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Posted: March 9th, 2011, 13:30
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

Posted: March 9th, 2011, 18:19
by Roman Totale
Bertha, fuck yeah!

Posted: March 9th, 2011, 19:16
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.

Posted: March 9th, 2011, 19:27
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?

Posted: March 9th, 2011, 19:54
by deject
I'll aim for one of the unusual ones that we're not familiar with.

Posted: March 9th, 2011, 19:57
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.

Posted: March 9th, 2011, 20:19
by Grimmie
I'm aiming at the greater. I have potential gun envy.

Posted: March 9th, 2011, 20:32
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.

Posted: March 9th, 2011, 20:45
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.

Posted: March 9th, 2011, 21:08
by Dog Pants
Yep, you'd be on -1 for UV -2 for IR (IR is always -2).

Posted: March 9th, 2011, 21:41
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)

Posted: March 9th, 2011, 21:57
by Dog Pants
Depends on the sights you're using: http://www.5punk.co.uk/wiki/index.php?t ... and_Sights

Posted: March 9th, 2011, 22:12
by deject
On my sheet I have a 1000m scope. Not sure how that correlates.

Posted: March 9th, 2011, 22:12
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.

Posted: March 10th, 2011, 6:54
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)

Posted: March 10th, 2011, 13:52
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.

Posted: March 10th, 2011, 16:27
by The Shutting Downs
well then, you go read the house rules, and sorry for trying to help...

Posted: March 10th, 2011, 16:57
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.

Posted: March 10th, 2011, 17:54
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 :(

Posted: March 10th, 2011, 18:09
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.