Chem Dogs Sign In/Discussion Thread
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Re: Chem Dogs Sign In/Discussion Thread
#9 in B should have 8 wounds now right?
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Re: Chem Dogs Sign In/Discussion Thread
Of course they are. Are you suggesting the GM might make a mistake?
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Re: Chem Dogs Sign In/Discussion Thread
Of course not, nor would I suggest that he edited the post at 23 Dec 2009, Wed 3:19 pm.
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Re: Chem Dogs Sign In/Discussion Thread
Litila is going over the Chimera.
Raltus:
BS of 31, Short Range +10 Short Burst +10 = 51
Roll of 61
Missed
He makes a note to use Full Auto next time
Raltus:
BS of 31, Short Range +10 Short Burst +10 = 51
Roll of 61
Missed
He makes a note to use Full Auto next time
Relativity Calculator
My Nomination for "MVAM Critic Award" (But can it be broken into 3 separate pieces?)
My Nomination for "MVAM Critic Award" (But can it be broken into 3 separate pieces?)
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Re: Chem Dogs Sign In/Discussion Thread
Tyyr - 20
Kendall - 19
Lighthawk - 19
Group B - 19
Coalition - 17
Group A - 17
Mikey - 15
Deep - 7
LH, you're up.
Kendall - 19
Lighthawk - 19
Group B - 19
Coalition - 17
Group A - 17
Mikey - 15
Deep - 7
LH, you're up.
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Re: Chem Dogs Sign In/Discussion Thread
My apologizes for the delay, holiday stuff, you know?Tyyr wrote:Tyyr - 20
Kendall - 19
Lighthawk - 19
Group B - 19
Coalition - 17
Group A - 17
Mikey - 15
Deep - 7
LH, you're up.
Anyway, Hilda is going to hold action for now, as the nearest group is still 10m beyond her flamer's range. Hak will take a shot at #1 in group A.
BS of 46 +10 semi auto +10 close range = 66, roll of 08, so all 3 shots hit. Hits to right leg, right leg, and body, 1d10+3 0 pen.
1) Leg: 11-2=9, 1 wound left
2) Leg: 8-2=7, 6 critical damage
3) Body: 12-2=10, 16 critical damage, the target bursts into flames, and there is a 50% chance that any ammo he is carrying will explode, causing all creatures within 1d5 meters to make dodge tests or take 1d10+5 explosive damage.
I'll wait for the results before writing up the potential bomb's demise in game.
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Re: Chem Dogs Sign In/Discussion Thread
Group A
Mob 1: -16 Wounds, Dead and Burning
Mob 2: 10 Wounds
Mob 3: -18 Wounds, Very Dead
Mob 4: 10 Wounds
Mob 5: 10 Wounds
Mob 6: -4 Wounds, unconscious for 8 minutes
Mob 7: 10 Wounds
Mob 8: 10 Wounds
Mob 9: 10 Wounds
Group B
Mob 1: 10 Wounds
Mob 2: 10 Wounds
Mob 3: 10 Wounds
Mob 4: 10 Wounds
Mob 5: 10 Wounds
Mob 6: 10 Wounds
Mob 7: 10 Wounds
Mob 8: 10 Wounds
Mob 9: 8 Wounds
Mob 10: 10 Wounds
Ok, Group B's turn.
I'm doing a hybrid group morale type thing for this. Essentially each group starts with it's nominal leader's WP. For each member alive they get +5 to their group WP. Each wounded member only contributes +3 though. At the start of each round I'll make a WP test to see if they keep coming. These are civvies and gangers after all, they're not soldiers. So group B's leader Mob #1 is alive and there's a total of 9 uninjured and 1 injured mobs for a total of (20+(9*5)+3)=68. Wow, rolled a 67. So they will continue to press the attack.
Mob 1 half move and regular attack at Intias
Mob 4 half move and regular attack at Lirk
Mob 8 half move and regular attack at Jastilus
BS of 30, +10 short range = 40
Mob 1 rolls: 77 miss
Mob 4 rolls: 42 miss
Mob 8 rolls: 82 miss
Mob 2 half move and regular attack at Intias
Mob 3 half move and regular attack at Buck
Mob 7 half move and regular attack at Lirk
BS of 30 so 30s to hit.
Mob 2 rolls: 28
Mob 3 rolls: 41
Mob 7 rolls: 98
Mob 2's damage does nothing to Intias, hit to the leg and she's behind cover so the car's take it. The car's have an AP of 10 so now the one Intias is behind is down to 9.
Mob 6 half move and regular attack at Jastilus
Mob 9 half move and regular attack at Lirk
Mob 10 half move and regular attack at Buck
BS of 20 so 20's to hit.
Mob 6 rolls: 69
Mob 9 rolls: 12
Mob 10 rolls: 96
Mob 9 rolls damage: (3+3)=6 which does nothing to Lirk with his toughness of 9.
Mob 5 makes a half move and some fancy footwork with his half unused action. -10 BS to hit him next round.
Group B is now 38 meters from the door.
Wow, I should have made these guys more agile. Coalition you're up.
Mob 1: -16 Wounds, Dead and Burning
Mob 2: 10 Wounds
Mob 3: -18 Wounds, Very Dead
Mob 4: 10 Wounds
Mob 5: 10 Wounds
Mob 6: -4 Wounds, unconscious for 8 minutes
Mob 7: 10 Wounds
Mob 8: 10 Wounds
Mob 9: 10 Wounds
Group B
Mob 1: 10 Wounds
Mob 2: 10 Wounds
Mob 3: 10 Wounds
Mob 4: 10 Wounds
Mob 5: 10 Wounds
Mob 6: 10 Wounds
Mob 7: 10 Wounds
Mob 8: 10 Wounds
Mob 9: 8 Wounds
Mob 10: 10 Wounds
Ok, Group B's turn.
I'm doing a hybrid group morale type thing for this. Essentially each group starts with it's nominal leader's WP. For each member alive they get +5 to their group WP. Each wounded member only contributes +3 though. At the start of each round I'll make a WP test to see if they keep coming. These are civvies and gangers after all, they're not soldiers. So group B's leader Mob #1 is alive and there's a total of 9 uninjured and 1 injured mobs for a total of (20+(9*5)+3)=68. Wow, rolled a 67. So they will continue to press the attack.
Mob 1 half move and regular attack at Intias
Mob 4 half move and regular attack at Lirk
Mob 8 half move and regular attack at Jastilus
BS of 30, +10 short range = 40
Mob 1 rolls: 77 miss
Mob 4 rolls: 42 miss
Mob 8 rolls: 82 miss
Mob 2 half move and regular attack at Intias
Mob 3 half move and regular attack at Buck
Mob 7 half move and regular attack at Lirk
BS of 30 so 30s to hit.
Mob 2 rolls: 28
Mob 3 rolls: 41
Mob 7 rolls: 98
Mob 2's damage does nothing to Intias, hit to the leg and she's behind cover so the car's take it. The car's have an AP of 10 so now the one Intias is behind is down to 9.
Mob 6 half move and regular attack at Jastilus
Mob 9 half move and regular attack at Lirk
Mob 10 half move and regular attack at Buck
BS of 20 so 20's to hit.
Mob 6 rolls: 69
Mob 9 rolls: 12
Mob 10 rolls: 96
Mob 9 rolls damage: (3+3)=6 which does nothing to Lirk with his toughness of 9.
Mob 5 makes a half move and some fancy footwork with his half unused action. -10 BS to hit him next round.
Group B is now 38 meters from the door.
Wow, I should have made these guys more agile. Coalition you're up.
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Re: Chem Dogs Sign In/Discussion Thread
I thought Hak was in the Chimera's gun turret?
Eh, mob A's up.
Mob A, breaking test. Leader is dead, so next highest is 20. +30 for living members. Roll of 14, they're good to go.
The whole group runs for the barricade moving them 12 meters closer. The range to group A is now 18m.
Eh, mob A's up.
Mob A, breaking test. Leader is dead, so next highest is 20. +30 for living members. Roll of 14, they're good to go.
The whole group runs for the barricade moving them 12 meters closer. The range to group A is now 18m.
Last edited by Tyyr on Wed Dec 30, 2009 3:11 am, edited 1 time in total.
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Re: Chem Dogs Sign In/Discussion Thread
...damn, so he was. That's what a 4 day break will do.Tyyr wrote:I thought Hak was in the Chimera's gun turret?
Eh, mob A's up.
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Re: Chem Dogs Sign In/Discussion Thread
Well we'll let it slide this time. Assume he got over excited and hung out of the turret to do it.
Mikey's up.
Mikey's up.
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Re: Chem Dogs Sign In/Discussion Thread
Yeah, seems like the thing he'd do. I'll editTyyr wrote:Well we'll let it slide this time. Assume he got over excited and hung out of the turret to do it.
Mikey's up.