SLA Industries: Day of the Doobrie

For games played by men (and women) with beards, such as tabletop RPGs.

Moderator: Forum Moderators

Grimmie
Master of Soviet Propaganda
Master of Soviet Propaganda
Posts: 7672
Joined: February 5th, 2005, 19:00
Location: Birming-humm, England
Contact:

Post by Grimmie »

Grimmie tugs a small perspex box of breath mints from his pocket, pops one of them in his mouth, and tugs the visor of his PP8 down.
Grimmie wrote:I'm ready to fuck some serious shit up. C'mon Bertha.
(I'm back.)

Mind if I re-try tactics, now my breath is fresh?

Tactics
5,5 +7 = 17
Roman Totale
Robotic Bumlord
Robotic Bumlord
Posts: 8475
Joined: October 24th, 2004, 0:27
Location: Manchester, UK

Post by Roman Totale »

Bertha, fuck yeah!
Dog Pants
Site Moderator
Site Moderator
Posts: 21653
Joined: April 29th, 2005, 13:39
Location: Surrey, UK
Contact:

Post by Dog Pants »

You spot a greater, which is arguably most dangerous as they've been known to use guns, but there's also a couple of a variety of stable mutant strain you've never seen before. They're big as bears, and potential firearms aside you reckon they they could match you in size and strength.

Eraser charges off down the tunnel, although the carriens don't seem to have noticed him yet.
Roman Totale
Robotic Bumlord
Robotic Bumlord
Posts: 8475
Joined: October 24th, 2004, 0:27
Location: Manchester, UK

Post by Roman Totale »

I'll start aiming at the Greater - I reckon we take him down first.

If I use Bomb (3m radius) am I in danger of hitting the trains?
deject
Berk
Berk
Posts: 10353
Joined: December 7th, 2004, 17:02
Location: Oklahoma City, OK, USA
Contact:

Post by deject »

I'll aim for one of the unusual ones that we're not familiar with.
Roman Totale
Robotic Bumlord
Robotic Bumlord
Posts: 8475
Joined: October 24th, 2004, 0:27
Location: Manchester, UK

Post by Roman Totale »

Actually it might be best going for the stable mutant ones first - they're more likely to charge in and rips us to shreds.

Carrien hate Ebb Illumination and generally retreat from it, but I remember the last time we encountered mutants/greaters (I forget which) it just made them beserk. I'll avoid using it unless we get swamped by the lesser ones.
Grimmie
Master of Soviet Propaganda
Master of Soviet Propaganda
Posts: 7672
Joined: February 5th, 2005, 19:00
Location: Birming-humm, England
Contact:

Post by Grimmie »

I'm aiming at the greater. I have potential gun envy.
Dog Pants
Site Moderator
Site Moderator
Posts: 21653
Joined: April 29th, 2005, 13:39
Location: Surrey, UK
Contact:

Post by Dog Pants »

Okay, the specifics then;

You're 100m away from the trains.
Eraser will contact, if the carriens don't move, in 5 rounds.
Which means you all get as many aims as you need...
... unless they spot him and charge, then you'll have less.
It's a -4 for lighting down here.
There's around 50 normal carriens, and amongst them you spot 2 mutant, 3 bear-like mutants, and one Greater.
deject
Berk
Berk
Posts: 10353
Joined: December 7th, 2004, 17:02
Location: Oklahoma City, OK, USA
Contact:

Post by deject »

UV or IR negate any of the -4 for darkness? In either case, I'll go for full aims at the bear-like closest to us.
Dog Pants
Site Moderator
Site Moderator
Posts: 21653
Joined: April 29th, 2005, 13:39
Location: Surrey, UK
Contact:

Post by Dog Pants »

Yep, you'd be on -1 for UV -2 for IR (IR is always -2).
deject
Berk
Berk
Posts: 10353
Joined: December 7th, 2004, 17:02
Location: Oklahoma City, OK, USA
Contact:

Post by deject »

UV it is then. I'll be firing full auto bursts as well, for the first volley I will wait until any of the carriens spot Eraser.

For me then, I think these are my modifiers:
To hit: Rifle (+8), RoF (+3), Aims (+?), Vision (-1), Range (-?).

I can never remember how the range modifiers work with scopes.

# Rounds hit: Auto/Support (+5)
Dog Pants
Site Moderator
Site Moderator
Posts: 21653
Joined: April 29th, 2005, 13:39
Location: Surrey, UK
Contact:

Post by Dog Pants »

Depends on the sights you're using: http://www.5punk.co.uk/wiki/index.php?t ... and_Sights
deject
Berk
Berk
Posts: 10353
Joined: December 7th, 2004, 17:02
Location: Oklahoma City, OK, USA
Contact:

Post by deject »

On my sheet I have a 1000m scope. Not sure how that correlates.
Roman Totale
Robotic Bumlord
Robotic Bumlord
Posts: 8475
Joined: October 24th, 2004, 0:27
Location: Manchester, UK

Post by Roman Totale »

I've only got a range of 25m, so I need to be a bit closer - unless they spot Eraser and obligingly move towards us.
The Shutting Downs
Ninja Pirate
Ninja Pirate
Posts: 1520
Joined: December 3rd, 2008, 21:36
Location: Derby

Post by The Shutting Downs »

FEN AR has a range of 20m, so you're at long range (-4) and you can only make the shot if you have a scope, so a 1000m scope lets you make shots up to that range. (mrb pg 126)
deject
Berk
Berk
Posts: 10353
Joined: December 7th, 2004, 17:02
Location: Oklahoma City, OK, USA
Contact:

Post by deject »

The Shutting Downs wrote:FEN AR has a range of 20m, so you're at long range (-4) and you can only make the shot if you have a scope, so a 1000m scope lets you make shots up to that range. (mrb pg 126)
It also says that scopes negate modifiers, and doesn't explain further. Besides, DP has his house rules, so I'd rather just have a GM decision on it.
The Shutting Downs
Ninja Pirate
Ninja Pirate
Posts: 1520
Joined: December 3rd, 2008, 21:36
Location: Derby

Post by The Shutting Downs »

well then, you go read the house rules, and sorry for trying to help...
Dog Pants
Site Moderator
Site Moderator
Posts: 21653
Joined: April 29th, 2005, 13:39
Location: Surrey, UK
Contact:

Post by Dog Pants »

The MRB take on scopes are a bit basic and not very realistic, but my house rules don't correspond to the MRB equipment because they work on magnification not range. Since 1000m is the lowest magnification available in the MRB I'd equate it to the 4x scope (although since the rules have changed feel free to choose, Deej). So with a 20m optimum range and a 4x scope you'd get an 80m optimum range, making the 100m shot medium range.
Roman Totale
Robotic Bumlord
Robotic Bumlord
Posts: 8475
Joined: October 24th, 2004, 0:27
Location: Manchester, UK

Post by Roman Totale »

What counts as medium range? I want to move closer but I don't want my face bitten off either. My blast range is 25m (which I assume is 'optimum') but I don't know at what distance it becomes medium.

Pants: does your version of my character sheet note that I have UV/IR filters for my overlay monocle thing? I could have sworn I bought them, but they're not on my sheet.

Ideally I think we should all get into good firing positions before Eraser erupts into the middle of the crowd.

Deej and Grimmie, I assume you will be hanging back and firing at longer range?

Edit: I'd need another 30XP to get a range of 40m :(
Dog Pants
Site Moderator
Site Moderator
Posts: 21653
Joined: April 29th, 2005, 13:39
Location: Surrey, UK
Contact:

Post by Dog Pants »

I think my version of your character sheet is even older than yours - I don't even have the overlay on my version. I only have what people send me.

Normally medium range is optimum x4. However, Ebb skills aren't firearms. Normally an Ebb skill's range is its absolute range, however in the case of Blast the skill is used like a firearm in conjunction with the Flintlock. So if used with the flintlock I'd say you can use medium range at 100m. The advantage of not using one is, of course, you don't have to bring to bear and don't get negatives for a wild shot.

My word, ebb stuff needs a lot of work.
Post Reply