Eclipse Phase: Terminal Velocity
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deject
- Berk

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Re: Eclipse Phase: Terminal Velocity
LADYJOOOOOOOOOOOSE
and
JOOOOOOOOOOOOOSE
and
JOOOOOOOOOOOOOSE
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Joose
- Turret

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Re: Eclipse Phase: Terminal Velocity
Ah yes, sorry, my bad. I was explaining the combat rules to mrs Joose and decided that it would make the combat run a lot smoother if we use the optional rule of only rolling once for initiative at the beginning of a combat session, rather than every turn. I then totally forgot to actually post that.
So, takeing Tiny and the gribblies last initiatives, the order this turn is:
Tiny
Deject
TSD
Gribbly 1
Pants
Gribbly 2
Go!
So, takeing Tiny and the gribblies last initiatives, the order this turn is:
Tiny
Deject
TSD
Gribbly 1
Pants
Gribbly 2
Go!
Re: Eclipse Phase: Terminal Velocity
Slower than a techno-zombie 
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Joose
- Turret

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Re: Eclipse Phase: Terminal Velocity
Don't feel too bad, they are more 28 days later than dawn of the dead.Dog Pants wrote:Slower than a techno-zombie
Re: Eclipse Phase: Terminal Velocity
Tiny shoots at the nearest gribblietiny wrote:Fuck this for a thing to happen, I'm not getting eaten by an octopus head.
Kinesics 40 + 10(already aiming)
Roll 63
Fail!!
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Joose
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Re: Eclipse Phase: Terminal Velocity
Yep, you take a shot but it goes harmlessly over thier heads. Deject, your go!
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deject
- Berk

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Re: Eclipse Phase: Terminal Velocity
I'll take a complex action to aim at the closest one.
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The Shutting Downs
- Ninja Pirate

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Re: Eclipse Phase: Terminal Velocity
I'll go Full Auto with the Shard Pistol on the closest one.
Spray Weapons 30 + 30 (Full Auto on 1 target) = 60 - Don't know what Range they are at, but if they are within 30 feet that's normal range.
Roll(2d10)+0:
4,10
So thats a 40
1d10 +6 damage:
Roll(1d10)+6:
2,+6
Total:8
Spray Weapons 30 + 30 (Full Auto on 1 target) = 60 - Don't know what Range they are at, but if they are within 30 feet that's normal range.
Roll(2d10)+0:
4,10
So thats a 40
1d10 +6 damage:
Roll(1d10)+6:
2,+6
Total:8
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Joose
- Turret

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Re: Eclipse Phase: Terminal Velocity
You actually get a -10 for them being at normal range, but then you can take a quick action to aim for a +10 as well as the complex to shoot, so that would have cancelled out anyway.
Just in case you haven't all read the combat rules, shooting and melee are both handled in basically the same way: Attacker rolls their attack skill + modifiers, target rolls their Fray (which is a fancy way of saying dodge really) + modifiers. If the attacker gets over their skill, they miss. If the attacker gets under their skill, and the target gets over his Fray, its a hit. If both get under their skill, then it is whoever gets the *highest* roll that wins. The only major difference between melee and ranged is that with ranged the target only gets half their Fray.
So, taking TSDs shot as an example, if the gribbly gets over his Fray, he has been hit. If he gets under his Fray, and over 40, he has dodged. If he gets under his fray *and* under 40, he is hit. Basically, you are trying to get as close to your skill without going over it.
Gribbly rolls...79. Needless to say, that's well over half his Fray
The spray of shards rip into the guy, going straight through his tattered suit, and leaves it red with blood. He doesn't flinch, doesn't even seem to notice.
As you didn't specify whether you were aiming for the one going for deej or Pants, I'll randomise it: you shot at Pants' gribbly, Gribbly 1.
He seems to not like this, and takes his anger out on Pants. Charging (-10 to hit, +1d10 to damage) in to melee range, he tries to bop you on the noggin:
Unarmed: Roll(2d10)+0:
6,5,+0
Yeah, 65 is not a hit. His slightly claw-like hand skims over the top of your head, close enough that you feel the air swish past.
Your go, Mr Pants!
Just in case you haven't all read the combat rules, shooting and melee are both handled in basically the same way: Attacker rolls their attack skill + modifiers, target rolls their Fray (which is a fancy way of saying dodge really) + modifiers. If the attacker gets over their skill, they miss. If the attacker gets under their skill, and the target gets over his Fray, its a hit. If both get under their skill, then it is whoever gets the *highest* roll that wins. The only major difference between melee and ranged is that with ranged the target only gets half their Fray.
So, taking TSDs shot as an example, if the gribbly gets over his Fray, he has been hit. If he gets under his Fray, and over 40, he has dodged. If he gets under his fray *and* under 40, he is hit. Basically, you are trying to get as close to your skill without going over it.
Gribbly rolls...79. Needless to say, that's well over half his Fray
The spray of shards rip into the guy, going straight through his tattered suit, and leaves it red with blood. He doesn't flinch, doesn't even seem to notice.
As you didn't specify whether you were aiming for the one going for deej or Pants, I'll randomise it: you shot at Pants' gribbly, Gribbly 1.
He seems to not like this, and takes his anger out on Pants. Charging (-10 to hit, +1d10 to damage) in to melee range, he tries to bop you on the noggin:
Unarmed: Roll(2d10)+0:
6,5,+0
Yeah, 65 is not a hit. His slightly claw-like hand skims over the top of your head, close enough that you feel the air swish past.
Your go, Mr Pants!
Re: Eclipse Phase: Terminal Velocity
So much for the rifle. What are my options? Presumably firing a rifle in melee isn't great, but similarly I'm not expecting much from battering him over the head with it. Assuming I wanted to go for the latter, does the weapon look sturdy enough to survive?
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deject
- Berk

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Re: Eclipse Phase: Terminal Velocity
So combat is like the Price is Right Showcase Showdown?
Re: Eclipse Phase: Terminal Velocity
Creepy cyber-zombie.. come on down!
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Joose
- Turret

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Re: Eclipse Phase: Terminal Velocity
You could shoot him. You would get a -30 for being in melee, but then you would get a +10 for being point blank, and you could get a further +10 by using your quick action to aim (its not explicitly said in the rules, but I'm taking a quick aim to be like bringing to bear, whereas a complex action aim is proper aiming. If you do neither you are firing from the hip), so you would actually only be on a net -10 to hit. You could even go full auto and take a further +30 to hit if you wanted to.Dog Pants wrote:So much for the rifle. What are my options? Presumably firing a rifle in melee isn't great, but similarly I'm not expecting much from battering him over the head with it. Assuming I wanted to go for the latter, does the weapon look sturdy enough to survive?
If you want to bat it on the head, you can treat it like a standard club (p335), future-rifles are sturdy enough to do this without falling apart in your hands or having things go out of alignment. You are no more likely to hit than if you shoot him though, even if you don't go full auto. You are a shooter, not a fighter (or a lover). Your clubs skill is not great. You are certainly more likely to do damage if you shoot him too.
Re: Eclipse Phase: Terminal Velocity
Okay, I'll open up on the thing for maximum bonuses. I don't fancy the idea of it punching my face in, and I'm not convinced it's going to go down easily. In my mind Edgar gives it a shove with his foot to give him some breathing space and lets rip;
60 (Kinetic Weapons) +10 (Point Blank) +10 (Aim) +30 (Auto) -30 (Melee) = 80
3, 0: 30 Excellent Success!
Dakkadakkadakka
60 (Kinetic Weapons) +10 (Point Blank) +10 (Aim) +30 (Auto) -30 (Melee) = 80
3, 0: 30 Excellent Success!
Dakkadakkadakka
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Joose
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Re: Eclipse Phase: Terminal Velocity
The excellent success will give you a +5 damage if you hit (which you probably will).
Gribblys Fray roll massively failed, so you do indeed hit! That's 2d10+13 in total for your damage roll.
Gribblys Fray roll massively failed, so you do indeed hit! That's 2d10+13 in total for your damage roll.
Re: Eclipse Phase: Terminal Velocity
Hoo, that hurts. Does auto just add to your chances of hitting then? I really should bone up on the rules when I have a minute.
Roll(2d10)+13:
6,2,+13
Total:21
Roll(2d10)+13:
6,2,+13
Total:21
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Joose
- Turret

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Re: Eclipse Phase: Terminal Velocity
Full Auto you can use to either give yourself a +30 to hit or an extra 1d10 damage. I think the former is supposed to represent you spraying an area a bit, and the latter represents more focussed fire.
So, this guy needs to make two SOMx3 tests:
For being knocked over: Roll(2d10)+0: 2,5
For going unconscious: Roll(2d10)+0: 9,8
So he manages to stay on his feet for a moment, but immediately passes out and collapses at your feet in a puddle of thick blood.
Next up is Gribbly 2, which is charging Deject:
Unarmed: Roll(2d10)+0: 4,7.
47 is a hit, so you need under your Fray but over 47 to dodge it.
Ouch, yeah, he felt that. The stream of high velocity rounds rip straight through him, leaving two fleshy hole in his midriff. In game terms, you just caused 2 Wounds, so I'll use this to explain how wounds work. Basically, if you get a bunch of damage at once that is greater than your Wound Threshold, you get a wound. If its more than double your WT, you get two wounds, and so on. For each wound you have, you get a -10 to all actions, and a -1 to initiative. Additionally, you need to take a SOMx3 test to see if you get knocked over, and if you have taken 2 or more wounds from the same attack you need an additional SOMx3 to not fall unconscious.Roll(2d10)+13:
6,2,+13
Total:21
So, this guy needs to make two SOMx3 tests:
For being knocked over: Roll(2d10)+0: 2,5
For going unconscious: Roll(2d10)+0: 9,8
So he manages to stay on his feet for a moment, but immediately passes out and collapses at your feet in a puddle of thick blood.
Next up is Gribbly 2, which is charging Deject:
Unarmed: Roll(2d10)+0: 4,7.
47 is a hit, so you need under your Fray but over 47 to dodge it.
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deject
- Berk

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Re: Eclipse Phase: Terminal Velocity
Fray (40): 8, 3: 83 Severe Failure!
Oh dear.
Oh dear.
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Joose
- Turret

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Re: Eclipse Phase: Terminal Velocity
Yup, you done got bopped. After armour reduction he does 1d10 damage to you and rolls....oof, a 10. That's 10 damage and a wound for you, and a SOMx3 to see if you fall over. Don't forget to apply the -10 for being wounded too 
After Deject has either fallen over or heroically stayed upright, its back to Tiny again.
After Deject has either fallen over or heroically stayed upright, its back to Tiny again.
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deject
- Berk

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Re: Eclipse Phase: Terminal Velocity
What sucks is that I re-rolled for shits and giggles and got a 35 which I think would have been really good. 
SOMx3 (30) - 10: 3, 9: 39 Failure!
SOMx3 (30) - 10: 3, 9: 39 Failure!

