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Joose
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Post by Joose »

Ok, this turn combat goes:

Frank
all the baddies
Al
Chopper
buzzmong
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Post by buzzmong »

*cough*

Image
HereComesPete
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Post by HereComesPete »

Hmm? :P

Seeing as how chopper is drawing blood (probably blood) and no doubt attracting attention. I'll put my pistol away, same with machete, then reload my shotty. I think that leaves me out of moves this round, if not then I'll put rounds into the wibbly thing.
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Post by deject »

I'll lay on the ground motionless this round.
Joose
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Post by Joose »

Wibbly bastard strikes out at Frank again (doesnt seem to have reacted at all to Choppers Chopper). Scores a rather scary 8 hits on his roll. Dodge that, Frank!
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Post by HereComesPete »

Reaction 6 + dodge 4 = 10

2 5 5 5 1 1 5 4 6 4= 5

not too shabby, but I have a feeling the wibbly thing is going to score hits anyway, hopefully the armour absorbs it!
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Post by Joose »

right, that gives him a total of 3 net hits. This means you are resisting 11P damage :shock:

Its impact damage, and has a -1 AP, so you have 9 armour to resist it.

Just realised that we may have been doing damage resistance wrong previously. Armour adds dice to your damage resistance, it doesnt automagically reduce damage. So you have to roll to reduce that damage. The roll is Body+Impact+modifiers (if you have anything relevant). Good news is that it only remains physical damage if the damage it does to you exceeds your modified armour. So its only physical if your resist still leaves you with more than 9 damage. Otherwise its stun damage.

By my reckoning that gives you 15 dice to resist, but I may have missed some cyberwear or something.

Dont forget you can use edge to up your dice, and you can always "buy" hits (remove 4 dice from your pool and you have an automatic hit).

Although this is likely to hurt some, just think: If it wasnt for your armour, you would be a bloody streak across the walls by now.
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Post by Dog Pants »

Joose wrote:Although this is likely to hurt some, just think: If it wasnt for your armour, you would be a bloody streak across the walls by now.
Just like I'll be if it hits me. I think I'm out of my depth here.
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Post by HereComesPete »

I have toughness, so my body is at 7 for damage resistance. That gives 16 dice I guess. Whatever this thing is, we'd best try and kill it quick because that's rather a lot of damage considering my roll.

I may have to rely on quick healing and my medical nanohive to fix me up after this encounter, I think Al should start dragging that useless unconscious mage of ours away from the fight. Or just leave him as bait while you leg it!

I'll roll 16 dice and see how badly I get beaten.

4 1 3 5 4 3 6 5 4 6 4 6 5 3 4 2 = 6, a good roll, but this is going to hurt a bit.
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Post by Dog Pants »

I was thinking that I should be the one hauling Leland out if I can. I was waiting to see if we'd be having to make a fighting retreat, and I think that attack was a pretty good sign.
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Post by Joose »

Thats 5 points of damage for Frank. It didn't go over your armour, so its only stun. Still: owie.

The ghouls are all legging it now, apart from one that is still flailing wildly at the wibbly thing. He doesn't seem to be getting anywhere though.

Next up is Al, then Chopper.
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Post by Dog Pants »

I'll try to hoist Leland into a position where I can lug him out. I assume that my limited medical knowledge knows no way of bringing him round?
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Post by Joose »

About the only reliable way to wake him now would probably involve stim patches. As he is already due for some mild hemorrhage when his current stims wear off, its probably not a good idea. Theres a chance he would be awake for a bit, then have his brain shoot out his nose.
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Post by Roman Totale »

Right, I'm going to try Killing Hands again, just in case this thing is immune to normal weapons:

Unarmed Combat (5) + Agility (5) - Wibbly (4) = 6

However, I've also decided to use Edge, as that dice pool ends up a bit poo. With that it has given a quite unbelievable result of:

6,6,4,5,3,3,5,5,3 = 5 hits - fuck yeah!

Unfortunately I'm not too clear on the rules about Edge spending, and I'm further confused by the fact the Shadowrun die roller gave me a total pool of 8 when I thought it would be 7 (I tried it a few more times but the pool seemed to change every time). With that in mind I've re-rolled without Edge to save time if I've fucked up:

3,5,4,5,6,1 = 3 hits, which pretty damn good considering.

Post edited: Now I understand - for Edge, every 6 you roll adds another dice to the pool. I was short by 1 dice but I re-rolled that and didn't get a hit so it stands at 5.
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Post by Joose »

He rolls 4 hits on the opposed test, so its a hit!

your base damage for hand to hand is 6P (thanks to your magical death hands) so with the 1 net hit that goes up to 7P.

Resisting gives him...a piss poor number of hits (seriously, you should see the amount of dice being rolled here).

Your hand sinks into something that feels like wet rug, and comes back out covered in the cruddy stuff that was all over your axe. You definitely felt some...well, ripping sensation, so unless what you are fighting is wearing a thick fur coat filled with jelly, you probably did some damage there. Weirdly, although you can hear grunty fighting noises coming from the blur, you didn't hear any reaction to your hit.

Next round!
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Post by HereComesPete »

Reaction 6 intuition 4 = 10

4 hits.
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Post by Roman Totale »

Reaction (4) + Intuition (2) = 6

2 hits for 8 - fuuuuuuck I need better Initiative.
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Post by deject »

I shall remain limp (twss) this round.
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Post by deject »

I shall remain limp (twss) this round.
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Post by HereComesPete »

deject wrote:Echo!
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