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[IC] There will be flood.

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Xzylvador

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« Reply #270 on: <11-09-13/1133:36> »
The elves don't do much yet. They crawl to their feet and stumble towards cover, still very much dazed from the crash.
(Starting with the bottom one)
The first tries to take cover from the orks behind a brick and metal trashcan just south of the truck, he reaches it but doesn't look at all happy with that position. Why this is so becomes clear when a second after he reaches it, several loud shots can be heard from behind the truck and the solder/ganger collapses on the pavement with a hole in his chest.
The second crawls towards the wall of the building and pushes himself against it, trying to keep out of sight (and line of fire) of the orks inside.
The sergeant, one arm stuck under the truck, displays an amazing level of courage. She remains lying on her back and buckled in her belt and instead of begging for help or trying to get loose, pulls her sidearm and from her difficult position, fires a shot in the direction of one of the orks behind the flower bed but her shot misses.
The two elves on the square try to reach cover too. One of them gets shot by the two orks on the plaza before reaching cover, he still lives but fails to reach cover, collapsing on the floor and shouting from anger and pain. The second one manages to find cover behind the utility box close to the truck's cabin.
One of the orks in the building fires towards the sergeant but his shot misses. The second one, however, throws his molotov towards the sergeant and doesn't miss, dousing the sergeant in flames. She starts screaming in agony.
From somewhere behind the truck another molotov is thrown, this one aimed inside the driver's cabin of the truck. You hear the bottle break and thick black smoke emerges from the passenger's window. More shouting and footsteps can be heard on the other side of the flatbed.

Yogi

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« Reply #271 on: <11-10-13/1226:20> »
Boomer activated his internal comlink in stealth mode as the world erupted into chaos as gunfire as a firebomb blew near them.  He figured that right now it didn't matter about the comlink.  They were either going to live through this or die trying.  Might as well use all they he could.  He also had his 'link run a diagnostics check on his glitching ears. 

 With a quick look around Boomer spots what he needs.  Several weapons and the turret that is on its side.  "Try and give me some cover." Was all he said as he ran to the overturned turret picking up a heavy pistol that had been dropped by one of the elves.  Coming up to the turret he simply dropped the pistol at his feet for a quick pickup when he was done.   Using natural and augmented strength he up-righted the weapon and attempted to get it operational.  "Come on you bitch you better still be operational."  He said through gritted teeth as he tried to use it as cover from the Orcs in front of him.  They were in deep.  Ambushed and out in the open.  They needed a way to keep the heads of some of the Orcs down.


Ok Boomer will attempt to get the turret working for them.  If he can set it to suppressive fire for one or both groups of 2 orcs in front of them he will. (basically anyone who isn't them)

I included several rolls for things that I thought may apply and two rolls of JiC for for his last 2 passes, just in case.

Str roll for lifting the turret BOD 7 + STR 7 =14 (14d6.hits(5)=7)
Reaction tests for dodging (if possible) Reaction 7 (7d6.hits(5)=0)  No hits no glitch
Reaction tests for dodging (if possible) Reaction 6 (6d6.hits(5)=2)
Heavy weapons knowledge check for the turret. Heavy Weap 2 + LOG 6 =8 (8d6.hits(5)=3)
Hardware check for the turret: Skill 3 + LOG 6 = 9 (9d6.hits(5)=4)
JiC (30d6.hits(5)=6)
JiC (30d6.hits(5)=10)
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Chrona

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« Reply #272 on: <11-10-13/1832:27> »
Three Star scanned the surrounding area, the only cover would let the attackers light a fire under his backside. Preferably they would want to get off the street and inside but with the tuskers throwing around firebombs that wouldn't work either.
A fire to his right, a dead man to his left who helpfully showed Three Star the danger they face behind them and Boomer shouting about covering him.
For now Three Star grabbed two Predators from those strewn about with the dead and holstered one, replacing it in hi cyberarm with a second and keeping hold of a survival knife.
Options were not presenting themselves, so he stayed low and kept his attention on the attackers, ready to dodge incoming fire.

With my attempt at cover unfruitful ill just stay in full defense.

Silence

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« Reply #273 on: <11-12-13/1837:44> »
Spooky looks around, swearing pungently and pretty fluently in every language he knows as he scrambles free of the belt and the seat, barely avoiding the burning woman beneath him, but still managing to get free unsinged.  Once free, he shakes his head a bit as he scrambles off the truck, and dives for a Predator, and tries to find himself some cover that doesn't have a bunch of shooting orcs there already.  Failing that, he scans for the magician he knows is going to be somewhere, because that fragger's about to start gunning for him, given his luck.

"You know, there are times I hate being right.  I mean I really, really wish I could be wrong more often."

Assensing (12d6.hits(5)=1) Gymnastics (4d6.hits(5)=1) And people say Gymnastics is useless....Burning an Edge to negate the glitch. JiC (30d6.hits(5)=12)
« Last Edit: <11-13-13/0018:38> by Silence »
"When the pin is pulled, Mr. Grenade is no longer your friend" - every instructor out there

"Maybe in your case, but he's a great buddy I'm leaving behind." - Siouxsie

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« Reply #274 on: <11-13-13/1342:40> »
IP2:
Quinten leaps up from behind the low brick wall surrounding the garbage heap on the plaza and fires two shots at one of the orks taking cover behind the concrete flowerbed. Attacked in the flanked, the ork has no cover and both shots appear to hit, causing his body to fall to the ground, out of sight. In response to his gunfire, the elf dives to the ground right before several more shots (judging by their sounds coming from the other side of the truck) are fired and chip pieces out of the wall he's hiding behind.
Boomer manages to get grab a pistol and gets close enough to the turret to investigate.
Three Star picks up two guns and a combat knife.

IP3:
Boomer works on the turret, his skill and knowledge of the weapon make the work almost automatic. Making precise, calculated movements with enhanced speed, he seems somewhat like a robot working at an assembly line. Only a little more work needs to be done to get the gun realigned and the turret should be ready to go.
Three Star fires two shots at one of the Orks in the building. Both hit him in the chest, the ork is dead before landing on the ground.

Everyone Roll Initiative for next CT.
Silence/Spooky, don't forget you need to roll 1d6 whenever you use edge to see if it doesn't backfire. I used JiC this time, but I prefer a separate roll for it in the future. Otherwise the post is good and things go as you describe.
None of the orks he can see appears to be awakened.
« Last Edit: <11-13-13/1632:38> by Xzylvador »

Yogi

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« Reply #275 on: <11-14-13/1235:16> »
[IP 1]

As shots rang out Boomer worked with speed and precision.  The first problem he fixed with the turret was its alignment.  It didn't take much sync it back up again.  t had been something he had done many times in the past and this was like second nature.  With the alignment fixed he moved on to the next problem he saw.  The ammo belt wasn't feeding properly and it probably happened in the fall off the truck.  With expertise the jam was cleared and the weapon was goo to go.  He quickly pulled it back a few feet and aimed it in the direction of the two Orcs behind the flower bed.  He was hoping that it would cover those two and anyone coming around the other side of the truck.  With a push of a button he heard the turret chamber a round and smiled as it began to spit hot lead at their ambushers. 


Hardware roll: hardware 3 + LOG 6 = 9 (9d6.hits(5)=4)  Two hits needed to get turret working. 
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« Reply #276 on: <11-14-13/2055:26> »
CT1
[IP2]
Three Star concentrated on getting armed, luckily they had been carrying pred IVs, at least it was what he was used to. Scooping up two and a knife, the Human stayed low. He would prefer close quarters combat but it was unlikely to happen this fight so he favored the gun in his left hand.

[IP3]
When Quentin started out by taking one of the Orks down, Three Star followed suit. Not to be out done he made sure they only had one Ork left above them.

CT2
[IP1]
It was simple enough to switch to the next window and put two shots into the pyro Ork for Three Star. Seeing the Shotgun he wondered if he had planned to try to suppress us with it? Idiocy. The Predator may not have been smart right now, or be as good as Scary Monster but it was doing well enough against Orks of this caliber.


just have a millionty jics (30d6.hits(5)=12, 30d6.hits(5)=9, 30d6.hits(5)=9, 30d6.hits(5)=15, 30d6.hits(5)=15, 30d6.hits(5)=16, 30d6.hits(5)=9, 30d6.hits(5)=4, 30d6.hits(5)=11, 30d6.hits(5)=9, 30d6.hits(5)=8, 30d6.hits(5)=13, 30d6.hits(5)=9, 30d6.hits(5)=5, 30d6.hits(5)=14, 30d6.hits(5)=11, 30d6.hits(5)=11, 30d6.hits(5)=13, 30d6.hits(5)=10, 30d6.hits(5)=11)
« Last Edit: <11-17-13/1100:39> by Chrona »

HydroRaven

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« Reply #277 on: <11-15-13/1750:46> »
CT2
[IP1]
Rat instantly felt the rush from activating his Move-by-Wire system. The world around him was suddenly going back to its normal pace for him. He quickly looked around for a firearm and any other type of weapon he might use, assessing the situation at the same time. He then decided to take one of the Ares Predators and headed for the building where the two orks were in.
« Last Edit: <11-15-13/1902:11> by HydroRaven »
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« Reply #278 on: <11-17-13/1141:30> »
With the enemy on the other side of the truck, Spooky follows Rat into the building, mostly because inside provides more cover than the open road.  "I'll cover you, just don't get too far ahead, chummer."

JiC (30d6.hits(5)=7)
"When the pin is pulled, Mr. Grenade is no longer your friend" - every instructor out there

"Maybe in your case, but he's a great buddy I'm leaving behind." - Siouxsie

Xzylvador

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« Reply #279 on: <11-20-13/0443:55> »
Three Star's pistol fire takes out the ork in the building, Rat and Spooky run into it to take cover from the ones that are sure to be approaching from behind.
Quinten pops out of cover again but doesn't get a lot of time before bullets start hitting the wall he's taking cover behind. He manages to fire off a shot toward the group heading your way but is forced back into cover before he can take a second one.
Two ancients remain alive, although one seems to wish she were dead; trapped under the truck and screaming in agony as the flames from the molotov cocktail consume her flesh. The second is cowering behind the cover of a utility box, simply staring wide-eyed at the burning sergeant but not making any move to help her.
Then the orks arrive from both north and south of the truck simultaneously.

South, 4 Ork gangers.
Two see Rat and Spooky run into the building and open fire on them.
Two more run around the cover of the truck and charge toward Three Star.
Both are wielding axes, though they're not really combat axes and have seen better days.

North: 4 Ork gangers.
One, wielding an axe, heads for Quinten.
Three more come around the truck's cabin and run straight into the turret's line of sight, it responds with suppressive fire.
Two orks get hit but before they take multiple rounds, a third manages to somehow avoid the incoming hail of bullets and charges for the nearest enemy, barging into the turret on his way and knocking it down.
The elf soldier/ganger, prone, dazed and in shock, barely even responds to the incoming attack and the axe slams into his chest. He almost shouts, but passes out before he can.

Quote from: rolls & stuff
Rat & Spooky: 7d6.hits(5)=2, 7d6.hits(5)=6, 7d6.hits(5)=2, 7d6.hits(5)=3
First one's got a heavy pistol and fires at Rat. 2 and 6 hits. 5P -1AP
Second's got a shotgun and aims for Spooky. 2 and 3 hits. (9P(f), +2AP)
Defenses at +6 for running and cover from the building.

Three Star: Melee attacks w/ charge and friends forgot reach: Reach (12d6=2, 12d6=5)
Weapons: Reach 2, 7P, 0AP

North:
Turret: Suppressive fire (6d6=20) (Damned fever, keep forgetting to add .hits(5). 2 hits.
First ork doesn't go full defense, the other two do.
Ork defense (5d6.hits(5)=3, 7d6.hits(5)=1, 7d6.hits(5)=1)
Ironically, only the one that doesn't choose defense is the one that doesn't get hit.
2 orks take 4P damage.
Axing a prone and wounded elf. (9d6.hits(5)=2)

« Last Edit: <11-20-13/0850:21> by Xzylvador »

HydroRaven

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« Reply #280 on: <11-20-13/0640:49> »
As he runs towards the building, Rat hears gunshots from the north side of the street. He tries to hurry and get to cover before making himself an easier target than he already is, but feels his body not working like it should. "Ahh drek!" thinks the ork before the pain of his wound catches up to him.

Reaction 9 + Various Modifiers 6 (15d6.hits(5)=6, 15d6.hits(5)=3) no glitches. So first shot misses, second connects with 3 net hits.

Body 5 + Bone Lacing 2 - AP 1 (6d6.hits(5)=3) no glitches, so that means 5P for Rat.

Edit: Forgot armour, so I'll post it here as well to have everything at the same place. Armour (6d6.hits(5)=3) no glitches, so that's 2P for Rat.
« Last Edit: <11-20-13/2036:32> by HydroRaven »
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« Reply #281 on: <11-20-13/1733:42> »
"Frag!" Spooky yells as the first shotgun blast barely misses him, and he runs faster, firing blindly towards the shotgun blast, missing completely.

"Frag me gently with a fraggin' chainsaw!!!" Is screamed as Rat catches a round, and another blast narrowly misses him, but he manages to knock Rat into the doorway as the injured orc slows.  "Cover!'

Spooky looks Rat over quickly once they've got some shelter.  "You hit bad?  Because I'm pretty fraggin' sure the medic's dead out there."

Dodging (12d6.hits(5)=2) Dodging more (12d6.hits(5)=3)
"When the pin is pulled, Mr. Grenade is no longer your friend" - every instructor out there

"Maybe in your case, but he's a great buddy I'm leaving behind." - Siouxsie

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« Reply #282 on: <11-20-13/1739:08> »
Three Star easily swayed his body to the motions of the clumsy axes as they fell passed him. It would seem they had decided to attempt bringing the fight to close range, so for now he would remain on the defense until an opportunity presented itself.

Interrupt Full Dodge, Dodge 4*2 and REA 8, -1 for multiple dodges in one turn. (16d6.hits(5)=4, 15d6.hits(5)=5) Both miss
Jics (30d6.hits(5)=12)

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« Reply #283 on: <11-21-13/1833:45> »
Rat, ignoring the pain from his body, says "Hang tight" to Spooky as he jumps back out of the building and sprints towards the two armed orks that shot at them.

JiC (30d6.hits(5)=10)
« Last Edit: <11-21-13/2027:18> by HydroRaven »
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« Reply #284 on: <11-21-13/2006:23> »
Boomer laughed heartily as the turret opened up on the unsuspecting gangers rounding the end of the truck.  The results weren't as good as he had hoped.  None were dead but two had taken rounds.   One slipped by the fire knocking the turret over and ended the cowering Elf by sinking an axe into his chest.  His laugh faded out as he drew his borrowed Predator.  "You picked the wrong group of Elves to try and ambush today."  With practiced ease he took aim and sent the mental command to fire the weapon. 


Free action to ready weapon. 
Two shots at the Orc who axed the Elf. 
1st shot. AGI 7 + skill 7 + smart link 2 - non dwarf customized weapon 1 = 15 (15d6.hits(5)=7)  5P -1AP
2nd shot. AGI 7 + skill 7 + smart link 2 - non dwarf customized weapon 1 = 15 (15d6.hits(5)=7)  5P =1 AP
WOW 7 hits each

Some reaction dodge rolls if needed
REaction for any dodging 7 dice (7d6.hits(5)=2)
REaction for any dodging 6 dice (6d6.hits(5)=2)

gun resist damage rolls if needed
Resist rolls if needed BODY 7 + Armored jacket 8 + FFBA 6 = 21 (21d6.hits(5)=6)
Resist rolls if needed BODY 7 + Armored jacket 8 + FFBA 6 = 21 (21d6.hits(5)=10)

JiC (30d6.hits(5)=11)


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