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Posted: February 10th, 2009, 22:04
by deject
How far away are the guys?

In either case, since deej has been shot, he becomes fixated on the guy who fired the burst. Do I have to take aim to call a shot or can I go for a headshot without taking aim?

Assuming I can, here's the roll:

Rifle: 9,7 + 7 - 3 - 4 - 1 = 15

On 5 I want to inject some Kick Start.

Posted: February 10th, 2009, 22:06
by Dog Pants
Yep, Deject, you'll also have to wait until 4 to quick-draw. Dirk and Toast go on 3.

EDIT: You have to aim to call a shot.

Posted: February 10th, 2009, 22:07
by deject
I go on all phases... :?

Posted: February 10th, 2009, 22:13
by Dog Pants
My version of your character sheet has you with a dex of 11, which is four phases. You need 13 to go on all phases. If my character sheet's wrong you need to send me an updated one. In fact, I think it'd be best if everyone sent me a copy of their sheet after every BPN to ensure mine are up to date. I make rolls for you guys without telling you quite a lot, especially detect, and you might be losing out if my records are old.

Posted: February 10th, 2009, 23:55
by deject
My Dex is at 13, and has been for quite a while now, at least since the BPN before last.

Here's my sheet as it stands, including the damage I've taken so far: http://dl.getdropbox.com/u/98699/deject.xls

Posted: February 11th, 2009, 0:20
by Grimmie
On 4 I'd like to draw my FEN AR and bring to bare on the grenade dude (if I see him?)

Dex Check
4,5 +10 = 19

http://dl.getdropbox.com/u/598322/Grimmie.xls

Posted: February 11th, 2009, 12:25
by Dog Pants
In which case you do indeed bring to bear on 3. Still waiting on Toast and Dirk before we deal with stuff on 4.

Posted: February 11th, 2009, 16:28
by deject
That dude's head is all sorts of fucked. Does he have a helmet of any kind? if not that's 8 dmg straight to his face.

Posted: February 11th, 2009, 18:40
by Dog Pants
His head is unarmoured but you'll have to aim for another phase to go for his head. The roll you made earlier still hits though, so you put a round in his chest.

Also, I missed Roman's Bomb among all that;

-4 for range
-3 for a wild shot
-2 for cover
-1 for pistol at med range +

Which still hits. Roman's shot went first and pretty much did him in, so Deject's shot finished him off.

Still waiting for Joose on 3.

Posted: February 11th, 2009, 21:08
by Joose
Sorry, I got all confused with what turns I should be acting on. Right, im wanging a fireball at the dude who threw a grenade at me. I don't like him.

Thermal Ball 2, base 15 damage no penetration:

6,9,+10 = 25

Burn, baby, burn!

Posted: February 11th, 2009, 21:14
by Dog Pants
After a brief discussion with Joose, rules for ranged Ebb attacks (that aren't directed using a device like a Flintlock) are here: http://www.5punk.co.uk/wiki/index.php?t ... bb_Attacks

With a -2 for cover that hits him right in the chest, causing him to expire in a screaming ball of fire and drop the grenade, which falls down roughly towards where the last one went off.

Posted: February 11th, 2009, 21:53
by Roman Totale
I thought the Flintlock just granted lower Flux cost? I can use Blast with or without the Flintlock, but does that mean I can choose to aim or not to aim?

Posted: February 11th, 2009, 22:03
by Dog Pants
I'd say so. It seems a fair compromise - get a snap shot off at no cost and not get aims, or get aims and have to bring to bear. Unless you're ambidextrous you'd have to do whatever was at hand.

Posted: February 11th, 2009, 22:08
by Roman Totale
I'll just have to avoid blowing my cock off whilst having a wank.

Posted: February 11th, 2009, 22:10
by Dog Pants
You'll have to regenerate those ribs then.

Posted: February 11th, 2009, 22:24
by Roman Totale
:lol:

Posted: February 12th, 2009, 1:47
by deject
Hey Dirk, you got enough of that Flux stuff to patch me up or should I just hit the Kick Start?

Posted: February 13th, 2009, 15:35
by deject
Well since nothing has happened in a bit, and I assume that we're out of quick time, I'll hit the Kick Start then once that's taken effect, I'll see about climbing up to where the two asshats were.

Climbing: 10,1 + 3 = 14

Posted: February 13th, 2009, 16:29
by Dog Pants
Well the second grenade goes off but fuck it, it was never going to do any damage anyway. Luckily for you (because your roll was a bit pants) it's easy to get up there using the various pipes and cables and suchlike that criss-cross the gap. The crispy grenadier is closest, and an inexpert examination of the corpse reveals that he was unarmoured, had two more grenades, and was also carrying a DarkNight SMG.

A quick hop over to the walkway with the shooter on reveals that he was wearing what looks like an old and battered suit of Shiver Blocker, and was carrying a FEN AR.

Posted: February 13th, 2009, 16:47
by deject
I'll take the grenades, and send down the guns (using my rope from the climbing gear) to the others for turning in to SLA. The Shiver Armor will be harder for me to salvage on my own so unless Grim wants to come up here and help me I'll leave the body alone for now.

Are these guys young enough looking to be Mama's Boys?

Streetwise: 6,2 + 3 = 11

If not I'll ask Dirk to come on up here and do some investigating to see who these dudes were.