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Re: Chem Dogs Sign In/Discussion Thread
Posted: Wed Dec 30, 2009 3:31 am
by Tyyr
*Cough*
Multi-laser
*Cough*
Re: Chem Dogs Sign In/Discussion Thread
Posted: Wed Dec 30, 2009 3:40 am
by Lighthawk
Potato, patatoh...
Re: Chem Dogs Sign In/Discussion Thread
Posted: Wed Dec 30, 2009 3:49 am
by Tyyr
Not unless your name is Goto.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Wed Dec 30, 2009 4:14 am
by Coalition
Tyyr wrote:Wow, I should have made these guys more agile. Coalition you're up.
Litila is going over the Chimera, making repairs while waiting to see what the commissar wants, to repair or abandon.
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
Re: Chem Dogs Sign In/Discussion Thread
Posted: Wed Dec 30, 2009 5:32 am
by Mikey
OK, Crank's gonna fire semi-auto at #8 in group A, the dude with the shotgun.
BS 46 + 10 (short range) +10 (SA) = target of 66. Roll of 05 indicates three hits.
Damage rolls (1d10 + 3) of 12, 5, and 4 - TB 2 = 10, 3, and 2. Brings him to -5 wounds; critical result of test v. Ag or catch fire, prone, and 1d5 levels of fatigue. Ag test 87 vs. Ag 20, so he's on fire; 2 levels of fatigue vs. TB 2, so he'll be unconscious and aflame next turn... effectively dead.
Lirk's going to advance a half-action (3 m) toward group A and fire at #5.
BS 25 + 10 (short range) = 35; roll of 15. Hallelujah!
Damage of 2d10; 9 + 3 = 12 -TB 2 = 10. He's at 0 wounds. Lirk is also beginning to use Frenzy talent, so that will be active next turn.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Wed Dec 30, 2009 6:17 am
by Tyyr
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: 0 Wounds
Mob 6: -4 Wounds, unconscious for 8 minutes
Mob 7: 10 Wounds
Mob 8: -5 Wounds unconscious and aflame
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
Deep, you're up.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Wed Dec 30, 2009 9:42 pm
by Lighthawk
Is it alright for Hilda to take her held action now that group A is in range?
Re: Chem Dogs Sign In/Discussion Thread
Posted: Thu Dec 31, 2009 4:08 am
by Tyyr
Sure.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Thu Dec 31, 2009 9:41 pm
by Lighthawk
Alright, Hilda is popping around the corner to send some burning love to group A. No BS needed to hit with a flamer, instead all targets (group A) within the cone have to make an agility test or be hit (damage roll: 9 E, Pen 3, to the body). Those hit must make a 2nd test or catch on fire.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Sun Jan 03, 2010 2:21 am
by Tyyr
Ok, LH you write it up. Killed both unconscious mobs as well as the wounded mo #5. Mob 7 got hit and is burning. 2 and 4 dodged. The rest were hit and just hurt.
Group A
Mob 2: Dodge
Mob 4: Dodge
Mob 5: Hit
Mob 6: Hit
Mob 7: Hit, On Fire
Mob 8: Hit
Mob 9: Hit
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: -9 Wounds, Dead
Mob 6: -13 Wounds, Dead
Mob 7: 1 Wound, On Fire
Mob 8: -14 Wounds, Dead
Mob 9: -9 Wounds
Re: Chem Dogs Sign In/Discussion Thread
Posted: Mon Jan 04, 2010 3:03 am
by Tyyr
Tyyr - 20
Kendall - 19
Lighthawk - 19
Group B - 19
Coalition - 17
Group A - 17
Mikey - 15
Deep - 7
Deep, you're up.
Group A - 12 Meters
Mob 1: -16 Wounds, Dead and Burning
Mob 2: 10 Wounds
Mob 3: -18 Wounds, Very Dead
Mob 4: 10 Wounds
Mob 5: -9 Wounds, Dead
Mob 6: -13 Wounds, Dead
Mob 7: 1 Wound, On Fire
Mob 8: -14 Wounds, Dead
Mob 9: -9 Wounds, Dead
Group B - 38 Meters
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
Re: Chem Dogs Sign In/Discussion Thread
Posted: Wed Jan 06, 2010 2:14 pm
by Tyyr
Ok, it's been over two days and Deep hasn't posted, actually he hasn't even checked the boards as best I can tell. In the interest of keeping things moving I'll get Buck and Boar in on the fun.
Buck Firing at Mob 2
BS of 29, +10 short range, +10 semi auto = 49
Roll: 35, one degree of success means one hit.
Damage: (1+9-2)=8 Mob 2 is now at 2 wounds.
Boar Firing at Mob 4
BS of 33, +10 short range, +10 semi auto = 53
Roll: 32, hit with two degrees of success, two hits.
Damage: (1+4-2) + (6+8-2) = 15 damage, mob is at -5 wounds. He has -20 agility for 9 rounds and takes 1 level of fatigue.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Wed Jan 06, 2010 2:39 pm
by Tyyr
Intias is going to peek out and fire at group A mob #2.
BS of 40, +20 full auto.
Roll: 67.
Ya know, I'm really starting to like her a lot.
Jastilus is going to fire on Mob 4, Group B.
BS of 43, +10 short range, +20 full auto = 73.
Roll: 46 for 2 degrees of success. 3 Hits.
Damage: (7+3-4) + (1+3-4) + (6+3-4) = 11, mob is at -1 wounds. Mob is limited to a half action next turn.
Group A - 12 Meters
Mob 1: -16 Wounds, Dead and Burning
Mob 2: 2 Wounds
Mob 3: -18 Wounds, Very Dead
Mob 4: -5 Wounds, -20 agility, 1 level of fatigue
Mob 5: -9 Wounds, Dead
Mob 6: -13 Wounds, Dead
Mob 7: 1 Wound, On Fire
Mob 8: -14 Wounds, Dead
Mob 9: -9 Wounds, Dead
Group B - 38 Meters
Mob 1: 10 Wounds
Mob 2: 10 Wounds
Mob 3: 10 Wounds
Mob 4: -1 Wounds, half action next turn.
Mob 5: 10 Wounds
Mob 6: 10 Wounds
Mob 7: 10 Wounds
Mob 8: 10 Wounds
Mob 9: 8 Wounds
Mob 10: 10 Wounds
Tyyr - 20
Kendall - 19
Lighthawk - 19
Group B - 19
Coalition - 17
Group A - 17
Mikey - 15
Deep - 7
Kendall, you're up.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Thu Jan 07, 2010 3:37 am
by Deepcrush
Tyyr wrote:Ok, it's been over two days and Deep hasn't posted, actually he hasn't even checked the boards as best I can tell. In the interest of keeping things moving I'll get Buck and Boar in on the fun.
Buck Firing at Mob 2
BS of 29, +10 short range, +10 semi auto = 49
Roll: 35, one degree of success means one hit.
Damage: (1+9-2)=8 Mob 2 is now at 2 wounds.
Boar Firing at Mob 4
BS of 33, +10 short range, +10 semi auto = 53
Roll: 32, hit with two degrees of success, two hits.
Damage: (1+4-2) + (6+8-2) = 15 damage, mob is at -5 wounds. He has -20 agility for 9 rounds and takes 1 level of fatigue.
The ripper is an Semi-Auto shotgun. Should have hit a little better then that.
Yeah, but sorry for being out for so long.
Re: Chem Dogs Sign In/Discussion Thread
Posted: Thu Jan 07, 2010 3:48 am
by Tyyr
It happens. Don't worry about it.
The issue is that your guys have low BS and extra hits on semi auto take two degrees of success. Put those together and its hard to rack up the extra hits. Now when you get to point blank and you're getting +30 for the range you'll get lots of hit and scatter bonuses. But you might just wanna hit them at that point.