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Road to Redmond II -- Blood alone moves the wheels

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Walks Through Walls

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« Reply #345 on: <03-26-12/1953:52> »
On the team hush Walks Through Walls will sub-vocally say, "B.B. another one coming towards you in the bathroom. You OK or should I take him out?"
After guard 1 passes the doorway Walks Through Walls will sneak along the wall a bit so she isn't in the doorway, but keeping guard 3 and 4 in sight. If she thinks she can move to the reception station without drawing attention she will move that way.

(OOC agility 6 + infiltration 2+ Urban specialization=10d6: 10d6.hits(5) → [6,4,5,5,4,4,6,2,1,6] = (5) )
She will continue to watch Guard 1 and the other guards to see if any of them suspect anything yet.
"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

inca1980

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« Reply #346 on: <03-27-12/2247:47> »
@BB:
Walks gives you a heads up and you get ready.  The guard walks into the bathroom and seems completely distracted by the body on the floor to even notice you.

[OOC: just keep the same surprise rolls and init and we'll say that 2 Combat Turns have passed as g1 walked to the bathroom and it's the beginning of the 3rd CT.]

Initiative:
IP1,CT3: BB--14, Cynthia--12, Guards -- 8
Edge: BB 2/3, Cynthia 2/3, Woofer 3/3, Mercedes 2/2
Wounds: Guard2{10S,1P, unc.}

FastJack

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« Reply #347 on: <03-28-12/0754:33> »
Mercedes watches everything from cover, ready to help when needed.

Initiative Roll (7d6.hits(5)=3) + 7 = 10
Surprise Roll (10d6.hits(5)=2)

Kontact

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« Reply #348 on: <03-30-12/0531:57> »
[OOC:  Free action to call shot for damage.  Simple action for the long narrow burst 12d6.hits(5) → [1,1,3,4,6,4,1,3,3,1,2,2] = (1) obvs not good enough.  rerolling w/edge 11d6.hits(5) → [6,3,4,6,2,6,1,4,5,3,4] = (4)  5 hits.  Should be 15S(e) + hits.  Holding 2nd simple to cut the lights if Walks doesn't down the last man.]

Brian took up a firing position near the corner and logged into the reception node.  From his perch, he pinged his radar a couple times just to watch the guard approach.  When he did, Brian aimed a tight burst right at the man's head level.


inca1980

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« Reply #349 on: <03-30-12/1756:35> »
@BB:
[OOC: Guard1: Body 5 + Armer/2 7 + Insul 6 = (18d6.hits(5)=7).  Total incoming was 20S(e) and he soaked 7.  Out cold.  They can't hear silenced shots but roll to hear fall, Guard's perception: Int 3 + Perc 2 + Teamwork 1 + Not in Immediate vicinity -2 (2) = (4d6.hits(5)=2).  They hear it.]

Just as the guard whipping around to react to report in his fallen comrade BB paints him with little sticky black puddy which also causes him to jolt and hit the wall and tumble to the ground.  The sound of a falling sack of potatoes was too loud for BB's comfort and he flinches.

@Walks & Mercedes:
You both hear the tumble in the bathroom and you can immediately tell the guards can heard it as well.  the one in the left corner yells out, "What the fuck is going on in there?  I'm gonna find Tracy and tell her to hurry her little filmshoot up before central thinks something fishy's going down..."  He starts moving directly towards the airlock.   

[OOC: It's still the surprise IP if you wanna act against the guards.]

Initiative:
IP1,CT3: BB--14, Cynthia--12, Mercedes--10, Guards -- 8
Edge: BB 1/3, Cynthia 2/3, Woofer 3/3, Mercedes 2/2
Wounds: G2{unc.}, G1{unc.}
« Last Edit: <04-02-12/2042:46> by inca1980 »

Walks Through Walls

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« Reply #350 on: <03-30-12/2134:22> »
Walks Through Walls will wait until he has moved forward enough that G4 is out of his line of sight then I will fire twice with her taser at G4.

(OOC shot #1 agility 6 + pistol 1 + specialization 2= 9 dice: 9d6.hits(5) → [4,1,5,2,4,5,3,3,5] = (3)
shot #2 agility 6 +pistol 1 + specialization- 1 recoil +1 RC=9 dice: 9d6.hits(5) → [4,3,1,4,6,2,3,2,5] = (2) )

Edit: I originally wrote the post and rolls before I read Inca's OOC post. I wanted to hit the back guard so I edited my post, but the tag on the Invisible Castles rolls won't match. I want to shoot the back guard which is #4 from what I read.

« Last Edit: <03-30-12/2138:25> by Walks Through Walls »
"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

Kontact

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« Reply #351 on: <04-04-12/0206:01> »
Brian heard the motion and killed the lights.

inca1980

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« Reply #352 on: <04-05-12/1610:56> »
@Walks:
[OOC:  Soaking first shot: G3: Body 5 + Armer/2 7 + Insul 6 = (18d6.hits(5)=5).  Takes 4S.  G3: Body 5 + Will 3 + 1/2 Impact 7 + Insul 6 (3)= (21d6.hits(5)=11).  Stays awake.  Now 2nd shot: G3: Body 5 + 1/2 Impact 7 + Insul 6 = (18d6.hits(5)=8).] 

Your two darts hit the approaching guard squarely in the chest and jolt him a bit but he remains standing.  Suddenly the lights cut off and since the reception front sliding doors have already closed you are immersed in pitch darkness.

[OOC: That's a -6 to everyone without thermal.  I checked and only BB has thermovision from racial trait as far as I can see. G3 perception to see Walks: Int 3 + Perc 3 + Vis. Enh. 3 + Fulldarkness(thermo) -3 + Actively looking 3 = (9d6.hits(5)=4).  Roll Infil and add your 5 thermal damping.  You have -6 visibilty and you use Intuition to attack.]

@BB:
Even though the bathroom is in total darkness, you always see the colors from the heat different people give off. 

[OOC: -3 to visibility]

@Mercedes: 
You see the lights die out in reception and in the sally port as well.  All you see is pitch black .

[OOC: same modifiers as for Walks.  You can act now if you want or I'll start the next IP.]


Initiative:
IP1,CT3: BB--14, Cynthia--12, Mercedes--10, Guard4--8, Guard3--7
Edge: BB 1/3, Cynthia 2/3, Woofer 3/3, Mercedes 2/2
Wounds: Guard3{4S}
Ammo: Cynthia-2/4, BB--38/50
« Last Edit: <04-05-12/1616:10> by inca1980 »

Walks Through Walls

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« Reply #353 on: <04-05-12/1926:52> »
Walks Through Walls tries to remain unseen.
(OOC Infiltration roll. Agil 6 + infil 2+ specilization 2+ dampening 5= 15 dice: 15d6.hits(5) → [1,1,1,2,3,2,5,2,6,3,4,6,3,2,3] = (3)
She'll use edge to reroll failures. 12d6.hits(5) → [6,3,5,6,1,1,3,6,4,6,5,1] = (6) )


"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

FastJack

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« Reply #354 on: <04-06-12/2344:00> »
Mercedes stays in cover and let's the pros handle the guards.

From cover, Mercedes yells out to the guards (with her Commanding Voice): "Drop your weapons and freeze!"

Commanding Voice roll (16d6.hits(5)=5)

inca1980

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« Reply #355 on: <05-11-12/1555:08> »
[OOC: Guards Will: (3d6.hits(5)=2, 3d6.hits(5)=1)]

Both of the guards in the reception room pull the straps off their shoulders and throw their their HK smg's to the ground, their eyes frozen with a dead stare.

[OOC: The can't move until their next action phase, i'll even make it so they can't react to an attack and only soak damage.  Remember to include your vis mods since the lights cut out.  BB's turn, Let's rock!]

Initiative:
IP2, CT3: BB--14, Cynthia--12, Mercedes--10, Guard4--8, Guard3--7
Edge: BB 1/3, Cynthia 2/3, Woofer 3/3, Mercedes 2/2
Wounds: Guard3{4S}
Ammo: Cynthia-2/4, BB--38/50

Kontact

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« Reply #356 on: <05-12-12/0915:14> »
[OOC: Will run if necessary to acquire target.  I didn't include the point blank bonus on this one.  If the -2 running penalty needs applying and the +2 point blank bonus won't be, then knock off two dice.  Anyway..  7d6.hits(5) → [6,1,6,6,4,2,2] = (3)  looks like the last two don't really factor anyway.  So, the damage should be 18S(e).  6 base +4 called +3 net +5 autofire.]

Hoping to mop things up as quietly as possible, Brian moved into the main room and fired on the fourth guard.  This whole operation hinged on the element of surprise.

inca1980

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« Reply #357 on: <05-14-12/1431:00> »
@BB:
[OOC: I'll say you can get just around the corner with a free action.  It's not point blank and you forgot the vis modifier of -3 for just thermographic in pitch black.  That leaves 1 hit. G4: Body 5 + Armer/2 7 + Insul 6 = (18d6.hits(5)=5).  Using group Edge, 13d6.hits(5)=5.  So he takes 6S.]

As soon as BB hear's Mercedes command he knows time is of the essence.  Just a few split seconds and their daze will wear off!  His magically heightened quickness snaps him into a dash for the reception room and he just barely whips around the corner and gets off a shot at the thermographically outlined form he sees in the corner of the fourth guard.  Aiming for a second near the neck area he gets off a burst of stick and shock rounds but only one of them seems to connect, nonetheless jolting him violently. 

[OOC: Walks's turn.]


Initiative:
IP2, CT3: BB--14, Cynthia--12, Mercedes--10, Guard4--8, Guard3--7
Edge: BB 1/3, Cynthia 2/3, Woofer 3/3, Mercedes 2/2, Guards 2/3
Wounds: Guard3{4S}, Guard4{6S}
Ammo: Cynthia-2/4, BB--32/50

Walks Through Walls

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« Reply #358 on: <05-14-12/1910:53> »
Walks Through Walls will attack guard 3 again. She will try for a more vulnerable location.

[OOC: Agility 6 + pistol 1 + specialization 2 + point blank 2 - 3 thermographic - 2 aimed shot =6d6]
6d6.hits(5) → [2,2,3,1,2,2] = (0)
she will use edge to reroll failures. 6d6.hits(5) → [4,6,4,6,4,3] = (2)
Then a second shot just looking to hit so [ OOC Agility 6 + 1 pistols +2 specialization +2 point blank -3 thermographic -1 recoil= 7 dice]
7d6.hits(5) → [1,3,3,3,4,5,3] = (1)

[hopefully this is enough to drop him]
"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

inca1980

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« Reply #359 on: <05-14-12/2319:34> »
@Walks:
[OOC: Since you took -2 to the first shot i'm assuming you are looking for a +2DV so incoming is 10S. G3: Body 5 + Armer/2 7 + Insul 6 = (18d6.hits(5)=5).  Using another group Edge to reroll: 13d6.hits(5)=3.  First shot deals 2S.  Second shot's incoming is 7S G3: Body 5 + Armer/2 7 + Insul 6 = (18d6.hits(5)=7).  Soaks all of it.]

You pump the thermographic form of the guard right next to you with the last two shots from your taser but he seems only mildly phased by the shock.  He must have some pretty good insulation on his armor.  They seem to be slowly coming back to their senses after Mercedes' daze.

[OOC: Third IP now, BB's turn.]
Initiative:
IP3, CT3: BB--14, Cynthia--12, Mercedes--10, Guard4--8, Guard3--7
Edge: BB 1/3, Cynthia 1/3, Woofer 3/3, Mercedes 2/2, Guards 1/3
Wounds: Guard3{4S,2S}, Guard4{6S}
Ammo: Cynthia-0/4, BB--32/50

« Last Edit: <05-14-12/2327:39> by inca1980 »