yeah, that'd work. They are reasonably small and light, so a single hit would do it. you wouldn't really be able to trap them (it wouldn't take much for them to punch through the tiles), but you could certainly move one aside so you can see up there.deject wrote:P.S. I shall now apply one of my level 3 Stimulant Patches. This lets me ignore 3 boxes of Stun for 30 minutes.
I think from now on I'm not going to cast any spells unless I ask Joose if it's going to actually do anything since he revels in my failure. I've just thought of something: since it's a suspended ceiling, it's pretty much hanging there. I don't know how much the subceiling weighs, but my Levitate spell needs one hit per 200kg of mass. Would it be feasible to sort of lift up the bulk of the subceiling to kind of expose/trap the ghouls up there?
The Second Forumised Shadowrun Adventure
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Joose
- Turret

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HereComesPete
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Time for good old fashioned fire-power. Suppressive fire of 20 shells into the roof in front of us at about 12 metres/40 feet.
Right, think I've got all the modifiers here!
agility 4 long arms 5 = 9
-6 indirect fire (-4 with thermo vision), -1 range (0 with eye magnification), -5 recoil (-1 with recoil damping) +2 take aim, +2 smartlink.
So after all that, it's 8 dice.
5+6+5+2+6+2+5+3 = 34
Right, think I've got all the modifiers here!
agility 4 long arms 5 = 9
-6 indirect fire (-4 with thermo vision), -1 range (0 with eye magnification), -5 recoil (-1 with recoil damping) +2 take aim, +2 smartlink.
So after all that, it's 8 dice.
5+6+5+2+6+2+5+3 = 34
Frank wrote:Everyone behind me or you might stop some metal! Get some of this you fuckers!
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Roman Totale
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Joose
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Also, the Enfield AS-7 only goes up to burst, not full auto. I'll let you off though, as even though you only pump 10 rounds into the ceiling, thats still plenty.
Theres a screech of rage, which turns into a scream of pain, and an extremely dead ghoul falls through the mashed up ceiling tiles on to the floor, 12 meters in front of you. Another drops down behind him with some nasty looking wounds up one side of his face. Doesn't seem to be slowing him down much through. You can see a bunch more up there ready to spill down the hole.
And with that, I think its combat mode time! Everyone, roll your initiatives!
Theres a screech of rage, which turns into a scream of pain, and an extremely dead ghoul falls through the mashed up ceiling tiles on to the floor, 12 meters in front of you. Another drops down behind him with some nasty looking wounds up one side of his face. Doesn't seem to be slowing him down much through. You can see a bunch more up there ready to spill down the hole.
And with that, I think its combat mode time! Everyone, roll your initiatives!
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Roman Totale
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Roman Totale
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Depending upon what happens with the Initiative Rolls etc, I will either be attempting to hit that lone ghoul with the bow and arrow, or lobbing a flashbang at the ghoul mob that drops from the ceiling.
I'll do the rolls for them now, just in case.
For flashing:
Agility (5) + Throwing Weapons (4) = 9
3,2,5,4,1,5 = 2 hits, bah
For arrowing (slightly confused by this in the rule book, so I may get it wrong):
Archery (5) + Agility (5) = 10
3,6,3,5,3,5 = 3 hits
If stuff happens that negates all that gumph, just ignore it.
I'll do the rolls for them now, just in case.
For flashing:
Agility (5) + Throwing Weapons (4) = 9
3,2,5,4,1,5 = 2 hits, bah
For arrowing (slightly confused by this in the rule book, so I may get it wrong):
Archery (5) + Agility (5) = 10
3,6,3,5,3,5 = 3 hits
If stuff happens that negates all that gumph, just ignore it.
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HereComesPete
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reaction 6 + intuition 4 = 10Frank wrote:FUCK YES! One for me and more to go!
4+6+2+5+6+3+2+4+4+1 = 6
Think I'll fire on the big group again and leave the single injured one for the others to mop up. Another burst -
agility 4 long arms 5 = 9
-2 partial cover, -9 second long burst (apparently it's neutralized by recoil compensation, it suggests fully in the core rule book but that might just be wording but I've got 4 points of comp so I guess it's -5 or 0). I shall fire it in a wide burst for maximum messy.
+2 smartlink +2 take aim -5 recoil = 6
1+5+3+3+6+4 = 3 hits
Do I need to make a roll for my eyes to be ready to block choppers' stun 'nade? They've got that flash protection so I shouldn't need to close them.
Frank wrote:Get some more of this you fuckers!
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deject
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As usual, I roll shit for initiative.
Initiative (6 dice): 2 hits for 8 Initiative
I think I'll fire off a blast from Flamethrower at the ghouls still in the ceiling if they're fairly well bunched together, otherwise depending on how many I can see I'll either Powerball or go Astral for some high speed Death Touching.
Initiative (6 dice): 2 hits for 8 Initiative
I think I'll fire off a blast from Flamethrower at the ghouls still in the ceiling if they're fairly well bunched together, otherwise depending on how many I can see I'll either Powerball or go Astral for some high speed Death Touching.
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Joose
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right, 2 ghouls managed to get the drop on you lot, but they were up in the ceiling still. So:
Combat Turn 1:
2 more ghouls drop down from the ceiling.
The rest of this turn goes:
Frank
ghoul with the bloodied face
two more ghouls in the ceiling
Al
Leland and Chopper, technically at the same time.
So on to Franks shootings. The front two ghouls in the ceiling take a face full of lead, and ghoul blood splatters all over the crawlspace up there. They are still moving, but look *badly* fucked up.
Unless you have got some kind of bigger than normal ammo drum, that leaves you with 4 rounds left by the way.
And no, you dont need to roll for your flare compensation. It just works.
The first ghoul to drop through (the one with the bloodied face) goes next. He lets out a screechy, guttural scream and charges at you. He will be on you the beginning of next combat turn.
Next up is the two that got shot in the face. They don't so much jump down as fall down, but the end result is the same. They are now in the corridor as well.
To recap where we are so far: theres 5 ghouls total in the corridor (not counting the dead one), the one who came down first, the two unharmed ones who jumped down after him, and the two badly fucked up ones that fell down after. There are still several in the ceiling space that you can see, and you are not sure how many are behind them.
Al next. What you doing, Mr Pants?
Combat Turn 1:
2 more ghouls drop down from the ceiling.
The rest of this turn goes:
Frank
ghoul with the bloodied face
two more ghouls in the ceiling
Al
Leland and Chopper, technically at the same time.
So on to Franks shootings. The front two ghouls in the ceiling take a face full of lead, and ghoul blood splatters all over the crawlspace up there. They are still moving, but look *badly* fucked up.
Unless you have got some kind of bigger than normal ammo drum, that leaves you with 4 rounds left by the way.
And no, you dont need to roll for your flare compensation. It just works.
The first ghoul to drop through (the one with the bloodied face) goes next. He lets out a screechy, guttural scream and charges at you. He will be on you the beginning of next combat turn.
Next up is the two that got shot in the face. They don't so much jump down as fall down, but the end result is the same. They are now in the corridor as well.
To recap where we are so far: theres 5 ghouls total in the corridor (not counting the dead one), the one who came down first, the two unharmed ones who jumped down after him, and the two badly fucked up ones that fell down after. There are still several in the ceiling space that you can see, and you are not sure how many are behind them.
Al next. What you doing, Mr Pants?
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Joose
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the flechettes tear through the advancing ghouls face, pulling back the skin and muscle in a messy smear. The momentum of the running ghoul means that he hits the floor with what remains of his head, and slides to a halt just in front of you guys, pooling goo all over the floor.
He is quite, quite dead.
Roman, Deject, both of you go simultaneously, so what you going to do?
He is quite, quite dead.
Roman, Deject, both of you go simultaneously, so what you going to do?
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deject
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LET'S PLAY FOR THE $250 MILLION POWERBALL JACKPOT! I'll be aiming sort of in the middle of the ghouls in the corridor, but far enough out to avoid catching Frank in the blast.
Powerball horse 4 (DV: 5)
Magic + Spellcasting (13 dice): 6 hits
Drain Resist (9 dice): 4 hits, only one more stun
Powerball horse 4 (DV: 5)
Magic + Spellcasting (13 dice): 6 hits
Drain Resist (9 dice): 4 hits, only one more stun
Leland wrote:Jackpot!
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Joose
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And *this* is why there are so many downsides to being a mage.deject wrote:LET'S PLAY FOR THE $250 MILLION POWERBALL JACKPOT! I'll be aiming sort of in the middle of the ghouls in the corridor, but far enough out to avoid catching Frank in the blast.
Powerball horse 4 (DV: 5)
Magic + Spellcasting (13 dice): 6 hits
Drain Resist (9 dice): 4 hits, only one more stun
The two ghouls that just dropped down flinch, one of them has a bit of blood shoot out its nose.
The two ghouls that had already been hit by the shotgun, however, burst like icky Piñatas. You are lucky you are 12 meters away, or you would all be wiping ghoul innards off yourselves right now.
Roman, just you to go before we move to turn 2.
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Roman Totale
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Chopper lets out his own guttural scream directed at the ghouls.
I'll do my archery shit then on one of the ghouls still left. I'm just going to use the results I rolled a bit further up:
Archery (5) + Agility (5) = 10
3,6,3,5,3,5 = 3 hits
I've got Strength of 4 so I believe that gives me a total of 6P + the 3 from the roll = 9P of damage. Possibly.
Now I'm going to get ready for axings!
Edit: just noticed I put my Initiative roll down wrong. It should be 8, rather than "2 hits".
I'll do my archery shit then on one of the ghouls still left. I'm just going to use the results I rolled a bit further up:
Archery (5) + Agility (5) = 10
3,6,3,5,3,5 = 3 hits
I've got Strength of 4 so I believe that gives me a total of 6P + the 3 from the roll = 9P of damage. Possibly.
Now I'm going to get ready for axings!
Edit: just noticed I put my Initiative roll down wrong. It should be 8, rather than "2 hits".
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Roman Totale
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HereComesPete
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reaction 6 + intuition 4 = 10
2+2+2+4+5+3+4+3+2+6 = 4
I see it as there were five ghouls, deject blew two up, doggers capped one, roman did a rambo on another so that leaves the ones in the roof and one down on the floor.
I am down to four rounds, I've got more drums in my webbing so that should be a case of impulse the gun to eject the drum and then grab a new one and click it in, how long would that take joose?
2+2+2+4+5+3+4+3+2+6 = 4
I see it as there were five ghouls, deject blew two up, doggers capped one, roman did a rambo on another so that leaves the ones in the roof and one down on the floor.
I am down to four rounds, I've got more drums in my webbing so that should be a case of impulse the gun to eject the drum and then grab a new one and click it in, how long would that take joose?
