Page 23 of 35
Re: Chem Dogs Sign In/Discussion Thread
Posted: Fri Nov 13, 2009 10:40 pm
by Lighthawk
Tyyr wrote:You notice one of your nails is chipped and you'll have to repaint it.
I shall repaint it with the blood of that sniping bastard if I get the chance.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Sat Nov 14, 2009 12:28 am
by Tyyr
Everyone with a view of building D make an awareness/perception roll. Combined, no need for seperate.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Sat Nov 14, 2009 4:33 am
by Coalition
Tyyr wrote:Everyone with a view of building D make an awareness/perception roll. Combined, no need for seperate.
Raltus is facing the wrong way after coming up to the roof, sorry.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Sat Nov 14, 2009 9:25 am
by Mikey
Lirk's helping play with the truck, but Crank rolls a 16 vs. PER 36. What's to see?
Re: Chem Dogs Sign In/Discussion Thread
Posted: Sat Nov 14, 2009 11:58 am
by Tyyr
A man shaped shadow in the forth window from the south on the top floor of building D.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Sat Nov 14, 2009 1:48 pm
by Mikey
Would that be short or medium range for a lasgun?
Re: Chem Dogs Sign In/Discussion Thread
Posted: Sun Nov 15, 2009 2:57 am
by Tyyr
Medium
Re: Chem Dogs Sign In/Discussion Thread
Posted: Sun Nov 15, 2009 4:18 am
by Mikey
OK, I'm going to fire a semi-auto burst at the target. BS 46, range 50-200 for no mod, +10 for semi-auto gives a target of 56. Roll of 09 gives two extra hits. #1 - left leg, (1d10 + 3 =) 8 damage. #2 - body, 10 damage. #3 - right leg, 7 damage. Righteous Fury only applies for an unmodified roll of 10, right? Anyway, I'll let Tyyr figure out the damage 'cuz I don't know AP or TB.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Tue Nov 17, 2009 5:25 pm
by Tyyr
The figure drops and you see nothing else.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Tue Nov 17, 2009 8:18 pm
by Deepcrush
Should we scout it out? I've got to Ogryn ready and waiting which are perfect for handling snipers up close and personal style.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Wed Nov 18, 2009 2:41 am
by Tyyr
I wouldn't recommend it, the transports are almost ready.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Mon Nov 23, 2009 9:10 pm
by Tyyr
Coalition, post rolls in this thread. There's a +30 for starting an engine.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Tue Nov 24, 2009 1:49 am
by Coalition
Tyyr wrote:Coalition, post rolls in this thread. There's a +30 for starting an engine.
For starting the Chimera:
Roll of 55% vs Tech-Use (+10%), plus a 30% boost above. Intelligence of 35% +10% is 45% base, with the 30% boost above I rolled 55% vs a final target number of 75%.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Tue Nov 24, 2009 6:19 pm
by Tyyr
The chimera is started then. We still need the Salamander.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Wed Nov 25, 2009 7:35 am
by Coalition
Tyyr wrote:The chimera is started then. We still need the Salamander.
Roll is 88%.
Tech use is +10%, and +30% to start the engine, plus intelligence of 35%, so 75% total, failed that roll.
A second roll is 54%, if that helps.