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Post by NoOnesShowMonkey on Apr 12, 2011 21:46:12 GMT -5
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Post by ScornMandark on Apr 13, 2011 8:07:04 GMT -5
Ah, Technical as in Hotspur clones... I kept seeing ATV-types in my head Ok, scene readjusted in my head...
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Post by NoOnesShowMonkey on Apr 13, 2011 10:38:57 GMT -5
Do a Google Image search of 'technical truck'.
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Post by NoOnesShowMonkey on Apr 13, 2011 10:57:38 GMT -5
Turn 2, Pass 2Short Range: Screech, HMG TechnicalHMG Technical CA (driver): Hold Action. CA (gunner): Long burst, wide burst at Screech's van.4 net hits. Damage 7p -> 11p (20p), AP -2. Won't beat armor. Medium Range: Bike Long Range: Bike, Bike, HMG TechnicalTotal 9 hits. Bike 2 gets +7 to next Chase Vehicle Test. Total +9. 2 net hits. +2 on Chase Vehicle Test. HMG Technical (gunner): [url=http://invisiblecastle.com/roller/view/2979414/[/url]Fires at Screech's van. No effect. Extreme Range: HMG Technical
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Post by NoOnesShowMonkey on Apr 13, 2011 10:58:00 GMT -5
Turn 2, Pass 3.
Only Screech has an action here.
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Post by ScornMandark on Apr 13, 2011 11:32:42 GMT -5
Ohhhh, ok, gotcha. I equated it with a smaller vehicle with a manned turret, but that'll show me for not actually knowing what I'm talking about Ok, so this turn comprises the mandatory vehicle test. Screech is accelerating and popping his nitrous. Acceleration Test. (15d6.hits(5)=4)Net hits = 4 - 2 = 2. Acceleration = 24 + 5x2 + 20 (Nitro) = 54 Speed = 84 mpt.
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Post by NoOnesShowMonkey on Apr 18, 2011 12:47:58 GMT -5
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Post by ScornMandark on Apr 18, 2011 13:33:33 GMT -5
Damn. That's a hell of a showing there. Ok - Vehicle test: Vehicle Test (16d6.hits(5)=8)I'm +2 on everyone (6's all around! ) save the one long range bike. I'll push everyone back that I can. Init ERROR wtf? I'm going to re roll this, if that's ok... Init again ERRORmaybe a different way of rolling it...ah, as in not including Init in the dice roller field. Stupid Android 1.6.... Init yet again (12d6.hits(5)+12=3)Obviously my castle math isn't working the way I had hoped. The 12 dice actually rolled netted 2 hits, and the roller counted the +12 as another die value. Thus, the number of hits rolled is 2 and the base Init is 12, with net initiative of 14. That was much harder than it needed to be.
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Post by NoOnesShowMonkey on Apr 20, 2011 10:50:34 GMT -5
Screech has the first action, all vehicles bump back one range. Bike moves up one.
Short Range: Screech, Bike
Medium Range: HMG Technical
Long Range: Bike, Bike
Extreme Range: HMG Technical, Bike, HMG Technical
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Post by ScornMandark on Apr 20, 2011 10:57:40 GMT -5
I thought it was
Short: Screech
Med: HMG Technical, Bike
Long: Bike, Bike
Extreme Range: Technical, Technical, Bike
since the bike in Long range hit 10 and med range hit 6
Also, how far back is Med range? (in terms of LMG ranges...)
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Post by ScornMandark on Apr 20, 2011 11:27:26 GMT -5
Based off the Edge test from the previous round or two, it was an Edge (1) test, right? Edge test. (3d6.hits(5)=0)Guess they're not within 75 meters, ah well.
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Post by ScornMandark on Apr 20, 2011 12:04:08 GMT -5
Ok, regardless of bike location, I'll unload again at the HMG Technical I hit last round, which is at least moderately damaged. Opening up (Full Auto Narrow Burst). -1 for Med range. LMG. (10d6.hits(5)=2)DV 8 + (2) + (9) P, AP -3. He's at a -3, right?
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Post by NoOnesShowMonkey on Apr 20, 2011 13:32:13 GMT -5
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Post by ScornMandark on Apr 20, 2011 13:39:04 GMT -5
Darn it. Knew I should've gone with the wide burst again.
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Post by NoOnesShowMonkey on Apr 20, 2011 13:54:37 GMT -5
Need a sensors check, please.
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Post by ScornMandark on Apr 20, 2011 14:14:39 GMT -5
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Post by NoOnesShowMonkey on Apr 20, 2011 14:53:39 GMT -5
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Post by ScornMandark on Apr 20, 2011 15:05:51 GMT -5
Wtf hellworm? .... Presumably. Here we go. Init (12d6.hits(5)=2)Screech goes on 14, 3 passes. Will this be Tactical combat then?
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Post by NoOnesShowMonkey on Apr 21, 2011 9:43:29 GMT -5
Not just a Hell worm, a Toxic! Hell worm! You can guess why the Mad Max gangers didn't want anything to do with you anymore.
And yeah, it is tactical combat, since it is a pair of single combatants and, until you make a concerted effort into outrunning it - and it maybe chases - we aren't in chase combat.
14 brings up Screech.
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Post by ScornMandark on Apr 21, 2011 16:19:51 GMT -5
Ok, can I target it right now? He's kind of under the asphalt, which is buckling as he goes. I've got the ultra wide band radar, which should help, but the asphalt (I'm assuming) is providing some cover?
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Post by ScornMandark on Apr 21, 2011 16:47:30 GMT -5
You know what? Scratch that. There is no way I'm gonna blow a big enough hole in the street to do any kind of appreciable damage. I'm gonna hold my attack this phase until he pops outta the street again. Then I'm gonna open up into him.
This thing is probably going to pop out either right in front of me or right under me. Is there any way to proactively avoid this? like locking on with the ultrawideband radar under the street and dodging right at the last moment? The idea being the worm would at least need to come out of the ground for a moment to turn around, or he'd need a bit of room to do it underground, by which point I'd've jetted.
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Post by NoOnesShowMonkey on Apr 22, 2011 10:19:32 GMT -5
A reasonable deduction.
Given that the worm is going to close to within fighting distance before popping up, I'll skip to that part... unless you have anything specific you want to do?
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Post by ScornMandark on Apr 22, 2011 11:14:21 GMT -5
Mostly just reactionary, really. I really don't want it under the van... Go ahead and skip there, and we'll see what happens
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Post by NoOnesShowMonkey on Apr 23, 2011 10:09:41 GMT -5
I really don't want it under the van... A wise note.
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Post by NoOnesShowMonkey on Apr 23, 2011 10:19:48 GMT -5
Pass 1, Phase 1, Init 11The Worm has effectively roadblocked the path ahead. You may maneuver around him, but it will take a Complex Action during the coming turn to do so, with a Variable Threshold based on your route or goals. It has burst up out of the ground approximately 30 meters ahead of you, easily within your short range. The worm spits at Screech's van. (11d6.hits(5)=2)
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Post by ScornMandark on Apr 23, 2011 13:12:11 GMT -5
Oh, you did not just shoot that green shit at me! Eww. (8d6.hits(5)=1)Well, shit. That can't be good for the paint. My -1 threshold for VR immersion or VCRig doesn't count here, does it? :-P What's the damage? I can post IC after I see how much/if any I can soak.
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Post by NoOnesShowMonkey on Apr 23, 2011 14:28:34 GMT -5
Damage is 5->6p acid damage.
Per page 163 SR4a, Acid damage gives ongoing damage equal to its initial DV for turns equal to its rating (in this case, 5).
Damage is resisted with half impact. Given that vehicle armor is standardized, this will result in a half armor pool. If you have Chemical Protection, this provides its full rating.
Once enough acid accumulates onto the vehicle, the ongoing damage will build to a point where it can defeat the armor of your vehicle, and will cause damage as normal.
So, the Roadmaster now has 6p damage ongoing for 5 rounds. Currently, the armor will hold.
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Post by ScornMandark on Apr 24, 2011 0:21:59 GMT -5
Ok. So, for the next 5 rounds (as in turns, not phases) the acid deals 6P damage, resisted by 8 vehicle armor (half of 16). So, if he doesn't hit me again, I can ignore this acid, yes? (Since damage is below adjusted armor value.) If he does hit again (for the same 6P), I then resist a cumulative 12P at half armor per round (which will be above the adjusted armor threshold)? In either case, my response is, I believe, not unexpected. Whud-d-d-d. (13d6.hits(5)=4)Full Auto Narrow Burst. 8P + (net hits) + 9P. AP -3. Is this still Pass 1?
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Post by NoOnesShowMonkey on Apr 24, 2011 10:31:41 GMT -5
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Post by ScornMandark on Apr 25, 2011 8:58:21 GMT -5
Time to send this bitch packing. Full Auto, Narrow Spread.
[url=http://invisiblecastle.com/roller/view/]Bring on the pain! (13d6.hits(5)=)[/url]
Since his wound modifiers eliminates his dodge pool (right?), damage is
8P + (net hits)P + 9P = , -3AP.
Of course, InvisibleCastle is down, so I'll bump when I can actually roll this.
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