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[IC] Hit the Ground Running

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Kontact

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« Reply #300 on: <11-22-11/0337:55> »
BF switches to burst fire and shoots at Switch. Short wide burst  2d6.hits(5) → [1,6] = (1) Hit and a glitch.  Call it a pipe jam.  He'll use his free to eject the mag and 2nd simple to slam a new mag home.
BR runs toward the doorway suppressing the hallway.  9d6.hits(5) → [2,2,6,6,3,6,5,3,1] = (4)  Switch still has good cover from being prone.  It'll take a simple action to stand up again, but no test if you're still not wounded.


The shooter from the front stairs took a shot at the area where Switch had been sprinting, but his he managed to jam his weapon.  From the rear, the man on the stairs began running forward, laying down a spray of fire.

IP3: [BF 16; BR 15; Jink 13; Switch 12; TR 12; Grenade!; TF 12; Ghost 10]

Psikerlord

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« Reply #301 on: <11-22-11/0526:49> »
Seeing a grenade skitter down the hall and stop right in front of him, Jink messages <'Nade!!!> to the team, adding a strobing emergency effect, flashing red and white with an annoying siren noise. He grabs the limp body of Vanian and half runs, half drags him back into the room, hiding behind the bench a few metres back...

Simple action grab Vanian, run/drag him behind the kitchen bench to the north east of him - I calculate about 6m distance? So i think he can do that in one IP if "running" - then take full cover behind it.

As an aside Kontact - is it possible to fly Jink's rotordrone through the back (or front?) door and up the stairs to help the team?
« Last Edit: <11-22-11/0533:51> by Psikerlord »

Cato

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« Reply #302 on: <11-22-11/1137:36> »
Reaction 6 + good cover 4 (10d6.hits(5)=6)

Strength 7 + Running 0 (7d6.hits(5)=2) Sprinting test if needed, although I may be in front of the goon.  The goon that has a fresh magaziine.  This can't end well. 
Reaction 6 - wide burst 2 - previous attack 1 + Running 2 (5d6.hits(5)=1)  Fail :(.  I'll spend a point of edge if I can  Edge Roll: Edge 3 (3d6.hits(5)=1)  A total of 2.



Switchback frowns as Jink's message goes out and he launches onto his feet as the old mag drops to the ground, moving swiftly towards the gunman. Somebody's got my back..

He notes the new mag being slapped in.  Or a sick sense of humor..

« Last Edit: <11-23-11/1043:13> by Cato »

Kontact

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« Reply #303 on: <11-22-11/1231:38> »
TR is going to stand up d6.hits(5) → [4,5,2,6,4,5] = (3) well that's good.  He'll take a 2nd simple action to turn off the tac-net.
TF is going to ready his SMG again and fire a short wide burst on Switch 5d6.hits(5) → [3,4,5,6,4] = (2)  Switch's modifiers should be -2 for wide burst -1 for previous attack and +2 for dodging while running. 
The grenade is a flash-bang, so no one takes any damage since no one was in direct line to it within 10 meters (flash bangs can't go through walls.)

 
The shooter who Jink had just clipped managed to get back up and hug the wall.  The constant stream of garbage data on his network clued him in to what was going on and prompted him to shut it down.  Meanwhile, down the hall, the flash bang detonated harmlessly near Rat's door but the man who threw it wasn't even paying attention anymore.  Instead he raised up his SMG and sprayed a burst toward's the sounds of the rampaging Ork named Switchback.


CT2 IP1: [BF 16; BR 15; Jink 13; Switch 12; TR 12; Grenade!; TF 12; Ghost 10]

Wounds: TR: {6P} TF: {5P}
« Last Edit: <11-23-11/2313:40> by Kontact »

funkytim

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« Reply #304 on: <11-22-11/2351:02> »
Ghost still looking through his endoscope searches for his next target.  Still straining to keep Switch invisible he uses the rest of his concentration on the closest person he sees.

Manabolt force 5
9d6.hits(5)=1 1 hit

drain
11d6.hits(5)=3 3 hits no drain

Kontact

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« Reply #305 on: <11-23-11/2309:52> »
BR resists: 4d6.hits(5) → [3,6,1,3] = (1) successfully.  (You really should consider a more aggressive use of edge.  A stitch in time and all that.)  Speaking of edge, Switch still has a dodge to roll and that shooter is about to get a shot off before melee starts.  Might want to spend a point of edge to go first.

The mana surged again down the hall, but like last time, was a whole lot more sizzle than it was meat.
« Last Edit: <11-24-11/0840:26> by Kontact »

Cato

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« Reply #306 on: <11-23-11/2318:51> »
Do you mean a dodge test? or action?  I rolled and put it in the previous post: I hit 1, and burned edge to get a total of 2 (assuming I could burn edge).  I'll burn another one to go first, but I'm not sure if I'm in engagement range at this point.  Then ghost can drop the invis and stop fizzing :)

Dodge test: Reaction 6 + Running 2 - Wide burst 2 (6d6.hits(5)=2)

Here's the test and post under the assumption I'd go first.  If not, I'll edit accordingly. 
Attack Test: Unarmed Combat 6 + Charging 2 + Agility 5 (13d6.hits(5)=5) 


Switchback charged on through the spray of bullets, clenching his teeth.  Glad I paid attention in Sunday School.

He launches his frame at the gunman, his knee coming up as he twists his body.
« Last Edit: <11-24-11/2233:45> by Cato »

Kontact

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« Reply #307 on: <11-24-11/1227:51> »
No, it was a different attack.  There was the first one from the stairs, BF, where the guy glitched and jammed his gun, which was one hit, and you successfully avoided it without needing to use edge, but then there was a second shot, this time from the guy who was up against the wall, TF.  That one was two hits.  You don't have any previous attack penalties, on that one, so it should be your reaction +2 for running and -2 for wide burst vs 2 hits.  You may want edge there, or you may want to soak the damage down.  Either way, you should be able to roll that and then, if you choose to go first, get a charge attack on BF, which will hopefully splatter the guy against the wall so it's not 2 vs. 1 anymore.

Psikerlord

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« Reply #308 on: <11-24-11/1540:01> »
Splat hiiiiiiiim!!!

Kontact

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« Reply #309 on: <12-02-11/2334:14> »
Shit, I was waiting for Cato to post and didn't notice he edited the rolls in.  Well here goes some rolls.
Guy uses an interrupt action to go on full defense. 13d6.hits(5) → [4,6,6,1,1,4,1,4,3,1,6,3,1] = (3) still 2 net. He'll use a point of group edge to keep from getting slammed. 10d6.hits(5) → [5,5,4,4,1,1,5,6,4,6] = (5) 
BR runs toward the doorway some more and is holding his other actions


As Switchback swug a massive fist at the crouching gunner's head, the man raised his weapon to block and caught most of the blow with the side of his SMG.  The weapon exploded in his hands as he rolled back into a runner's stance.  The gunner who had been suppressing the doorway continued his charge forward, keeping an eye out and ready to fire on anything that might present itself.


CT2 IP2: [Switch EDGE-12; BF 16; BR 15; Jink 13; TR 12; TF 12;


Wounds: TR: {6P} TF: {5P}
« Last Edit: <12-03-11/0204:21> by Kontact »

Psikerlord

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« Reply #310 on: <12-03-11/0137:32> »
Leaving Rats unconscious form behind the kitchen counter, Jink runs back to the doorway and let rip with another explosive burst, adding to the shells already littering the hallway... swinging the barrel towards one of the two opponents he previously wounded...

Go down you fragger! he thinks between gritted teeth.

OK so I think he can run back to the doorway in the one IP, then aims and wide bursts at one of the guys he's already wounded - from memory one of them is within 40m? ... I'm not quite sure where everyone is placed now? If not feel free to take off another 2 dice to reflect range -3.

Wide burst (Agility 6, Auto 4, smartlink 2, aim 1, range -1, cover -2, running -2) (8d6.hits(5)=3) Ah so that's 3 hits, with -5 dodge roll, base damage 6P, -1AP. 8/32 clip.... and also a glitch I believe... argh!! I'll leave that to you Kontact...
Sorry - just checked the map - so he's shooting at TR (the guy who is NOT in full cover... I think he might be 50m, so take off the last two dice..? which I dont think changes his 3 hits anyway ..?  ;)
« Last Edit: <12-03-11/0217:50> by Psikerlord »

Kontact

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« Reply #311 on: <12-03-11/0216:47> »
BR is going to take an interrupt action to fire on Jink as he sticks his head out the doorway to shoot.  Take aim to reduce range penalties and fire wide long burst.  7d6.hits(5) → [2,2,1,5,6,3,4] = (2)  should be -5 to dodge before cover modifiers.
For the glitch, lets go for another jam.  You'll need to take a simple action to clear the jam or do it as part of switching your mag.

I'll roll a basic defense on the injured guy in cover.  4d6.hits(5) → [1,6,3,5] = (2) 1 net hit is 7P -1ap which is reduced to stun by armor.  Soaking 12d6.hits(5) → [5,6,1,5,2,6,5,3,2,3,3,6] = (6)  lucky bastard soaked it to 1S

TF will shoot at Switch again. 
1st short wide burst 4d6.hits(5) → [1,2,5,1] = (1) one hit and a glitch.  I'll make his buddy roll def too as the glitch.
2nd short wide burst 2d6.hits(5) → [3,4] = (0) total miss

Cato, remember that, in addition to the -2 from wide burst you've got a -3 to dodge since you're engaged in melee combat.
2d6.hits(5) → [5,1] = (1) Well, that's 1:1 and Glitch:Glitch.  I'll say that's a contact hit on BF and he'll have to soak base damage.
5P soaking 13d6.hits(5) → [2,6,5,5,3,5,1,1,5,4,2,4,5] = (6) another lucky soak roll.  BF is unharmed.

Going to pause for defensive rolls and in case anyone wants to use edge.  BTW tim, getting an extra IP is one of the most efficient uses of edge around...


As soon as Jink popped his head out to lay down another burst, the gunner charging the door let rip a burst of his own, further shredding the doorway with the menacing *Tick*Tick*Tick*Tick* of these suppressed weapons.

Simultaneously, Jink fired at the injured attacker peaking his head around the wall, and he clipped him again, this time catching mostly armor.  The man recoiled behind the wall and fought to get a signal out through Yuri's digital assault.

Meanwhile down the hall, the other man Jink had previously hit moved forward and began shooting at the area where he suspected Switch might be, but in doing so peppered this own man with the bullets.  Luckily for him, the troubleshooter's armor held up to the grazing hits.

CT2 IP3: [BF 16; BR 15; Jink 13; Switch 12; TR 12; TF 12;]
Wounds: TR: {6P, 1S} TF: {5P}
« Last Edit: <12-03-11/0242:15> by Kontact »

Psikerlord

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« Reply #312 on: <12-03-11/0223:15> »
... Bullets skim the old biker's swirling longcoat as he rushes to poke his Ingram out the door, not quite finding their mark...

"Filthy fraggers!"
he spits, full of venom.

Dodge (reaction 7, cover 4, running 2, -5 wide burst) (8d6.hits(5)=2)
I presume he gets the benefit of "running" because he ran during the phase? If not... hmmm... I believe he gets hit!
« Last Edit: <12-03-11/0226:29> by Psikerlord »

Kontact

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« Reply #313 on: <12-04-11/1744:11> »
Well, Jink took the -2 to shoot for running, so he should get the +2 to dodge.  Still need a defensive roll from Cato.
BF will quickdraw a knife 11d6.hits(5) → [3,5,5,2,3,6,1,6,3,3,2] = (4) and engage in melee with Switch 10d6.hits(5) → [4,3,2,6,6,2,3,5,6,3] = (4)
BR will fire the last of his bullets at Jink.  Only 2 bullets left here so it will be -1 to dodge.  10d6.hits(5) → [3,4,4,1,1,2,6,6,1,4] = (2)  He'll take a free to drop the empty mag and a simple to load a new one in.


Discarding his destroyed weapon, the hardened killer reached to his belt and brought his arm out in a slash, the glint of the blade flashing in switchback's eyes.

The shooter on the other end of the hall finished emptying his weapon at Jink, paused a moment to swing behind one of the hallway's potted plants and reloaded his weapon.

CT2 IP3: [BF 16; BR 15; Jink 13;Switch 12;  TR 12; TF 12;]
Wounds: TR: {6P, 1S} TF: {5P} Ghost: {2S}

Cato

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« Last Edit: <12-04-11/1943:16> by Cato »