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[IC] Hit the Ground Running

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Kontact

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« Reply #270 on: <11-06-11/2304:20> »
Jinx checked his feeds and saw nothing until the guys were right at the door shooting holes in the security.  From what he could tell, it was three guys in full black unloading silenced SMGs into the two door guards in the security booth out front.  There would only be seconds until they breached the building doors and started heading the team's way.
« Last Edit: <11-06-11/2306:50> by Kontact »

funkytim

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« Reply #271 on: <11-07-11/1102:17> »
Let's see if I can call some help.

Summon guardian spirit force 5 with concealment power.

9d6.hits(5)=1 summoning 4 + magic 5

5d6.hits(5)=3 spirit doesn't com

drain resist 11d6.hits(5)=4

Maybe that astral barrier is affecting my summoning.

Force 5 improved invisibility on vanian's unconscious body

11d6.hits(5)=3

resist drain
11d6.hits(5)=5

[OOC:  Think I got 2 boxes of stun damage from spirit drain.  Is it twice the spirits hits?  It doesn't affect spell rolls though]

Cato

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« Reply #272 on: <11-08-11/0904:46> »
"Drek."

Switchback glances around the dump, searching for some sort of suitable cover. [OOC: Do I need to roll a perception test for that?]

@Jink: "Our boy's not going to affect your aim is he?"

@Ghost: "Have any more tricks up your sleeve?"

Kontact

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« Reply #273 on: <11-08-11/2322:40> »
Yuri was watching the feeds in AR and subvocalizing to the team as the hitters closed on them in fast motion.  "These guys are quick.  I'm having trouble following them.  One just hustled down the hallway to the back stairs.  Another one is headed up the front stairs.  Third is holding by the front stairs.  Fourth just came in the back door!  Contact in seconds!"

Psikerlord

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« Reply #274 on: <11-09-11/0402:11> »
Jink dumps Rat's body on the ground as he reappears, tucking him behind the doorway, and takes cover himself against the frame. Facing towards the back stairs, he checks his ingram is loaded with ex-explosive rounds, he gives a mischevious grin.

"Let's get this party started, si! You guys take the front man. I'll hold off the two coming up behind."

Jink levels his SMG down the hallway towards the back stairs, eyes and ears peeled for enemy arrival...

[OOC: readies an action? Can he do that? Delayed ACtion? Or need to roll initiative first?]

funkytim

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« Reply #275 on: <11-09-11/1143:59> »
Ghost drops the improved invisibility spell on Vanian and then casts one on Switch. (force 5)

11d6.hits(5)=1 [OOC: This website doesn't like me.]

drain roll
11d6.hits(5)=3

[OOC: Kontact, do I have to keep LOS on Switch?]

I'll set up spell defense for anyone in my view and then get as close to the do as I need to to stick the end of my endoscope out the door to see down the hallway. 

Kontact

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« Reply #276 on: <11-09-11/2240:42> »

OOC:No, you don't have to maintain LOS to sustain a spell. 

You can just throw away the 1 hit and the spell will fizzle so you can retry.  You'll likely get a better result just doing it again with -2 dice.  Also, force for a spell like invisibility only affects the maximum number of hits you can have, so force 5 might not be necessary.


I'll need initiative from everybody and infiltration from anyone with a view of the hallway (jinx and switch I believe.)
Also you might as well roll surprise (intitiative +6 for the ambush[pending infil rolls]) to see if you can drop a guy or two before they notice you're there.
« Last Edit: <11-09-11/2244:51> by Kontact »

Cato

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« Reply #277 on: <11-10-11/0831:40> »
Switchback glances down the hall, mumbling under his breath.


Initiative: Initiative Roll: Reaction (6) + Intuition (3) (9d6.hits(5)=4)

Infiltration test: Infiltration test: Agility (5) + Infiltration (3)=8 (8d6.hits(5)=0)  (Epic fail).

I'm assuming since I hit 0 that surprise is out of the question, but here's the roll: Surprise: Initiative (9) + 6= 15 (15d6.hits(5)=5)

funkytim

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« Reply #278 on: <11-11-11/0030:15> »
Okay, new improved invis spell force 3.

9d6.hits(5)=2

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

init roll
8d6.hits(5)=4 4 hits so I got a 12 initiative

I point my endoscope down the hallway in the direction that Yuri said the most goons were coming.  Waiting to cast a stunball.

Psikerlord

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« Reply #279 on: <11-11-11/0357:21> »
Jink:

Initiative (10d6.hits(5)=6) .. so initiative 16 - he's hot tonight, ready to spray lead down the corridor!

Tnfiltration to hide in doorway to try and ambush, if you need a test: (6d6.hits(5)=0) - arhh critical glitch, I believe!

So... either that rules out an ambush (or worse), or if I didn't need to make an infiltration roll at all, I'll roll a surprise test anyhoo: Ambush (16d6.hits(5)=7) ..hmmm... sweet, pending infiltration....?

Kontact

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« Reply #280 on: <11-11-11/2243:42> »
arhh critical glitch, I believe!
Nope, but..

10d6.hits(5) → [1,5,2,6,4,5,6,2,6,3] = (5)
10d6.hits(5) → [5,3,4,4,1,5,6,5,2,2] = (4)

Surprise is out of the picture.

Top Rear 11d6.hits(5) → [6,5,6,4,1,1,3,2,2,4,6] = (4) goes on 15
Top Front 11d6.hits(5) → [3,2,2,4,6,2,5,1,3,4,1] = (2) goes on 13
Bottom Rear 11d6.hits(5) → [6,1,6,6,4,6,4,2,6,4,2] = (5) goes on 16
Bottom Front 11d6.hits(5) → [6,3,6,3,5,3,4,3,5,6,4] = (5) goes on 16

[Jink 16; BR 16; BR 16; TR 15; Ghost 14; Switch 13; TF 13]

Guys at the top of the stairs are in good cover.  Other guys are in full cover and won't be able to fire on you for the first IP even if they run.

Switchback is invisible to people, but not to electronic surveillance.

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

Neither guy can see him, so they get -6 to shoot at him.
« Last Edit: <11-14-11/0903:45> by Kontact »

Psikerlord

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« Reply #281 on: <11-12-11/1728:25> »
Taking cover in the doorway, Jink leans out and fires off a long burst of explosive ammo, the caseless rounds roaring down the corridor towards the enemy hunkering down by the rear stairs. As he fires, the smartlink software in his glasses syncs with his ingram to bring up an aiming crosshair, which he tries to lock on his target's neck area...

"Soza!!!" he yells, over the gunfire...

[OOC - take aim, called shot to increase damage by 4,  then long wide burst ( -5 recoil but all absorbed: gun 3, str 1, grip 1), shooting from good cover. Assuming enemy within short range of his SMG - 10m?

Auto 4, Agility 6, smartlink 2, aim 1, taking good cover -2, called shot increase damage -4 (7d6.hits(5)=3)

Because it's a long wide burst I think the enemy gets -5 on his defence roll. If it hits, the called shot increases the damage by 4 to base 10P, -1AP (Ex-Explosive ammo. 26/32 clip remaining. 1st IP of 3.)
« Last Edit: <11-12-11/1806:20> by Psikerlord »

Kontact

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« Reply #282 on: <11-13-11/1108:40> »
From the scale on the map of Vanian's place, each condo should be about 25-30 meters long.  So, from the door to the back stairwell, we should have a distance of, let's say 50m.  Since you took aim, you could reduce the -3 long range penalty to nothing with vision mag.  That's just -1 die from losing the take aim bonus die, and that last die was a miss, so the hits stand at 3.  Guy's roll at -5.  6d6.hits(5) → [5,5,4,6,2,3] = (3)  0 net hits, so it's a graze.

Troubleshooters return fire.
Short wide burst - 9d6.hits(5) → [6,3,3,2,1,4,4,2,2] = (1)
2nd Short wide burst - 7d6.hits(5) → [1,3,2,4,4,5,2] = (1)
Should be -2 to dodge the first, -3 to dodge the 2nd


The two black-clad hitters at the bottom of the steps hustled up as quickly as possible while the one crouched at the stair mouth managed to catch noting but breezes off Jink's fire.  Meanwhile, his own weapon puffed out bullets with the *tick*tick*tick* of a suppressed weapon as he shuffled from cover on the stairs to cover behind the near wall.

[Jink 16; BR 16; BF 16; TR 15; Ghost 14; Switch 13; TF 13]

« Last Edit: <11-14-11/0903:16> by Kontact »

funkytim

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« Reply #283 on: <11-13-11/1405:11> »
I'm going to hold my action until after Switch.  Can I see these goons with my endoscope?

Cato

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« Reply #284 on: <11-13-11/1439:18> »
[OOC: In that case I'm going to run (and try to sprint assuming I can default on that?) along the opposite wall toward the front stairs to charge the goons there.

Sprinting tests: Strength (7) + Running (0)= 7 Sprinting test (7d6.hits(5)=3) So 31 meters/turn means I'll close with their current location during the next turn

Sprinting test: Strength 7 + Running 0 (7d6.hits(5)=3)

Sprinting tests IP 2: Sprinting test IP 2: Strenght 7 + Running 0 (7d6.hits(5)=5, 7d6.hits(5)=3)

Infiltration test: Infiltration test: Agility (5) + Infiltration (3) (8d6.hits(5)=5) ]

Switchback grins as Jink let's loose with his gun and sprints out into the hall, running against the opposite wall towards the front stairs.  Clenching his fist he holds he holds his breath as he tries to move as quickly and silently as possible.

« Last Edit: <11-16-11/1311:27> by Cato »