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deject
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Post by deject »

I still need to know how far away from each other they are so I can hopefully minimize the damage to you if possible. :P

I'd be casting it at horse 5 most likely, which means the radius of the attack would be 5 meters unless I modify it by withholding dice from my roll (not a problem, as I have 14 to roll for combat spells).
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Post by deject »

Well, assuming they're maybe 10 feet apart, I'll do the rolls now for a Powerball horse 5 attack, with the range reduced to 3 meters (-2 dice)

Magic (6) + Spellcasting Combat Spell (6+2) + Reduce range (-2) = 12 dice: 4 hits

Drain (3+2): 2 hits so I'll take 3 points of stun damage.

this of course is all pending Joose telling me wtf.
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Post by Dog Pants »

To speed things up then I'll make my attack now in anticipation (although I'm sure I should have gone ahead of Roman, having a higher initiative).

Erm, or I would if I could remember what to do. It's bed tiem now so I'll do it in the morning.
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Post by Joose »

Technically, you are supposed to wait your turn to declare what you are doing in each combat phase, but to speed things up, how about we roll initiatives, I tell you what order things will be happening in, then you tell me what you are all going to do, then we resolve things.

So, this turn its going:

1st gun goon (he shot at roman and missed)
Roman
Dog Pants
2nd gun goon
3rd gun goon
orc mage
Deject - you slow ass.

So, on to Romans axings. I worked out that the guy was oposing with 8 dice, and he managed a truly incredable 7 hits! His ass is axe free!

Then I realised I was rolling for a gun goon, not the mage. Shit it. Ok, re-rolling for that gives the mage a total of no hits at all, and thus he gets twatted squarely in the chest. He valiantly resists 2 points of damage, but that still takes him down to exactly 0. He's not dead, yet, but he's getting there rapidly and isnt going to be playing any further part in this particular fight, having dropped like a sack of spuds.

2nd and 3rd gun goon are slightly swayed in their targeting process by this chain of events, and are both taking a pot shot at the axe wielding psycho.

2nd goon (the other guy behind you) rolls for a shocking 1 hit, the third (the guy in front of you) a slightly more respectable 4 hits. To dodge, make a reaction+dodge+magic - 1 for the guy behind you, - 0 for the guy in front (you are running, which is harder to hit, but you cant see the guy behind and get a -1 per previous attack dodged.) Dodge away, and we shall continue this tomorrow.
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Post by Dog Pants »

So I roll my AGI+skill right?

AGI 2 + Pistol specialisation 3 = 5 dice

1,2,6,3,6 = 2 hits

This is why I try to talk my way out of combat :(
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Post by Roman Totale »

Dodgings:

Reaction (4) + Dodge (5) + Combat Sense (2) = 11 dice

5,6,2,5,3,1,4,6,5,3,2 = 5 hits for guy in front

Reaction (4) + Dodge (5) + Combat Sense (2) - bummer gunner (1) = 10 dice

3,6,2,4,4,1,1,6,6,4 = 3 hits for guy behind

edit: if I wasn't supposed to roll now just ignore this bit.
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Post by deject »

joose you cashy where are you
Joose
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Post by Joose »

Well, Chopper continues to dance about Neo-style, dodging bullets all over the shop.

DP is right, you should have gone before Chopper, but only marginally. Anyhoo, two hits on (presumably) the guy still standing in front of you. He rolls to dodge and gets two hits, so its a glancing hit. In other words, it pings off his armour at an angle, and no damage is done.

As the orc mage currently has an axe in him, on dejects power ball. horse 5 + 4 hits is 9 points of blammage on both the guys at the back. They both take some damage, but they stay standing.

Round 2! Initiatives again please.
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Post by Dog Pants »

3,6,5,6,2,6,6

That's an initiative of 12. Woo!

Is it me or are these WotC dice rolls a bit fishy?
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Post by Joose »

Dog Pants wrote:3,6,5,6,2,6,6

That's an initiative of 12. Woo!

Is it me or are these WotC dice rolls a bit fishy?
I know what you mean. I rolled 7 hits on 8 dice the other day. Probably just our perception though. I may test them later.
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Post by deject »

I've been using this:
http://shadowrun.dashifen.com/content/s ... online.php

you just put in the number of dice and then click a button and it tells you what you've won Bob!


Initiative: 4 hits (finally a good init roll) + 6 = 10
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Post by Roman Totale »

Curse you deject!

2 hits + 6 = 8 initiative

That was from using your dice roller thing :(
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Post by Joose »

Roman Totale wrote:Curse you deject!

2 hits + 6 = 8 initiative

That was from using your dice roller thing :(
:lol:

Right, turn order this time is:

DP
the guy in front of you
Deject
one of the guys behind you
Roman (amazingly not last)
other guy behind you

EDIT: Also, I forgot to mention that with 3 points of stun damage comes a lovely -1 modifier to all tests, Deject.
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Post by Dog Pants »

BANG!

6 2 1 6 5 = 3 hits

Woo! This dice roller is even better! I'm still shit though.
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Post by deject »

Yes I know that Joose. :P

Right, I think the same thing shall be in order.

Magic + Spellcasting (13 dice, regular range) = 5 hits

drain resist: 4 hits so another point of stun
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Post by Roman Totale »

I wasn't sure if I was supposed to include Agility in my attacks still, so I've rolled it with and without just to make sure:

Agility (5) + Blades (6) + Improved Blades (2) = 13

6,2,5,4,3,2,6,6,2,6,6,3,3 = 6 hits

or

Blades (6) + Improved Blades (2) = 8

6,1,4,5,4,5,3,3 = 3 hits
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Post by Joose »

Righto, starting with DP: 3 hits on the guy in front of you, he resist two, so its a hit! Just. Enough to hurt him though, he's bleeding through his armour a little.

BTW, your specialisation on pistols gives you +2 not +1, so that should have been 6 dice not 5. I added one for you, but it came up three.

He fires back at DP (you have shot at him twice now), and rolls 4 hits. After the worst edge roll I have ever seen, DP takes 7 points of damage and falls on his ass. Owie.

Leland's spell goes off with a bang; one guy falls over bleeding badly, the other one looks like he's been hit by a truck. Bits of him fall off.

That being said, Leland is now feeling a little woozy, as he is halfway to unconsciousness (1 point now, 3 points for last time and 1 point for your oh so successful door finding spell earlier, that I forgot about). You are now on a -2.

As the guys behind you are now either on their ass bleeding or have been reduced to kibble, I'll go to romans face axing.

The guy manages to resist a little damage, but combined with the shot from DP, its enough to take him down, and it looks like he isn't getting up again.

Thats all of them, bullet tiem end. What next?
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Post by Dog Pants »

Al wrote:Guys, I don't feel too hot. I could do with getting home, via somewhere that sells med-kits. That fucking Johnson has some explaining to do as to why Reikaku were waiting here for us.
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Post by Roman Totale »

Chopper wrote:I've got a medkit here that should patch you up a bit. Sissy.

Seriously though, you're right. That fucker has some explaining to do. If you're not feeling so hot, and Leland looks a bit queasy over there, you can leave the negotiating to me.

I'm going to string some of these bodies up on the fence - should help make my point when I'm bargaining.

Actually, are any of these scum still alive?
I'm going to poke them a bit, see if they'll talk. If they are all dead, the head of that ork is coming off.
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Post by Dog Pants »

Al wrote:If you can patch me up a bit, Chopper, I can stick around to negotiate. It's your diplomacy that got me this fetching modification in the first place. I reckon after this little extra work, almost certainly caused by a fuck-up on their part, we should be able to negotiate up.
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