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[IC] Hit the Ground Running

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Psikerlord

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« Reply #330 on: <12-17-11/0054:22> »
Pretty simple for Jink this pass - simple action eject clip, simple action stand back up and take good cover. Free action turn off his pain sensors in his cyberarm - which I think if you use the optional rule in Augmentation (p.33) means he can ignore 1 box of damage for the purposes of modifiers, and with his high pain tolerance ignoring another box, means he won't take any penalties yet for the 4 stun...?

Stand up test (7d6.hits(5)=1) ... argghh!! Alas, fail anyway!



Still lying in the doorway, but keeping to cover as much as he can, Jink ejects his empty clip and tries to struggle to his feet... a painful spasm in the lower back interrupting his intent. 

"Fraggin' biker wound," he complains bitterly to Ghost, glimpses of his career ending crash flicking through his mind as he slumps back to the floor.

« Last Edit: <12-17-11/2131:36> by Psikerlord »

funkytim

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« Reply #331 on: <12-19-11/0314:05> »

defense roll
8d6.hits(5)=3
I rolled eight dice assuming good cover planning on taking off the last two if only partial cover.  Either way its 3 hits.

Also I think BR should have 6P damage.  I cast a Manabolt not a stunball.


Ghost flinches from the vibrations of bullet hitting the wall near his endoscope.
« Last Edit: <12-20-11/0448:06> by funkytim »

Kontact

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« Reply #332 on: <12-19-11/2336:34> »
: Yeah, you right.  Manabolt noted.  TF's grenades go off, and he didn't get them far enough away to not have to soak both.  Switchback should be out of range of both down the stairs.  Here's some soak.  8d6.hits(5) → [1,6,4,3,2,6,2,2] = (2) 8d6.hits(5) → [1,4,1,2,1,1,5,3] = (1) so 9S from the bangs overflows S to P, nearly killing him.

As the bullet catches in the wood behind where Ghost's endoscope just was, the grenades down the hall explode with a combined candle power of over 300,000,000 and a concussive blast heavy enough to throw the retreating hitter against the back wall, where he collapses with a smack that no one can hear from the ringing in their heads.

CT3 IP2: [ BR 16; Jink 14; Switchback 11]
Wounds: TR: {dead} TF: {10S (unconscious), 8P} BF: {dead} BR: {6P} Ghost: {2S}

Cato

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« Reply #333 on: <12-21-11/2159:56> »
Not much I think I can do on this one.  Did the blast by chance knock a hole in the wall?  If not then I'll walk up, Uzi ready, to check on the guy in the hallway.  If I can see that he's down then I'll take a few shots (which have almost no chance) at the guy farther down the hallway.  So.. he's going to walk out of the stairwell and to the hallway intersection.  That should use up all of his actions I believe.


Switchback stands up slowly, his grip tightening on the Uzi IV.  He shakes his head slightly and wobbles a little out of the stairwell before he gets his feet back under him.  He makes his way to the intersection in the hallway, scanning for the grenadier. I really hate grenades..
« Last Edit: <12-21-11/2203:33> by Cato »

Kontact

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« Reply #334 on: <12-22-11/2130:36> »
You should be able to take a pot-shot at extreme range if you'd like. -5 dice for range isn't the end of the world.  BR will begin a retreating action, suppressing as he goes.  11d6.hits(5) → [5,6,3,6,5,2,2,2,1,4,5] = (5)  If you just stay down, he'll leave and combat will be over.  If you want to kill him, combat will continue as long as you need.

Professionalism extending only so far, the final gunner decides to take his chances elsewhere and starts for the exit, firing the whole time.

CT3 IP3: [ BR 16; Jink 14; Switchback 11]
Wounds: TR: {dead} TF: {10S (unconscious), 8P} BF: {dead} BR: {6P} Ghost: {2S}
« Last Edit: <12-22-11/2155:32> by Kontact »

Psikerlord

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« Reply #335 on: <12-23-11/2354:17> »
Lying on the floor, wincing in pain, Umberto's thirst for revenge evaporates as quickly as it came as the last gunman makesa run for it...

"Beat it, fragger," he curses, struggling to his feet and slipping his ingram back into its holster. Staggering back to Van's unconscious body, he hoists him over his cybershoulder.

"Let's get the hell outta here," he suggests to Ghost.

stand up test (7d6.hits(5)=2)

Cato

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« Reply #336 on: <12-24-11/1855:01> »
Switchback slips his Uzi back into the holster and jogs back to Van's apartment, sparing a glance at the collapsed form of the grenadier against the wall.  That's going to sting for a bit.

"You chums ready to get out of here?  I'd rather not wait for anyone else to decide they want to come look around." 

funkytim

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« Reply #337 on: <12-29-11/2013:23> »
Ghost stops concentrating on the invisibility spell.
"Yeah, let's blow this taco stand.  Who's carrying Rat?  I'll keep him concealed.

Ghost cast invisibility on Rat's unconscious body.

[no rolls right now invis castle down]

On the way out ghost quickly cases the bodies he passes on the way out.  He grabs any commlinks they have and looks for anything else he might find interesting.

Kontact

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« Reply #338 on: <12-31-11/0003:12> »
Are you going out the front or the back?  Each shooter has an HK 227x SMG with 3 clips of standard ammo, a belt [with a knife (regular-ass,) Colt Manhunter w/ 2 clips regular ammo and 3 flash-bang grenades (except unconscious guy.  He has no grenades,)] an armored jacket (with holes,) and a pair of goggles.  They are additionally carrying Sawnee Emp-rar Commlinks (All knock offs common to the Touristville shops in Redmond, and all bricked by Yuri to keep the baddies from alerting their bosses.)

Yuri comes out of her VR trance and gets up, switching to an AR scheme.  She was never in danger during the combat, but she still seems shaken by what happened.  "There's more at the front door.  Some kind of security company, seems to have gotten into it with our shooters."  She pauses and exhales.  "Sorry guys, but I'm stepping off this ride for good.  These guys just shot up Bellview like it was nothing.  If they so much as got a cap of my face or voice..  If they ran my plates out in the lot.. I'm a citizen, I can't mess with this kind of heat.  Even a fourth of 160 grand isn't enough for me to throw my life away.  I'll see you guys on the other side, but I.. Sorry."

Psikerlord

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« Reply #339 on: <12-31-11/2219:43> »
"It's shiny, Yuri. Just do us a favour and wipe our visit here from the building records, neh?"

Giving Yuri a salute, Jink wastes no more time, feeding his team his wagon's camera feed from the front, showing (amongst other things) a badly damaged Lynx combat drone shooting the place up. "Out the back chummers, let's get some speed on, wagon's waitin' for us," Umberto says. He heads down the back stairs, not waiting to grab anything from the dead gunners, pinging his wagon for pickup at the back door (up on the curb, side access door open for them to jump in quickly).

Ensuring his link is in hidden mode, Jink's lungs work overtime with Van's additional weight, despite the fact that his cyberarm lifts him easily enough.

"Who the drek is that outside now? More backup? Frag!"

Not sure if any of this requires a test?
« Last Edit: <12-31-11/2221:33> by Psikerlord »

Cato

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« Reply #340 on: <01-01-12/1203:48> »
Switchback's hand slips back to his Uzi when Yuri mentions antoher party out front.  Rat must have been better off than I thought...

"More security?  This guy must be hotter than we thought."

He heads out with the team, jogging in the rear and glancing back down the hallway to see if anyone is following them.

Kontact

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« Reply #341 on: <01-03-12/0430:16> »
The back door opens up on a small, walled-in courtyard.  The walls are about 4 meters high and topped with microwire.  A stone walkway travels the length of the building along its northern side, flanked by tropical foliage that isn't fooling anyone into thinking of Seattle as anything besides a soppy mess of a place. 
« Last Edit: <01-03-12/1948:57> by Kontact »

Psikerlord

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« Reply #342 on: <01-03-12/0515:53> »
"Nil sheen," quips Jink at the sight of the 4m walls, dumping Van in Switchback's arms. Raising his cyberarm an air pressurized fwoop! sounds as the rigger shoots his grappling hook up onto the top of the wall. Quickly scampering up the wall, he produces his miniwelder from his belt and quietly cuts through two sections of the mircowire, making enough space for the team to climb over.

Perched on top of the wall, he lowers down enough cord on the other side to clamber back down again, scanning the streets for his swagger wagon...

"Ghost can you fly Vans body up over the wall or do we do it the hard way?", he inquires.

Pretty sure he had his miniwelder with him..? I forget now? If not, or if this requires any tests, let me know...


Cato

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« Reply #343 on: <01-03-12/2013:22> »
Switchback slings Van over his left shoulder, keeping the Uzi in his right.

Watching Jink cut through the microwire he glances back towards the building.  "Not a bad trick, as long as we don't have to hoof it to the wagon."

Kontact

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« Reply #344 on: <01-03-12/2057:48> »
The grapple gun's winch isn't powerful enough to pull up a person, only a small load, like 15-20 kg at most.  Otherwise, you'll need to climb, assisted by the grapple line.  Averaging your arms' strength and adding +2 for assisted climbing will give you 5 dice after defaulting, so you'll need 4 hits on an extended test to climb 4 meters, or you could buy hits and make it up in 12 seconds, since each test will take a Combat Turn.  However you do it, you're not likely to reach the top before you're intercepted by Sundance.  Well, too late now.

As Switchback took in the scene, he didn't have high hopes.  They were surrounded by tightly-packed residential lots on all sides.  There was no street access back here, only access to more buildings with more security, likely on alert after all those grenade blasts.

He didn't have time to consider much else before he heard the voice come from behind him.
"Hey ork! Don't turn around or I shoot you! Where is Vanian, and who the fuck are you?"
« Last Edit: <01-03-12/2330:34> by Kontact »