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Re: Chem Dogs Sign In/Discussion Thread

Posted: Mon Dec 14, 2009 4:45 am
by Tyyr
They're Ogryns, you've got an excuse.

Re: Chem Dogs Sign In/Discussion Thread

Posted: Mon Dec 14, 2009 4:56 am
by Deepcrush
Yeah, well I didn't want to risk not finding cover so I had them bring their own.

Re: Chem Dogs Sign In/Discussion Thread

Posted: Mon Dec 14, 2009 1:38 pm
by Tyyr
Coalition wrote:
Tyyr wrote:Ok, everyone outside the Chimera or in the Salamander make an awareness or perception roll, whichever you've got the best shot at.

Coalition, when you're ready to take a shot at figuring out the Salamander's issues let me know how you're doing it. Actually looking at it will be a tech use at +20. Sitting there and praying will be at tech use -10.
Hmm, better look at it then.

Intelligence 35% + 10% (Tech use) + 20% for looknig at it is 65%
Roll of 35%.
Salamander: The Salamander is in a little better condition. The Inferno cannon is completely missing though. The glacis mounted bolter is present though its traversing mount is sticking and there are only about a hundred rounds of ammo in the box. The engine seems to be in good condition except that the battery is missing. The fuel tank is maybe half full. When you attempt to move the steering nothing engages, at all. A quick examination shows the track brakes laying in pieces beneath the vehicle. You estimate it will take ten minutes to get the steering back together and the vehicle will need a jumpstart.

Re: Chem Dogs Sign In/Discussion Thread

Posted: Mon Dec 14, 2009 5:13 pm
by Mikey
Awareness test for Lirk in the Salamander: Per 32, roll of 37. Too much bone in the BONE'ead, I guess.

Awareness test for Crank on the roof: Per 36, roll of 33! What can I report?

Re: Chem Dogs Sign In/Discussion Thread

Posted: Mon Dec 14, 2009 5:21 pm
by Tyyr
Mikey wrote:Awareness test for Crank on the roof: Per 36, roll of 33! What can I report?
A large crowd is coming towards the motorpool from the north and west, down streets Alpha and Zulu. Smaller packs are pushing ahead of the main body. You estimate they'll be here in a minute, two at the most.

Re: Chem Dogs Sign In/Discussion Thread

Posted: Mon Dec 14, 2009 5:27 pm
by Tyyr
And anyone with a rebreather should consider themselves to be under the effects of Onslaught for the next 8 minutes.

+3 Agility
+3 Perception

Which is kinda weak for a drug but meh.

Re: Chem Dogs Sign In/Discussion Thread

Posted: Mon Dec 21, 2009 3:08 pm
by Tyyr
Ok, first of all I apologize that I haven't been keeping this one moving like I'd like it to. Mostly I keep waiting for our bikers to take an interest in the RP and post. That and it takes a lot of behind the scenes work to GM one of these things and this time of year isn't overflowing with free time. A hell of a lot more than I thought.

So, those of you controlling bikers, Kendall, Tsu, and Uzu, are you interested in the RP or not? Not being confrontational, just wondering so I know how to proceed.

On a more up beat note. Combat is imminent. I'll post more on that soon. I've got to do a bit of mapping and put up some basic guidelines so people know what to expect from combat. This will be a bit bigger scale than what we've seen in the DH RP, more like the Astartes one.

Re: Chem Dogs Sign In/Discussion Thread

Posted: Mon Dec 21, 2009 3:09 pm
by Aaron
Give me a day to go back through, I'm still interested.

Re: Chem Dogs Sign In/Discussion Thread

Posted: Mon Dec 21, 2009 3:10 pm
by Tyyr
That's fine. Like I said I've got some set up work to do so nothing critical is happening for about that long.

Re: Chem Dogs Sign In/Discussion Thread

Posted: Mon Dec 21, 2009 3:30 pm
by Aaron
So just to confirm, we still have the bikes?

Re: Chem Dogs Sign In/Discussion Thread

Posted: Mon Dec 21, 2009 3:35 pm
by Tyyr
Of course. You people all disappeared right around the time we got to the starport. Intias hasn't had a chance to actually take them away.

Re: Chem Dogs Sign In/Discussion Thread

Posted: Mon Dec 21, 2009 3:36 pm
by Aaron
OK, good to go then.

Re: Chem Dogs Sign In/Discussion Thread

Posted: Mon Dec 21, 2009 8:46 pm
by Aaron
Damn, what a time to be caught without a grenade.

Re: Chem Dogs Sign In/Discussion Thread

Posted: Mon Dec 21, 2009 8:49 pm
by Deepcrush
Just throw a car. That's what my characters are going to do.

Re: Chem Dogs Sign In/Discussion Thread

Posted: Tue Dec 22, 2009 4:16 pm
by Tyyr
From now on I am going to be using a hexagonal system for mob placement. In this RP much like the Astartes one we'll be deal with large groups of mobs from time to time. We had some issues with splash damage and enemy placement so I'm moving to this system to keep everything legit. http://i91.photobucket.com/albums/k288/ ... ircles.gif

In combat I'm breaking up enemies into groups. Each group will have a distance from the PC's. Use this generic range for all ranged attacks on enemy combatants. Each group will have a diagram showing the locations and designations of the group members. Use this for targeting and for determining what happens with blast weapons.

For example. On the map a group will be designated by a single icon. Each icon will have a mob layout to go with it. For example: Image

Mob 1 is 2 meters from mobs 2-7. Mob 1 is 4 meters from Mob 8 and 6 meters from Mob 9.
Mob 8 is 2 meters from mobs 2, 3, and 9.
Mob 6 is 2 meters from mobs 1, 5, and 7. Mob 6 is 4 meters from mobs 2, 3, and 4. Mob 6 is 6 meters from Mob 8 and 8 meters from Mob 9.

Probably the easiest way to describe this is to play connect the dots. Draw the most direct line from one mob to the next. For each mob on the line the target is 2 more meters away. For instance to get from 1 to 9 you have to go through mobs 2 and 8. Since 2, 8, and 9 are on the line connecting them mob 9 is 6 meters from mob 1.

This is probably clear as mud isn't it?