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[IC] Hit the Ground Running

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Kontact

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« Reply #315 on: <12-04-11/2039:13> »
  Psi is in Australia, so if you want to go now Cato, it's not really jumping the line or anything. Forgot the -6 penalty for attacking an invisible target for that melee attempt.  Didn't matter, but oops.

One of the bullets sprayed in his direction slammed Switch in the back, to no effect, not even phasing him as he ducked the wild knife swing.

Psikerlord

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« Reply #316 on: <12-05-11/0547:13> »
Twin bullets zing past Jink's body and bounce down the hallway as the old biker twists to clear the jam before returning fire, his ingram roaring as it spits explosive death down the corridor at the same berk he shot seconds earlier... a guttural snarl betraying his emotion despite his shades hiding his eyes.

< Only 2 rounds left, Umberto> comes the sexy female voice of his link, briefly flashing up a pixelated wench "dressed" in an "armoured bikini", Team Soza emblazened across her prodigious chest as she gives him a playful wink <Make 'em count baby!>.

"That's Jinky's girl!" grunts the old bastard as his gun jumps in his carbonsteel grip.

Dodge (reaction 7, cover 4, running 2, -1 burst) (12d6.hits(5)=3) clean miss.
Long wide burst at TR, trying to finish him off!  (Agility 6, auto 4, smartlink 2, range -1, cover -2) (9d6.hits(5)=4) Simple action clears the jam, other simple action to shoot, still taking 4 cover. So that's a -5 on the dodge, base 6P, AP -1, and down to 2 bullets left in the clip...
« Last Edit: <12-05-11/0656:10> by Psikerlord »

Cato

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« Reply #317 on: <12-05-11/1058:49> »
Hmm, I'll try to sweep him.  At least he'll be on the ground if he soaks it again.  So 6 + whatever the net hits are (if any).


Attack: Unarmed 6 + Agility 5 (11d6.hits(5)=5)


Switch felt the air brush by as the gunman's knife slashed through the air to no effect.  He throws his foot out in a swift kick at the gunman's knee, hoping to bring him down.  Come on, fragger, let's go..

Kontact

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« Reply #318 on: <12-08-11/0020:29> »
Third combat turn is coming up.  Let's get some initiative cooking.  Dodge roll versus wide burst. 6d6.hits(5) → [4,2,2,2,2,3] = (0) Soak roll vs 10P -1ap 12d6.hits(5) → [5,2,1,5,1,1,6,5,2,2,2,6] = (5) takes 5 more Ps and is wasted.
Melee dodge 7d6.hits(5) → [2,2,5,4,1,2,6] = (2) 3 net means soaking 13P 11d6.hits(5) → [2,2,4,4,4,1,2,1,5,3,2] = (1) takes 12P.  Dies.
TF: Drops his gun to hang and grabs two grenades.
TR: Is dead, hahaha.
BR's init 11d6.hits(5) → [6,1,6,4,6,1,6,6,4,5,6] = (7) goes on 18
TF's init 10d6.hits(5) → [5,3,1,6,5,1,1,4,4,5] = (4) goes on 14


Jink's barrage paid off with another sucking chest wound for his would-be killer.  The man dropped to the floor in a pool of blood.  At nearly the same time down the hall, Switchback completed his sweep kick to the knee with a downward striking heel to the temple, crushing the man's skull with a sickening crack.


CT3 IP1: [BR 18; Jink 14; TF 14; Switchback 11]
Wounds: TR: {dead} TF: {5P} BF: {dead} Ghost: {2S}
« Last Edit: <12-08-11/1834:29> by Kontact »

Psikerlord

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« Reply #319 on: <12-08-11/0301:36> »
Initiative (10d6.hits(5)=4) so goes on 14.
Also I think Jink got a critical success on his last shot, 4 net successes over the 0 dodge, so he gets 1 point of edge back?
Tempted to use it to go before grenade man, but I'll wait and see what Ghost and Switch get.

At the sight of two of their opponents going down, Jink lets out a hearty "Booyeah!!!" and points his meat hand at the guy with the grenades... "You're next chummer!" he barks, eyeing off the 'nades with a worried scowl.
« Last Edit: <12-08-11/0524:14> by Psikerlord »

Kontact

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« Reply #320 on: <12-08-11/0642:59> »
Yep, that's an edge refresh.  I suspect this combat will be over very soon.  Here's to that.

Cato

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« Reply #321 on: <12-08-11/0921:26> »
Initiative 9 (9d6.hits(5)=2)

keeps slipping and slipping. 


Switchback feels the skull crack under his heel and spins around, hugging the wall.  He eyes the remaining gunman near him, but spares a glance down the hall as Jink yells.

funkytim

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« Reply #322 on: <12-09-11/2101:23> »
Init roll
8d6.hits(5)=1

[OOC:  Do I get -2 for init roll from sustained spell?  If so I go on 8.  Otherwise I go on 9.  BTW, my edge would have refreshed on the stunball to knock out Vanian.]

Psikerlord

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« Reply #323 on: <12-10-11/0107:05> »
Ok Jink spends his point of edge to go first.

A 2 bullet narrow burst at grenades man: Agility 6, Auto 4, smartlink 2, aim 1, range -3, cover -2 (8d6.hits(5)=4) Ok - not bad at all - so that's normal dodge but if hit base 7P with AP-1. And zero bullets left in the clip.

Jinks wired reflexes rev into overtime as he moves to try and take out the grenade man before things get chunky salsa in the hallway... His SMG coughs out the last two rounds from the clip, the rigger trying to keep them in a tight grouping around his target's chest.

Cmon!
he prays as the lead roars away...

Kontact

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« Reply #324 on: <12-11-11/1949:47> »
Tim: Yeah, edge should have refreshed if you'd used any.  I don't think you had..  Anyway..
TF dodges: 8d6.hits(5) → [6,5,6,1,2,2,4,1] = (3)  1 net means 8S-1AP 12d6.hits(5) → [5,6,5,2,4,2,4,3,2,6,2,1] = (4) Soaked to 4S.
BR fires two short wides at Jink.
9d6.hits(5) → [3,5,5,2,3,4,2,5,2] = (3)
7d6.hits(5) → [4,2,2,4,4,1,6] = (1)
TF falls back into the hallway toward the elevator and tosses the grenades at the wall near the stariway behind him.
toss 1d6.hits(5) → [4] = (0)
scatter 1d6.hits(5) → [2] = (0)
direction 1d6.hits(5) → [5] = (1)
toss 1d6.hits(5) → [3] = (0)
scatter 1d6.hits(5) → [2] = (0)
direction 1d6.hits(5) → [3] = (0)
2 m near and left and 2 m near and right.


The bullets catch on the grenadier's armor staggering him, but not enough to knock him off his feet.  The near gunner took the opportunity offered by Jink's distracted state to fire on him from behind the small potted tree he was using for cover.  While that was happening, the remaining attacker by Switchback, the grenadier, started running down the side hallway, tossing the grenades behind him, but they landed shallow.

CT3 IP1: [Jink EDGE-14; BR 18; TF 13; Switchback 11; Ghost 8]
Wounds: TR: {dead} TF: {4S, 5P} BF: {dead} Ghost: {2S}

Psikerlord

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« Reply #325 on: <12-12-11/0608:00> »
First dodge (9d6.hits(5)=2)
2nd dodge (8d6.hits(5)=3)
Damn! hit by the first one, net 1 hit... so I'm assuming 6S damage? Lined coat 6 plus body 3 soak (9d6.hits(5)=2) ..so he takes 4 stun and is knocked down prone.


Focused on trying to take out grenade man, Jink is oblivious to the quick bursts from their other attacker - at least until one of them spins him around and to the floor, rounds hammering into his back and winding him momentarily.

"Goddamn fragger motherdrek eater!!! he curses under his breath, twisting about to prop himself up on his elbows as he brings his gun around.

<Empty!> reminds his commlink cheergirl, spreading her hands in gameshow fashion, a pout on her cherry lips.

A deep scowl comes over Jink as he reaches for his last explosive clip, "Son of a bitch must pay!"

« Last Edit: <12-16-11/0035:23> by Psikerlord »

Cato

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« Reply #326 on: <12-13-11/2209:34> »
  Ok, now that I've got the idea :)  Switchback is going to seek cover in the stairwell, and ready his uzi.


Switchback watches the grenades roll to a stop.  Drek.

Switchback dodges into the stairwell and crouches down, pulling his uzi out.  Fraggin' grenades..
« Last Edit: <12-15-11/1835:20> by Cato »

Kontact

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« Reply #327 on: <12-14-11/0338:53> »
Psi:  Right on all accounts. 
Cato: He was throwing the grenades at the far wall, not at Switch.  I'll make a blown up map so the action is clear as is the distance.



funkytim

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« Reply #328 on: <12-14-11/0518:42> »

Don't know if I can see that Switch is would be fine w/o invis because I'm looking through an endoscope the other way.  Either way I'll just manabolt the first person I can see

Force 5 mana bolt.
9d6.hits(5)=3 3 hits

resist drain
11d6.hits(5)=3 3 hits


As Ghost peers through the endoscope and tries to inflict physical harm on the he wonders who he's actually fighting.  Are these Vanian's friends trying to protect me? more assassins?  He hopes for the later as releases mana into the shooters coming down the hall.

Kontact

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« Reply #329 on: <12-16-11/2235:44> »
Resisting magic from partial cover. 5d6.hits(5) → [4,5,5,1,1] = (2) One net means takes 6S and is knocked over. 
CT2 he'll switch to single shot and call a shot to fire from prone at Ghost's endoscope.  6d6.hits(5) → [1,3,5,2,6,4] = (2) Ghost can roll a defense to try and keep his scope from being shattered.  Cover should apply.
After Jink goes, the grenades will detonate.


Ghost's mana blast didn't disperse off the walls this time, but instead slammed the shooter crouched behind the potted plant wh had been steadily advancing on the room.  The force of it was enough to throw him on to his back, but not enough to sun him outright as he fired back on the doorway.  This time though, it wasn't a spray, but was instead a pointed shot right at Ghost's endoscope.

CT3 IP2: [ BR 16;  Jink 14; TF 13; Switchback 11; Ghost 8]
Wounds: TR: {dead} TF: {4S, 5P} BF: {dead} BR: {6S} Ghost: {2S}