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Into the Chaos (OOC)

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Ennui

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« Reply #270 on: <10-23-16/0234:56> »
Narco increases any attributes that are increased by +1 so I would think the initiative is at  least +1, I didn't really think it would give me a whole extra die but I can dream can't I?
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Jack_Spade

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« Reply #271 on: <10-23-16/0506:31> »
Composure: 9d6t5 5

Full Body Armor, and No Fear: Kynos can ignore the rats while shooting at the undead

In case he reaches me in melee: Defense: 15d6t5 7

Ini is in IP 22
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To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

gilga

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« Reply #272 on: <10-23-16/0550:05> »
As the distances are close due to the nature of the environment I assume melee range tough you will not take the in melee penalty before you are actually attacked:

order is:
1. Kynos 22 - shoots undead 1 - 2 hits full auto:
2. Undead 1: 21 - Attack Irris (6 hits) if hits 9P + net hits damage (note that the armor will likely convert it to stun).
3. Ayato: 20 -
4. Undead 2: 20 - Attack Kynos 3 hits - will miss.
5. Undead 3: 18 - Attack Ayato 2 hits - (will miss?)
6. Irris - 13 - (must resolve rat situation before she can fend for herself).

The 3 smugglers since you disarmed them are not going to participate, either they are paralyzed with fear by the swarm of rats biting them or they are already vast asleep. Whatever seems to fit more with your timeline as I kind of intercepted you in the way to the car.

The undead roll 12 dice to dodge, but use full defense to add 6 more dice if attacked, so they are going to be a bit tricky to hit (18 dice to dodge). Feel free to roll for them if you want to resolve quicker.

 Oh and for damage, they get 9 dice to resist damage with body and they wear no armor.  (12 physical track, 11 stun).

Resolution:
1. Kynos shoots undead 1 with full auto burst and misses.
Undead 1 goes full defense +6 to defense dodge kynos -5 + full defense: 13d6t5 3

2. Undead 1 attacks Irris with 6 hits - ...
« Last Edit: <10-23-16/0559:16> by gilga »

Kuirem

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« Reply #273 on: <10-23-16/0609:34> »
Can Wheely send his Doberman into the sewer to help or is he too far?

gilga

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« Reply #274 on: <10-23-16/0641:52> »
Not to interfere with this combat, and I would not allow a doberman to walk the sewers it is kind of a car with guns the way I visualize it. (I'd allow a walker or the goldfish).

Kuirem

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« Reply #275 on: <10-23-16/0709:09> »
Gecko Tips help a lot. Even if I could the combat would probably be over before it can get there anyway  ;D

Jack_Spade

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« Reply #276 on: <10-23-16/0719:07> »
Action at Ini 12

Aim (Reset Recoil)
Free Action: Called Shot Vitals
Simple action: Full Auto Burst
-3 for shooting into melee -4 for called shot:

Shoot (Called Shot Vitals, Full auto): 11d6t5 6 [11d6t5=6, 3, 6, 3, 3, 6, 1, 5, 5, 2, 6]

DV 13 P AP 2 + Net successes, Dodge -8 (-5 Burst -3 Defender in melee)
Undead Defense: 10d6t5 1[10d6t5=2, 4, 3, 2, 4, 1, 3, 4, 5, 3]

DV 18 AP 2

Don't know how much armor and Body that particular undead has, but this should hurt them.
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

gilga

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« Reply #277 on: <10-23-16/0806:15> »
They get 9 dice to resist damage with body and they wear no armor.  (12 physical track, 11 stun).
so he is probably splashed on the floor.

Damage resistance: 9d6t5 2

Kynos shot will kill one of the zombies int he second initiative round.

and I do not think that 'take aim' qualifies for to stop the recoil if you continue to shoot in that action phase:

Recoil penalties are cumulative over every Action Phase
and Combat Turn unless the character takes, or is forced
into, an action other than shooting for an entire Action
Phase.

The way I read it is that you need to do something other than shooting for an entire initiative phase.

Though I admit that  the phrasing is unclear, do you usually allow 'take aim' and continue firing to reset recoil in your games ?

 (it seems kind of odd for me but I have an open mind and can embrace that interpretation. It does means however that almost anyone can fire a full auto simple action continuously.).


« Last Edit: <10-23-16/0814:11> by gilga »

Jack_Spade

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« Reply #278 on: <10-23-16/0823:33> »
Core Errata:

RECOIL CLARIFICATION  (P. 175, PROGRESSIVE RECOIL, PARAGRAPH 1) The second sentence of the paragraph currently reads: “Recoil penalties are cumulative over every Action Phase and Combat Turn unless the character takes, or is forced into, an action other than shooting for an entire Action Phase.” It should read: “Recoil penalties are cumulative over every Action Phase and Combat Turn unless the character takes, or is forced into, a Simple or Complex Action other than shooting.”
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

gilga

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« Reply #279 on: <10-23-16/0857:59> »
Yes I now understands that, Automatics is definately a great ranged selection, even better than I thought.

Stuttrboy

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« Reply #280 on: <10-23-16/1444:36> »
FreeAction activate Weapon Focus
Attack on 20 undead #2
Attack; dodge: 16d6t5 5 18d6t5 5 1 karma to reroll misses
reroll: 11d6t5 4 accuracy of 7 max
soak versus DV12: 9d6t5 3

Defense
defense: 10d6t5 5 miss

Simple action activate Astral Perception
Attack on 10
attack 2; defense 2: 16d6t5 6 18d6t5 4


Does Irris need to roll defense since zombie 1 was killed the pass before it was able to attack?
Life is a hideous thing, and from the background behind what we know of it peer daemoniacal hints of truth which make it sometimes a thousandfold more hideous. --H. P. Lovecraft

gilga

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« Reply #281 on: <10-23-16/1447:45> »
Yes she did, Zombie 1 dies in the second initiative pass the first full auto burst was a miss.

Stuttrboy

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« Reply #282 on: <10-23-16/1451:39> »
Ah I guess I misunderstood.
Life is a hideous thing, and from the background behind what we know of it peer daemoniacal hints of truth which make it sometimes a thousandfold more hideous. --H. P. Lovecraft

gilga

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« Reply #283 on: <10-23-16/1452:45> »
Okay so if I understand correctly:

In the first initiative pass:
Jack missed.
Zombie 2 -3 missed jack and Ayato.
Ayato attacked zombie 2 for 9 physical damage.
Zombie 1 attacked Irris (still need to resolve)


Initiative round 2:
Kynos 12
Ayato 10
Zombie 2: 7 (-3 from wound penalties)
Irris 3 
Zombie 1  1
Zombie 3: 8

Zombie 1 and 2 are killed by Jack and Ayato, so the only zombie to attack at the second round is zombie 3 that is unharmed.
Attack Ayato: 13d6t5 4
« Last Edit: <10-23-16/1501:06> by gilga »

Jack_Spade

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« Reply #284 on: <10-23-16/1514:54> »
Using, my last phase (2) to do the same trick again:

Aim
Vitals Shot
FA Burst: FA Burst Vitals: 14d6t5 8[14d6t5=3, 2, 5, 6, 5, 5, 1, 5, 3, 3, 5, 1, 6, 6] (reached my limit)
13 P AP 2 Defense -8 (-5 Burst -3 Melee) + Net hits

Undead Defense: 4d6t5 0 [4d6t5=1, 1, 2, 3]

Soak: Soak: 9d6t5 5 [9d6t5=5, 4, 5, 2, 5, 2, 6, 4, 5]

16 P => Splatter
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

 

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