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Posted: May 13th, 2009, 17:37
by Joose
Somehow, I doubt these guys are going to be cooperative. Which is lucky, because Kt'rr isnt shouting any warning. He also brings his rifle to bear, and also flicks to full auto.

Posted: May 13th, 2009, 17:41
by Dog Pants
Shall we take that as 1 then?

On 1:
Guy with AR fires a burst at the group - 13 +5 (range) +3 (RoF) -3 (suppressing fire) -1 (target area) +8 (skill) = 25, which is 4 hits.
Unarmed guy leaps at Kt'rr, blades sliding from his wrists.

Kt'rr, Deject, Grimmie, and Phoebe, being the most recently active and therefore the most likely to be nearby, are hit with a 10mm std rifle round each (5 PEN, 8 DAM, 2 AD).

Posted: May 13th, 2009, 18:06
by The Shutting Downs
Eraser is able to act on all 5, so is it go teim on 2 after hearing gunfire?

Posted: May 13th, 2009, 18:32
by deject
deej is really getting tired of getting shot at. :x

going off of the guy's roll, deej has the following modifiers:

to hit: +8 (skill) + 3 (RoF) + 5 (range) + 1 (laser painter) - 3 (wild shot) - 1 (wound) = +13
rounds hit: +5 (Auto/Support skill) - 1 (wound) = 4

hahaha it's a good thing I have such high skillz too...

Rifle: 1, 3 + 13 = 17
Auto/Support: 1, 3 + 4 = 8, only one hit

On 3 I will aim at this fucker's head and fire again on 4, if he's still standing.

edit: I took a wound.

Posted: May 13th, 2009, 18:38
by Dog Pants
The Shutting Downs wrote:Eraser is able to act on all 5, so is it go teim on 2 after hearing gunfire?
You can start moving on 1 if you like. They got a free action for surprising you (you surprised them too, but they had time to react while Kt'rr raised the door) which they used to draw/bring to bear, and move towards Kt'rr.

Posted: May 13th, 2009, 18:45
by Roman Totale
What phase will I be able to act on? I reckon I would have been quite a few paces behind the front runners.

Posted: May 13th, 2009, 18:49
by deject
I would think 3 as I acted on 2.

Posted: May 13th, 2009, 18:51
by The Shutting Downs
Well, i'm gonna say 1 would be moving to see what the shout was about, and 2 will be tackling one of the guys to the floor if I can.

Martial arts?

6+1+5 = 12

Posted: May 13th, 2009, 18:53
by Joose
K'trr will be firing full auto into the guy leaping at him. As this is the first time ive shot at anyone, tell me if im doin it rong.

to hit: 5,6, +10 (skill) + 3 (RoF) + 5 (range) - 3 (wild shot) = 26 (or is that 16, due to close combat?)
Rounds hit: 7,6, +10 = 23

Posted: May 13th, 2009, 18:54
by Dog Pants
You can all act on 1, which is the phase we're currently on. Kt'rr and Deject have used that to bring to bear. There's only really room in the doorway for them to move in and fire through since they're both <s>fatasses</s> quite large, although it's theoretically possible to fire over them (as the guy with the AR did). Grimmie and Punkchuck are just behind them, everyone else I assume to be a little way up the ramp and can use 1 to move somewhere or do whatever else they think might be productive.

Posted: May 13th, 2009, 19:25
by deject
Joose wrote:K'trr will be firing full auto into the guy leaping at him. As this is the first time ive shot at anyone, tell me if im doin it rong.

to hit: 5,6, +10 (skill) + 3 (RoF) + 5 (range) - 3 (wild shot) = 26 (or is that 16, due to close combat?)
Rounds hit: 7,6, +10 = 23
I think you might be in close combat with that guy. Also, you use the same roll for the Rifle test and the Auto/Support test, so you should have a 21 on the rounds hit.

Posted: May 13th, 2009, 21:24
by deject
Roman if you want to blast these fools, that's cool but I am sure the guy with the AR isn't going to be standing much longer, so if you want to save some flux and heal us up later then I'd prefer that.

Posted: May 13th, 2009, 22:34
by punkchuck
Crap! Going to try to jump out of the line of fire or am I hit? I will roll anyway and jump if I am able to..

Acrobatics (6) 1+9= 16

Posted: May 13th, 2009, 22:58
by deject
You are hit no matter what. He did a suppressive fire which means he wasn't aiming at you in particular, just spraying bullets at us as a group.

http://www.5punk.co.uk/wiki/index.php?t ... ssive_fire

Posted: May 13th, 2009, 23:04
by Grimmie
I'll tictac myself and team mates who aren't attacking out to some cover.
I think our guys in the doorway have these two covered.

Tactics
2,6 +7 = 15

My armour is PV8 and the round was PEN5, so it didn't penetrate.
The PEN is reduced to 0, and damage reduced from 8 to 0.
I take a point of bruising damage and 2 AD, right?

Where do I shove the bruise and 2AD on the character sheet?

Edit
Torso hitpoints is 14 - 1 and torso armour is 35 - 2, right?

Posted: May 13th, 2009, 23:22
by deject
I think that's all of us unless Roman is going to attack or something, so I will make my attack roll for phase 4.

As before I have Skill + RoF + Laser Painter + Range - head aim - wound for a +12 total to hit and a +4 for Auto/Support.

to hit: 5, 2 + 12 = 19
rounds hit: 5, 2 + 4 = 11, again only one hit

unless I get hit in the torso again he will be rather dead.

Posted: May 14th, 2009, 6:11
by Joose
Phase 4?! Christ Deej, calm down, I don't think doggers has taken us through phase 2 yet :lol:

Posted: May 14th, 2009, 7:00
by Dog Pants
Grimmie wrote:I'll tictac myself and team mates who aren't attacking out to some cover.
I think our guys in the doorway have these two covered.

Tactics
2,6 +7 = 15

My armour is PV8 and the round was PEN5, so it didn't penetrate.
The PEN is reduced to 0, and damage reduced from 8 to 0.
I take a point of bruising damage and 2 AD, right?

Where do I shove the bruise and 2AD on the character sheet?

Edit
Torso hitpoints is 14 - 1 and torso armour is 35 - 2, right?
If your PV is 8 then the damage is reduced by 3, meaning you take 5 damage and no wounds to the chest.

Posted: May 14th, 2009, 7:09
by Joose
Kt'rr laughs at the puny bullets! Hooray for big stompy armour.

Posted: May 14th, 2009, 9:45
by Grimmie
Dog Pants wrote:If your PV is 8 then the damage is reduced by 3, meaning you take 5 damage and no wounds to the chest.
Eh?
Wiki wrote:If the PEN of a round does not match or exceed the target's armour's PV, the round does not penetrate. The PEN is effectively 0 and the round's damage is reduced by the full PV of the armour. Damage taken does not cause wounds, and if the DAM of the round does not exceed the PV of the armour then a point of bruising damage is caused. A round whose PEN is half or less of the target's PV and whose DAM does not exceed the PV either suffers no damage. AD is not affected.