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[IC] Hit the Ground Running

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Kontact

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« Reply #285 on: <11-14-11/0038:04> »
Cato: When in doubt, roll.  But yes, you'll need an infiltration roll to see how much noise you make as you run. 
Tim: Endoscope should be able to see either of the top guys.  You can interrupt as you like.
Rolling perception to notice Switch

6d6.hits(5) → [6,4,4,5,6,2] = (3)
6d6.hits(5) → [2,5,1,3,1,4] = (1)


Switchback manages to charge down the hall without making a sound over Jinx's automatic fire.
« Last Edit: <11-14-11/0314:38> by Kontact »

funkytim

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« Reply #286 on: <11-14-11/0227:56> »
Ghost sees the two jump from cover to cover and realizes that now his chance.

Stunball force 5
spellcasting 6 + magic 5 - 2 for sustained spell
9d6.hits(5)=1 only 1 hit, hope they don't have cs

drain roll
11d6.hits(5)=5 no drain

Kontact

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« Reply #287 on: <11-14-11/0335:33> »
Top front resists magic 4d6.hits(5) → [4,2,6,2] = (1) successfully.
Top front guy fires two short wide bursts at Jinx while running from cover to cover.
1st - 9d6.hits(5) → [2,3,1,2,4,3,4,3,4] = (0)
2nd - 7d6.hits(5) → [3,1,6,3,3,6,4] = (2) going to be -4 to dodge. 2 from the wide burst and 2 from the previous attacks (not going to count that total miss on the first shot toward previous defenses.  So, that's 3 defense rolls in total.)

Yuri is going to try to hack their network for security access. 
Hack on the Fly: 15d6.hits(5) → [5,3,5,3,6,3,4,3,3,2,2,1,1,2,3] = (3)[/edge]
Let's edge:
12d6.hits(5) → [3,3,1,6,5,1,3,1,6,1,1,5] = (4) In
Sec check: 9d6.hits(5) → [4,3,1,3,6,1,5,4,4] = (2) Unspotted
Opposed isn't worth bothering.
Yuri uses a free action to spot their Tac Net software.


The Shooter at the front stairs moved from the stair mouth to the wall and caught a burst of mana coming from down the hallway, but he shrugged it off.  His gun repeated the action of his partner off down at the other end of the hall, spitting silenced bursts down at Jink in the doorway. 

Meanwhile, Yuri stopped watching cameras and scanning for hidden nodes and started cracking into their links.

IP 2[Jink 16; BR 16; BF 16; TR 15; Ghost 14; Switch 13; TF 13]
« Last Edit: <11-14-11/0902:31> by Kontact »

Psikerlord

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« Reply #288 on: <11-14-11/0358:18> »
Jink twists and turns in the doorway, hollering "Fraaaaggg iiiitttt!!" as bullets ricochet  around him in a ping, ping, ping fashion. Heart thumping as his jazzed reflexes save his bacon, Umberto ducks deeper into the doorway and squints his good eye, willing his smartlink to somehow remove the closest guy's head... squeezing the trigger, he aims for the body and lets rip, steel death raining down the corridor ...

"Ghost where's that juju!" he curses quietly to his doorman in arms.

Where's Switch? Whadda drek Yuri doin' ?? he curses inwardly.

1st dodge at -2 (9d6.hits(5)=2)
2nd dodge (8d6.hits(5)=1)
3rd dodge.. (7d6.hits(5)=2)
... All grazes I think - phew!!!
Targets Top Front guy, who last action ran closer to us I think - assuming he's now within 40m, Jink aims and shoots a long wide burst (he doesnt have vision mag! oops!! Aim 1, smartlink 2, agility 6, auto 4, -2 taking good cover, -1 range, long wide burst all recoil compensated  and target -5 dodge (10d6.hits(5)=6)  ooohh yeah, bound to get him this time! Base damage 6P, -1AP. 20/32 clip. IP 2/3.

« Last Edit: <11-16-11/0336:25> by Psikerlord »

Kontact

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« Reply #289 on: <11-15-11/0700:56> »
Belated Initiative from Yuri 12d6.hits(5) → [4,4,2,1,1,2,5,4,6,6,1,1] = (3) so.. 15.

TF dodges: 8d6.hits(5) → [5,3,5,4,3,1,1,5] = (3) 3 net
TF Soaks 9P -1AP 12d6.hits(5) → [5,5,5,1,1,2,2,1,1,5,4,3] = (4) down to 5P damage

BR and BF finish running to the top of the stairs.
Yuri runs an edit on the enemy's TacNet 13d6.hits(5) → [1,2,6,6,3,2,4,1,6,1,3,4,5] = (4)  As long as it runs, the enemy TacNet is going to provide 2 - 4 = -2 dice to all rolls due to conflicting and incorrect information.

TR shoots again at Jink from cover. Two short wide bursts.
5d6.hits(5) → [1,2,4,5,2] = (1)
3d6.hits(5) → [6,5,2] = (2)

BTW, Cato, if switch is just running, I'll let you roll multiple sprint tests.  Each one is a simple action and will add to your to your total movement, but sprinting will void surprise.  They'd still have the -6 blindfire penalty to shoot you though.  So, if you want to sprint, it'll sacrifice your first punch landing without dodge, but you'll cover the distance a lot faster.


Jink got a solid tag on the the shooter toward the front, catching the man in the shoulder and knocking him to the floor.  From the other side of the hall, the other shooter continued to send bullets in Jink's direction, but not before Yuri could screw their TacNet information up so bad, that they'd be better off just firing down the sights.

IP 2[Jink 16; BR 16; BF 16; TR 15; Switch 13; TF 12]
Wounds: TF {5P}
« Last Edit: <11-23-11/2313:11> by Kontact »

Psikerlord

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« Reply #290 on: <11-16-11/0334:25> »
Hugging the wall after firing off his salvo, Jink manages to stay clear of the top rear shooter's bullets as they pfft pfft pfft by...

First dodge at -2 (9d6.hits(5)=3)
Second dodge at -3 (8d6.hits(5)=3)

woo clean misses, thanks Yuri!
« Last Edit: <11-16-11/0339:15> by Psikerlord »

Kontact

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« Reply #291 on: <11-16-11/1058:41> »
Just going to assume that Switch is continuing to run at some dudes.  TF will use his turn to stand back up and take full cover.

The hitter who Jink had already shot to the ground rolled fully behind the wall and struggled to get back in a crouching position.

IP3:[Jink 16; BR 16; BR 16; TR 15; Switch 13; TF 12]


Psikerlord

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« Reply #292 on: <11-17-11/0356:05> »
Switching firing stance, Jink lines up the next closest opponent (not the guy taking full cover), and lets loose a burst of roaring badassness, his glass' smart targetter blinking with LOCK! LOCK!

"Phwooarr!! Work that wall berk!"

The biker's shiny grin betrays his enjoyment at the flying lead, despite being flanked by heavily armed sons o' bitches on both sides. "Reminds Jinky of good old times, yes!"

Long wide burst as before, target -5 on dodge: Agility 6, Auto 4, aim 1, smartlink 2, range -3, taking good cover -2 (8d6.hits(5)=5). Oh yeah, haha! Base damage 6P, -1 AP. Clip 14/32. IP 3/3.
« Last Edit: <11-17-11/0554:16> by Psikerlord »

Kontact

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« Reply #293 on: <11-17-11/1305:44> »
First the dodge.  4d6.hits(5) → [6,6,2,3] = (2) 3 net hits
Soaking 9P -1ap 12d6.hits(5) → [4,3,4,2,3,5,4,2,4,3,6,2] = (2) Takes 7P and falls down. -2 to his initiative drops his action behind Switch now.
BR shoots a full burst at Jink. 3d6.hits(5) → [2,5,3] = (1)  so that's one hit, but -9 to dodge.
BF Suppresses the hallway. 11d6.hits(5) → [5,3,4,6,3,5,1,2,3,6,4] = (4) Switch needs 4 hits on reaction + edge or he has to soak the gun's base damage.  Alternately, he can drop prone to avoid the hit (prone counts as cover at distance.)


Jink's fire caught another one, this time across the chest, doing heavy damage.  On the other side of the hall, one of the troopers from the ground floor had managed to sprint all the way up the stairs and was now saturating the hallway with bullets.  From the rear of the building, that man's counterpart also reached the top and began spitting a ludicrous amount of bullets in Jink's direction.  The cross fire and sloppy, long-range shooting brought back fond memories of time spent in the circuit.

IP3: [Jink 16;BR 16; BR 16; Switch 13; TR 13; TF 12]

Cato

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« Reply #294 on: <11-17-11/2100:29> »
Switch watches as the gunman levels his weapon and drops down, the bullets whistling over his head.  He waits for the suppressive fire to end, tensing up for a final sprint.

Drek

Psikerlord

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« Reply #295 on: <11-18-11/0612:41> »
A stream of bullets hammers the door frame around Jink, but when the plastiboard shards clear, he's untouched ... Frozen in place, holes riddled everywhere  like a bad join-the-dots puzzle.

"Si... also remind Jinky little bit bad old days..." he croaks.

Dodge at -9... (2d6.hits(5)=2) haha holy hell, I'm obviously using up all my luck!! Go you old biker go!
« Last Edit: <11-18-11/0731:24> by Psikerlord »

Kontact

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« Reply #296 on: <11-19-11/0917:02> »
At the rear of the hall, the recently downed man rolled to the side much like his counterpart at the other end of the hall.  Meanwhile, said counterpart down the hall unclipped a grenade and tossed it as far as he could toward the open door.

I suppose we should get another round of initiative.  As to the grenade toss, I feel a bit weird about it.  There's not enough dice after penalties to roll anything, though you don't really miss with a grenade.  The roll is just to see how close it gets. 1d6 → [2] = (2) so, with 0 hits, it's 2 meters from intended point, 1d6 → [6] = (6) a bit up and across the hall. 
Initiative rolls: 11d6.hits(5) → [1,6,1,4,1,5,6,1,4,6,6] = (5) BF 16
11d6.hits(5) → [5,2,6,5,5,3,4,3,2,3,3] = (4) BR 15
10d6.hits(5) → [4,3,5,4,6,3,4,1,1,3] = (2) TF 12
9d6.hits(5) → [1,2,5,1,6,3,1,3,6] = (3) TR 12





IP3: [BF 16; BR 15; Jink 13; Switch 12; TR 12; Grenade!; TF 12; Ghost 10]
« Last Edit: <11-22-11/0301:28> by Kontact »

Psikerlord

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« Reply #297 on: <11-19-11/2112:53> »
I assumed Jink was on the right side ..?

initiative (10d6.hits(5)=3) ... total 13.

So ... when does the grenade go off...?  :o

Cato

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« Reply #298 on: <11-19-11/2154:12> »
Initiative roll: 9 (9d6.hits(5)=3)

Initiative: 12    And the grenade will go off right when you least want it to ;)

funkytim

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« Reply #299 on: <11-22-11/0109:54> »
8d6.hits(5)=2 init = 10