Personally, I was disappointed when the Errata changed the recoil rules. I liked when you had to take an entire action phase to reset it, which made it more tactical. Right now I think the Simple: Aim, Simple: Full Auto combo doesn't have any meaningful downsides, which seems contrary to the "Everything has a price" motto of Fifth Edition. But enough on that.
Thank you for the initiative rolls. I was going to call for those with this post. Ohanzee and Bear took all the hits.
@Malevolence Ohanzee is 2-3 meters away from the trees. He can get to the trees this turn, likely first given his amazing Initiative roll, but it's not perfect protection. If he spends a Simple action to Take Cover he'll get +4 to defense, or +2 if he spends a Simple doing something else. (He'll need to spend one Simple to get up in order to run with a Free.)
1 - Rabid troll biting Sam
Chompity chomp:
6 hitsSam gets Reaction 8 + Intuition 3 + Combat Sense 4 = 15 dice to dodge. Normally he would get Reach dice (since biting attacks are -1 Reach) but I'm deducting them because Sam is using his arms to shoot instead of defend himself. Damage is
15P -1AP + net hits. If he connects, the troll will get a mouthful of Sam's acidic secretions and will roll accordingly.
1 - Sam's grenade
Sam drops his grenade on a dime, or whatever diminutive sizing comparison they use in the future now that hard currency has largely died out. Katsina and the magician in the front seat are going to get a full faceload of it. The decker, in the back seat, will get slightly less. The presence of anyone else and the effect the grenade has on them will be concealed until someone has an opportunity to check. There is no chunky salsa rule in effect because it's a frag grenade and the soft interior of the Bulldog doesn't reflect the fragments. If it were an HE grenade it would be a different disgusting story.
Magician soaking 18P:
5 hits. Magician's adjusted armor does not exceed the damage rating, so the damage is Physical. The magician takes
13P and is overcome with a fatal case of death. Odds are good the magician's summoned spirit will depart when it has an opportunity to do so.
The decker is sitting behind the magician and so gets some cover from the front seats (and from the magician's perforated face).
Decker soaking 17P (from being 1 meter removed):
9 hits. The decker's adjusted armor exceeds the damage rating, and so the damage is stun. The decker takes
8S.
Katsina soaking 18P:
Body 5 + Lined Coat 9 + Ballistic Mask 2 + AP 5:
21d6t5 10 hits, an excellent roll
Katsina's armor does not exceed the damage rating, so the damage is Physical. Katsina takes 8P. In addition to her 1P from astral combat, she is now at
9P and a -3 modifier. This does not exceed her Physical limit (thank you, Increased Strength), so she does not suffer knockdown.
Luckily, it's the end of the combat turn, which (conveniently) is when Katsina's regeneration power kicks in.
Katsina regeneration:
Body 5 + Magic 7:
12d6t5 4 hits, to which she adds her Body 5 to heal a total of
9 boxes. (Regeneration, folks. Love it. Fear it.) The 8P from the frag grenade heals instantly. The 1P from astral combat is a grey area in whether it can be healed by regeneration or not. I'm 50/50 on it, but in the meantime I will say no. Her 2S from the magician's stunbolt is magical in origin and so cannot be healed by regeneration. This leaves Katsina wtih
2S, 1P.
Initiative rolls next.