Eclipse Phase: Glory
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Re: Eclipse Phase: Glory
Sorry, I keep meaning to post in this and SLA but get distracted when I get home. I'm planning on going in and shooting anything that moves.
Re: Eclipse Phase: Glory
What Doggers said. Any chance we can smash the life support jobber? Otherwise can I do anything to the utility bay to flush people out or is it all locked out?
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Re: Eclipse Phase: Glory
Its all locked out for remote access. If you had to guess you would say it is because someone/something has recognised something is up and shut stuff down so it can be looked at. That might be a person, it might be a maintenance robot or it might be some sort of limited AI that's been tasked with monitoring the systems. All the atmosphere in a station taking a walk out through a stations door is something that tends to get noticedfabyak wrote:Any chance we can smash the life support jobber? Otherwise can I do anything to the utility bay to flush people out or is it all locked out?
You could probably still futz with the life support directly, using local controls. Of course, all those controls are probably in the utility bay with the life support, so you would need to go in and get them.
Life support systems for habs tend to be pretty robustly built as they are the most important component next to power generation. Unless the inhabitants of the hab don't breathe of course, like with those habs that house purely digital beings or synthmorphs. You probably could break the life support if you really put your back into it and/or lavished the thing with thermite charges or something, but it would be noisy, not particularly quick and runs the risk of it literally blowing up in your face. Its a system that involves large amounts of oxygen rich super-algae-goo-stuff and its right next to a small fusion power plant. Do you really want to blow it up?
OK, so, activating the interior airlock door takes you into the utility bay itself (number 2 on the map). This is basically one large, cylindrical room, filled with various kinds of machinery and electronics. On the opposite side of the room to the airlock you are entering by is a small hatch with a radiation warning symbol painted on in faded yellow spray paint. "Above" you (there isn't really an up or down what with it being a micrograv environment, but it makes things easier to describe) is an area with loads of access panels missing and a bunch of cabling hanging out, connected to a variety of computer components. The whole thing looks very jury rigged and untidy. Central to the two ends of the tube are heavy looking airlock doors. The one towards the front of the Hab (left on the map) has no indicator lights on it (or rather it does, but neither are lit). The one to the rear has a green light. Down and to your left is another hatch, currently open, that is labelled on the map as being the Life Support Pod. Its lit by one of those work lamps that you can clamp on to things. A bit like this:

Another, similar light is clamped on to some machinery that runs through the centre of the room. Floating in front of an open access panel on that machinery, its back to you and gripping one of the handholds with its foot, is a bulky grey skinned morph. It looks like the one that you saw on the footage of the attack on the Keysrah. One of these (kinda NSFW). It has some kind of tool in its right hand which it is poking at the machinery with. It shows no sign that it has noticed you.
Re: Eclipse Phase: Glory
Oh good, I was looking for this guy. I'll take a moment to line up my shot (fixing aim, +30) and put a double-tap into her. I'm assuming short range - within 150m.
Skill (45) + aim (30) + smart link (10)
7, 7: 77 Critical! Success!
5, 9: 59 Success!
I'm assuming no armour going off the picture. The first shot bypasses it anyway, and I get a -6 AP for the second.
Roll(2d10)+6:
1,7,+6
Total:14
Roll(2d10)+6:
10,10,+6
Total:26
The only thing this cannibal's eating is lead.
Skill (45) + aim (30) + smart link (10)
7, 7: 77 Critical! Success!
5, 9: 59 Success!
I'm assuming no armour going off the picture. The first shot bypasses it anyway, and I get a -6 AP for the second.
Roll(2d10)+6:
1,7,+6
Total:14
Roll(2d10)+6:
10,10,+6
Total:26
The only thing this cannibal's eating is lead.
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Re: Eclipse Phase: Glory
Ouch, yeah, she doesn't like that. The bullets thud into the thick hide on her back and punch all the way through out the front, spraying purple-red blood across the panel in front of her. She snarls in pain and is knocked free of the handhold she was gripping on to, sending her floating back across the room away from you. She is clearly badly wounded and appears stunned, but is definitely still alive. Unless this creatures death rattles sound a lot like Vietnamese swearing.
Combat time then! Roll me up some initiatives!
Combat time then! Roll me up some initiatives!
Re: Eclipse Phase: Glory
Damn, tough cookie. Lets see if she can take another couple.
Initiative 80
Roll(1d100)+0:
66,+80
Total:146
Initiative 80
Roll(1d100)+0:
66,+80
Total:146
Re: Eclipse Phase: Glory
ok!
Remind me how...
Remind me how...
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Re: Eclipse Phase: Glory
Ah, ok, slight source of confusion here in that there was an errata released after the first printing of the rule book that changed how initiative was calculated, and Pants has used the original way. Theres actually (as far as I can tell) no significant advantage either way apart from the new way being slightly easier maths. However, all the books since the errata have been printed with the new initiative system, so it would be easier for me if we used that instead.
New initiative: (INT + REF)/5, rounded up = your initiative stat, roll 1D10 + initiative stat to get your initiative for combat.
Also, to keep things moving, we will only be rolling for init at the start of combat, not for every individual round.
Pants, rather than making you re-roll: Your initiative is actually 8 and as you rolled a 66 we will take that as rolling a 6, so your initiative for this combat is actually 14.
New initiative: (INT + REF)/5, rounded up = your initiative stat, roll 1D10 + initiative stat to get your initiative for combat.
Also, to keep things moving, we will only be rolling for init at the start of combat, not for every individual round.
Pants, rather than making you re-roll: Your initiative is actually 8 and as you rolled a 66 we will take that as rolling a 6, so your initiative for this combat is actually 14.
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Re: Eclipse Phase: Glory
Really good cheat sheet for EP rules: http://thealexandrian.net/creations/ecl ... -sheet.pdf
Re: Eclipse Phase: Glory
Ta!
INT (19) + REF (18) / 5 = 7.4
Roll(1d10)+0:
2,+0
Total:2
Sooooo 10?
INT (19) + REF (18) / 5 = 7.4
Roll(1d10)+0:
2,+0
Total:2
Sooooo 10?
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Re: Eclipse Phase: Glory
Okey doke, Pants is up first, then Fab, then gribbly.
Re: Eclipse Phase: Glory
Blam! Another double tap please. So as far as far as I understand it I get that aim until I switch target, so it doesn't cost me a complex action this time, so I get two complex actions, and I can fire a semi-auto shot twice in one complex action. I presume I can only do one complex action at once though. So just the two shots now, two more after everyone has had a go. Is all that right?
Skill (45) + aim (30) + smart link (10) = 85
4, 1: 41 Excellent Success!
8, 9: 89 Failure!
Might be enough.
Roll(2d10)+6:
6,5,+6
Total:17
Anything that's left is all yours Fab.
Skill (45) + aim (30) + smart link (10) = 85
4, 1: 41 Excellent Success!
8, 9: 89 Failure!
Might be enough.
Roll(2d10)+6:
6,5,+6
Total:17
Anything that's left is all yours Fab.
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Re: Eclipse Phase: Glory
No.Dog Pants wrote:Blam! Another double tap please. So as far as far as I understand it I get that aim until I switch target, so it doesn't cost me a complex action this time, so I get two complex actions, and I can fire a semi-auto shot twice in one complex action. I presume I can only do one complex action at once though. So just the two shots now, two more after everyone has had a go. Is all that right?
You get the aim as long as the target stays under your crosshairs. In other words if both you and your target don't move between shots. Also you don't get two complex actions, you only ever get one complex action per turn (crazy highspeed combat enhancements aside). I think where you might have gotten confused is that you can aim as a complex action (taking your whole turn to aim) to get a +30 or you can aim as a quick action to get a +10. The reason I allowed a complex aim *and* firing the first time around is that aiming doesn't trigger bullet-time combat, firing does. Essentially, you took two turns before combat started proper. You are right about being able to fire a semi-auto twice as a single complex action though.
To clarify the whole actions thing: You can only ever do 1 complex action in a turn. You can do as many quick actions as I am OK with. General rule of thumb is you can do at least 3 quick actions or 1 quick and 1 complex action.
So, in this case you don't get to carry over the +30 because the gribbly was knocked aside by your first shot so you need to adjust your aim. However, you can still have a +10 for a quick aim before you fire again this turn, and that +10 will apply to both semi-auto shots.
Having said all that, plugging in the new numbers to the rolls you did doesn't actually change the end result in any way. The first shot still hits and the second shot still misses.
The shot that hits slams into her chest just next to the exit wound from the first attack, further messing things up. With a gurgling hiss her eyes flicker closed and she curls up, her legs pulling up to her chest, her arms pulling loosely around herself and her head ducking down slightly. The strange looking blood is squirting out of the new holes you have given her at a heck of a rate, forming roughly spherical globs floating in the low grav.
Combat end! Out of initiative! EP combat is fast and nasty, especially in an ambush situation. What next?
Re: Eclipse Phase: Glory
Unlabelled wrote:Yours
Re: Eclipse Phase: Glory
Can I have a quick look and see if I can figure out what she was working on or trying to fix?
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Re: Eclipse Phase: Glory
Sure, give me a hardware electronics roll. You can have a +20 as its pretty easy.
Re: Eclipse Phase: Glory
Hardware: Electronics (50) + 20
Roll(1d100)+0:
39,+0
Total:39
Roll(1d100)+0:
39,+0
Total:39
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Re: Eclipse Phase: Glory
Looks like they were trying to work out why the airlocks opened, venting the place. Unfortunately they also seem to have had the technical aptitude of the Hulk. In order to take remote commands offline they have just ripped bits out, it would take a good couple of hours work to undo the damage.
You also notice that some of the stuff that should have been connected looks like it wasn't even before the gribbly started tearing at things. This probably means that some of the bulkhead style doors between modules (like the two at either end of this room) probably didn't open when you told them to, so there are probably areas of the station that kept their atmosphere just fine.
You also notice that some of the stuff that should have been connected looks like it wasn't even before the gribbly started tearing at things. This probably means that some of the bulkhead style doors between modules (like the two at either end of this room) probably didn't open when you told them to, so there are probably areas of the station that kept their atmosphere just fine.
Re: Eclipse Phase: Glory
That would suggest then that they don't know that we're here. Any chance (with the atmosphere and airlocks) that they didn't hear the shots?
