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[SM OOC] 6-02 Amber Waves of Grain

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« Reply #180 on: <07-01-16/2205:01> »
Phew!

So, we drive up I guess.... And deal with the elementals later.

CraterShip

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« Reply #181 on: <07-07-16/1358:50> »
Hope you're all ready for things to get interesting...

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« Reply #182 on: <07-07-16/1732:01> »
I may be a bit patchy on when I can respond over the next bit, so I'm going to post init and some questions on spec so that I don't hold anything up if I miss a few days at some point. 

Init:  init: 15+1d6 16

BIO:  At the first sign of trouble, Alf is planning to drop the illusion he's been holding over the tank and to cast a silence spell, centered just next to the van, aiming to cover the van and the people we are talking too.  Please let me know if a 5 metre radius (overall 10 metres, or about 11 yards, across) would be too small (I'd be very surprised if it was).  For that matter, let me know if five metre radius would also let it cover anything else interesting if Alf positioned it a bit differently.

biotech66

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« Reply #183 on: <07-11-16/2348:08> »
Human guards   [1d6+7] = 3+7 = 10

Elementals    [3d6+10] = 12+10 = 22


There are currently two guards and two elementals near the truck.  Let the games begin!  Post your actions and I'll deal with them as they would arise.
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Herr Brackhaus

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« Reply #184 on: <07-12-16/0728:58> »
Initiative: 10+3d6 23

Attacking whatever looks more threatening, so one of the spirits if they're materialized and a guard if not; since we're dealing with Spirits he's loaded the extended clip containing APDS and Tracer Rounds. Between Hawk Eye and Tracer Rounds, he's at no penalty out to 350m.

Simple Action: Take Aim
Simple Action: Fire Full-Auto (6 rounds)
Free Action: Called Shot (Vitals)

Agility 6 + Automatics (Assault Rifles) 6 (+2) + Take Aim 1 + Holographic Sight 1 - Called Shot (Vitals) 2 for a total of 14 dice.
Attack: 14d6t5 4

Relatively confident I'm attacking from ambush as there's been no indication that I've been spotted, but let me know if you want a surprise test. DV is 10P + 2 for called shot + net hits for maximum of 16P, -6AP (hardened armor is affected first), -5 to defense if they even get a defense test.

Irn0rchid

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« Reply #185 on: <07-12-16/1027:01> »
HB: Isn't Called Shot -4?

Init: 3d6+10 23

Not sure on the force of the Earth Elementals since they're 2d6 + Fx2 - 1 normally but you rolled 3d6+10. I'll guess that's astral init, which would make them F5.

So when Marcus described the patrols they were close to the dome, but the van's now driven a quarter mile from the first encounter, so she's around 500 meters away now, which makes it long or extreme range, depending on which side of the 500 it falls. :P Since she's same init as Marcus, unless someone else ends up going first, she wont know it's shooting time till he goes off, so pass one is Take Aim twice on the elemental furthest from him. Pass two will be Take Aim again, then Called Shot Vitals (Elemental's got nards!), then Single Shot.

Long/Extreme Range w/Scope: -1/3
Shoot the Elemental!: 13d6t5 5
If you decide it's Extreme Range, I'll reroll misses with Edge
Edge Re-roll: 8d6t5 1
For all the good it does. :P
Long Range: 5 Hits, Extreme Range: 4 Hits

Assuming this would be a surprise attack since the Elemental should be looking at the van or Marcus.

Gun is 12P +2 DV from Take Aim + 2 DV from Called Shot, -1 AP with APDS for a total of -5 AP.
Long Range: 21P -5 AP
Extreme Range: 20P -5AP
F5 Elemental has 10 Hardened Armor, so a resist pool of 10 with 5 auto-successes (countered by the -5 AP), so should just be a pool of 10.
F5 Elemental has 10 Hardened Armor, so a resist pool of 10 with 5 auto-successes. -5 AP means a pool of 5 and 5 auto successes.

F5 Elemental has 9 Body, so 13 Physical Boxes. It needs 8 successes out of 10 to survive the Extreme Range shot assuming I did all my math right.

F5 Elemental has 9 Body, so 13 Physical Boxes. It needs 3 successes out of 5 to survive the Extreme Range shot assuming I did all my math right.

Init pass 3 will be to shoot at whatever looks shootable, so Take Aim to reduce range, then single shot.
Shoot the next shootable thing!: 17d6t5 6 (4 if Extreme Range)
12P + 6 (4) - Opponents Defense Roll, AP -5

I'll IC once I know what happens. :)
« Last Edit: <07-12-16/1051:40> by Irn0rchid »

Herr Brackhaus

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« Reply #186 on: <07-12-16/1029:58> »
Normally it is, Irn0rchid, but Marcus has the Sharpshooter quality ;)

Also, how do you get +2 DV from Take Aim?
« Last Edit: <07-12-16/1032:00> by Herr Brackhaus »

Irn0rchid

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« Reply #187 on: <07-12-16/1037:39> »
Ahha! Tricky Marcus!

Oooh, I misrememebred, it's +1 Pool, not +1 DV. :(

But in this case, that means +2 DV! :P
Take Aim dice: 2d6t5 2

Oh, and I was wrong about APDS vs Hardened Armor. It would be 5 Auto hits and a pool of 5, instead of 0 auto hits and a pool of 10.

Herr Brackhaus

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« Reply #188 on: <07-12-16/1422:46> »
Nice roll, 100% success on 2 dice! :D

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« Reply #189 on: <07-12-16/1751:52> »

One simple action to instruct his Smoke-in-Your-Eyes (his spirit), and it will then presumably use noxious breath on the people.  With luck disabling them before they can communicate anything coherent.

Spirit init:  Smoke-in-Your-Eyes Init: 14+2d6 26  woot—max init!  Although it won’t go until after Alf’s first action.

I don’t have books here, but assuming noxious breath will work out to be forcex2 dice, and it will hit as many as it can with its first action
   noxious breath: 10d6t5 1  well, spirit is quick, but not effective it seems (at least not a glitch – ‘only’ four 1s)


Then Alf quick-casts (+3 drain) a lightning ball, which thanks to it using a fetish has drain of F-3, netting drain of F.  He throws a force four and hopes to get lucky enough to do a point of damage, slowing them down.

Cast Cast Lightning Ball: 11d6t5 2
     Drek – Bio, it is going to scatter 2d6-2 metres.  I don’t have the scatter table here with me, so I can’t say in which direction.
     Drain -- drain vs Lightning Ball: 15d6t5 8  At least he doesn’t suffer from that.

Man, rolls today are all either fantastic or terrible

CraterShip

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« Reply #190 on: <07-12-16/1811:28> »
11+2d6=19

Kereina's initial action would be to slam the van into reverse and get some distance. The mage and the cargo are too precious to lose this early.

After that, she'll command the two rotodrones to open fire, suppressing the guards/elementals if they can be...
Lynx combat drone will move up to within range, but will likely be unable to fire until then. In the meantime, it'll lob it's two smoke grenades to help cover the van, and hopefully not kill our snipers' ability to fire in.

Rolls:
Pilot4+Targeting Autosoft 4 = 8d6 = 2 hits
Pilot 3 + Target Autosoft 3 = 6d6 = 1 hit

If I did anything wrong, please let me know. I'm still a little lost on drone initiative.

biotech66

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« Reply #191 on: <07-12-16/2246:40> »
Scatter on the elementals
[2d6-2] = 6-2 = 4  Four meters off.  Not horrible, but not great.

Soak roll for the elementals...
[9d6s4] = 4


1st blast against the elemental
Hardened armor of 10-6 to 4 
   [10d6s4] = 8
[6d6s4] = 4  He takes 4 boxes of damage.  Its up but hurt.

Second round of attacks on the one elemental from the sniper-being nice and just saying long
[10d6s4] = 5
[6d6s4] = 4  Under the combined assault of the two gunmen, the elemental evaporates to dirt.





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Herr Brackhaus

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« Reply #192 on: <07-12-16/2342:07> »
That would be both spirits down... The sniper was an instant kill all by itself, and Marcus' assault rifle burst combined with the ball lighting would take down the second...

biotech66

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« Reply #193 on: <07-13-16/2051:37> »
I have to break up the rolls at the program only handles up to 10 dice at a time.  It took both gunners to take down the one.  They roll 19 dice -AP and get automatic hits on top of that.  The one is down, but the other has a massive dent in it.

As for drone init, on your turn you give them a command as a complex action.  You can have as many drones part of the command as you got running, but then you roll init for them (usually as a group).  When we get to their pass they do their thing automatically.  Otherwise you jump in to one and act on your own init.  You roll more dice, but you can have an entire sniper team of drones running around almost a km up in the air raining down hell.

I have some peoples section passes, what does the rest of the team want to do?  Right now you see the two guards.  They just shot at the car, but cant get a bead an anyone yet.
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Irn0rchid

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« Reply #194 on: <07-13-16/2108:52> »
Out of curiosity, how do they get to 19? I thought they only got 10 -AP with 5 auto?

 

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