success
5: 6 + 5 = 11. ... Success
6: 1
7: 4 ... Success
8: 4 ... Success
9: 1
10: 5 ... Success
11: 3 ... Success
12: 1
13: 5 ... Success
#D 13, TN2, H# 11, #S 10 (Base 9S)
Attack #2, TN 4
1: 5 ... Success
2: 2
3: 4 ... Success
4: 4 ... Success
5: 4 ... Success
6: 2
7: 2
8: 1
9: 4 ... Success
10: 4 ... Success
11: 3
12: 5 ... Success
13: 1
#D13, TN 4, H#5, #S 7 (Base 9S Damage)
If all the spirits are destroyed, I'll indicate the mage as my next enemy to the elementals.
BTW, Did Reaper notice any foci on the mage?
Shadow
Aug 9 2004, 04:40 PM
DT resists the Grenade:
[ Spoiler ]
Body: 5
Armor: 4
CP: 2
Total Dice: 7 against TN: 8
09 05 04 03 03 02 02
1 karma to reroll failures.
10 10 10 05 04 02
1 more...
04 03 03
DT takes a moderate.
Shadow
Aug 9 2004, 04:48 PM
DT is going to let loose to 3 round bursts at the AR holder.
[ Spoiler ]
Weapon: G36 (XX Ammo) Base Damage: 9M (11M)
Rounds firing: (2) 3 round bursts
Recoil reduction: 5
Total Damage: 14S and 14S respectivly.
Modifiers(known): Attacker wounded (moderate)
Estimated TN: 6 and 7
Skill: 6
1st shot:
15 11 04 04 02 01 1 KP reroll failures:
09 08 05 05 2cnd shot:
17 10 05 05 04 02 [ Spoiler ]
FXcalibur
Aug 9 2004, 11:40 PM
Machine gunner goes first. Resolution:
[ Spoiler ]
Machine Gunner
He leans out from cover and fires an 9-round burst at DT, firing through the table. Using regular + tracer.
Base Damage: 9S 9-round damage, through table: 13D
Successes on attack roll: 1
With his other action, he bounds over the debris filled area and manages to somersault behind the cover the mage is behind now.
Panzergeist
Aug 10 2004, 12:45 AM
I search them all for grenades.
Shadow
Aug 10 2004, 01:33 AM
Soaking....
[ Spoiler ]
DT has 8 points of Bal. armor.
TN 5
Body 5
This could be bad.
13 05 03 02 02
2 Successes brings it to a serious wound. On top of the moderate he already has that brings him one box shy of dead.
FXcalibur
Aug 10 2004, 01:53 AM
For Reaper.
[ Spoiler ]
Reaper
Another massive Astral melee. The spirits didn't have a chance. Remaining 3 Obliterated.
FXcalibur
Aug 10 2004, 09:27 AM
Okay, some book keeping to do. Damn wistooth op again. Thank god it's the last.
DT
A bit of errors on both our parts. The MG's base damage is 9M, his 9 round burst made it 13D. He scores 1 success (forgot the *$&# heavy weapon recoil rules *#*@).
You have a moderate stun wound. Hence, with your two soak successes, you're in Deadly physical. If you don't change your roll, you're out of the fight and the assault rifle guy is doing fine. Doesn't seem too bad though - win this round, get stabilized and get healed magically...might work.
Panzergeist
You manage to ruffle through some pockets and find 2 defensive HE nades and 1 offensive HE nade.
FXcalibur
Aug 10 2004, 10:06 AM
Moving right along...
[ Spoiler ]
Assuming DT is out of the fight and didn't shoot the AR guy to oblivion...
AR Guy
He grabs an IR smoke grenade and tosses it at his feet. He then flees in the opposite direction and tries to hide amongst some rubble.
SMG Lady
She fires a BF at Theodor, shooting through cover, then runs out from behind cover and whilst doing so fires another BF, this time at Kadel. She lands up behind the cover the mage is hiding behind.
First BF: 3 successes (at theo)
Base Damage: 6M, with EXE ammo: 8M, with BF: 11S
Second BF: 1 successes (at kadel)
Base Damage: 6M, with EXE ammo: 8M, with BF: 11S
Mage
Mage starts to panic, then drops an improved invisibility force 5 on himself. He gets 2 successes and goes invisible. He takes Light drain.
GreatChicken
Aug 10 2004, 11:57 AM
[ Spoiler ]
Aw crud. Oh well, have to use my combat dice sometime.
Dodging: burst fire through cover from SMG'er
TN: 5, 4 successes to completely dodge
Combat Dice: 9
2, 3, 3, 3, 4, 5, 5, 5, 5 (4 successes, YES!)
spitfire gecko
Aug 10 2004, 02:50 PM
Soaking it, TN = 3. Using one of the two remaining combat pool dice.
05 05 05 04 03 01
5 successes. Another light wound, for a total of 5 boxes of damage.
kevyn668
Aug 10 2004, 04:39 PM
I'm going to have to drop out of this one. Sorry everybody.
TinkerGnome
Aug 10 2004, 04:48 PM
I'm sorry for being non-postive, but I'm catching up. Slowly.
FXcalibur
Aug 10 2004, 05:03 PM
Okay, our first dropout. Can't say I'm not dissapointed, but I understand how real life goes. Sometimes you just gotta focus on it.
Heh, and I still check in every day even though I'm on assignment week. Oh well, I'm the GM, and that's my responsibility to my game. Start a game, make a commitment. Gotta stick with it.
Well, had fun, best of luck in life, or something.
GreatChicken
Aug 10 2004, 05:03 PM
Simple Action: Throwing Aerodynamic Grenade: Incendiary at SMGer
TN: 4 (Close range)
Rolling Scatter: 2
Rolling Scatter Dist: 5, 4 (9)
Rolling Throw: 10, 7, 5, 5, 3, 2 (4 successes, 3 to reduce scatter, 1 to increase damage)
FXcalibur
Aug 10 2004, 05:18 PM
Resolution
[ Spoiler ]
Okay, the grenades make them all catch fire. The grenade managed to set off the MGer's belt and the SMG lady's gun as well as their sidearms. The mage is caught in the middle, isn't carrying too big a gun. So whilst bullets go off in all directions, the entire area where the grenade hit starts burning and three burning, bloodied and bullet riddled corpses hit the floor.
TEAM B COMBAT OVER
Well, that wasn't too bad, was it? I think I'll lay off the ambushes...
spitfire gecko
Aug 10 2004, 05:35 PM
Did the AR guy manage to get away?
GreatChicken
Aug 10 2004, 05:38 PM
That evil doer sucked gas, literally. He shouldn't get far.
spitfire gecko
Aug 10 2004, 05:52 PM
He's only taking moderate stun though. Still two initiative passes before it takes effect. If he's still in range, which I'm assuming he is considering how large the room is, I'm going to take aim for my next three actions and gun him down on the last pass.
[ Spoiler ]
Centering roll: 09 04 04 04 03 03
TN = 2 + 4 (Total cover/thermo vision) - 3 (Centering) - 3 (Taking Aim) + 1 (Light wound) + 6 (IR smoke) = 7
Using my last combat pool die for the attack test:
14 11 07 07 05 05 04 04 04 03 03 03 03 02 02 02 02 01
Score 4 successes for 14D+
Beast of Revolutions
Aug 11 2004, 02:17 AM
Astral perception: 2 3 4 5 10 11 11
FXcalibur
Aug 11 2004, 11:33 AM
Team A
[ Spoiler ]
You float down to the floor below and find yourself in a rather large room, spanning several floors. Most of it seems to have been blown up by various high explosives.
HereWithin the tenant areas are scattered hostages, some alive, some dead. There are no Ts on this floor. This floorplan continues on for about 10 floors down. All of those don't seem to have any Ts either. Eerie.
This is the 79th floor. On the 77th floor is where the delta coptor crashed. Same floorplan. The delta coptor crashed through on the right side of the map.
Team B
[ Spoiler ]
Reaper spots him easily on the Astral, but hey, Kadel's approach works too. Rolling soak, he gets 1 success, and is blown to bits as he attempts to run away.
Reaper doesn't see anything else alive on the Astral.
spitfire gecko
Aug 11 2004, 03:57 PM
Biotech roll with the rating 10 medkit that I'm borrowing back from Roland for this combat.
[ Spoiler ]
TN = 9
14 08 04 03 02 01 01 01 01 01
1 success, 5 boxes of damage reduced to 1 box.
FX, you might want to jump into PBT's character for a bit and patch up DT before he buys the farm. There's no way I can hit a TN of 12 without any biotech skill. Well, possible, since I just hit a 14, but unlikely.
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