As the sun slips under the falling western terrain the two travelers slow down to better spot a place to rest for the night. No-one has maintained these roads for a year--who would waste the petrol on mowers or asphalt?--and so the grasses and underbrush to either side have grown tall despite the nuclear-enhanced winters
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Comments 20
First attack is a long burst from a Minimi/M249.
Range band Tight, +1 for dim lighting = Medium range band: -4 to hit
Firing an aimed 9 round burst, 1 band inside optimal: 10 ticks
Bonus to hit is 1 less than the number of rounds (no bonus for your first bullet, munchkin!) so B9 = +8 to hit.
Recoil is 3 for a Minimi, but shooter is prone w/bipod. Bipod drops the base recoil by 2, each extra round adds one... recoil total is 10. Pretty hefty, but double MUS due to being prone. No penalty from recoil--yet.
Since this is an aimed shot, at the very end halve the penalties. Our -4 for range/lighting becomes -2.
Shooting is a Longarms (CDN) roll. Shooter's CDN is 5, +8 for burst, -2 for range/lighting: 11.
Shooter is Competent, so rolls 2d20L against 11. Dice come up 18 and 10, so 1 MoS. So at the very least, the first round hits. Who does it hit?
Donkey?!?! NOOOOOO!!! FOUL VILLAIN!!! EVIL GM IS EVIL!!!Now, for bursts, if you hit then for every extra shot fired you roll 1d6. A 1 means you hit the ( ... )
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-4 to hit from range. Recoil 5, +3 for the extra rounds makes it 8. After applying +1 to MUS to resist recoil from the Kneeling stance, recoil provides another -2 to hit.
That's -6 in penalties, but halved for being aimed so -3.
The burst gives us a +3 to hit though, so in the end? Base hit chance.
Dice come up 15 and 13, which is no hit. Whatever they were shooting at, the rounds go wide.
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Now one of the smart things the designers did was to give some handy rules for NPC groups. Just like not rolling hit locations, we don't figure out every little attack. We also don't track every tick: All those who attack take the length of time of the longest attack being used. So it takes both attackers 10 ticks, even though the assault rifle's burst only takes 7 (6, +1 for being within optimal range). It just cuts so much needless bookkeeping! :D
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Fortunately, the dumb SOB isn't aiming for her. Still, Smythe crunches down, putting as much of herself behind the engine block as she can but still enough to see where she's aiming for. The edge of the road looms, as the men in the ditch below see their death approach from above.
Suck bumper.
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Smythe's CUF of 8, +2, gave her a 10 target. She rolled 14 and 8 on a 2d20L roll. That's an MoS of 2.
So a Ford Super Duty (F350) duallie, + 3 ton winch, + full time 4wd, + 1st gear high = me not needing to look up any kind of vehicle ramming rules.
Smythe's next Maintenance period is increased by 1 hour for all the stuff she'll be picking out of the grill, that's all.
Since the rest of the mooks only have 2 ticks left, the GM decides they do nothing... nothing visible at least!
That ends this Exchange of Fire. Now to sort out another cool thing in the game: Threat Conditions!
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Smythe: TL 4, CUF 8 (7, +1 for taking out a baddie). No penalties.
Bob: TL 5, CUF 3. -2 penalty, stressed.
Baddies: TL 4, CUF UNKNOWN :P
Also, Smythe needs to make a RES check (2d20L) due to her Berserk disadvantage. Should have done this at the start of combat but 1.) who cares? and 2.) her Jeremy Clarkson POWERRRRRRRRR reaction fits, so we can count it retroactively if she fails.
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...and she is so not looking forward to (or even considering) dealing with the remains; that's something she hates with a passion and then some.
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Two plus two will equal two in a moment - bullets, targets, and bodies, anyway.
Taking the snap-shot from the window, the bottom barrel cuts loose with a load of buckshot at the one right next to the truck. Can't really open the door with him in the way anyway.
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Meanwhile ow dammit that was a bit of a startlement but Not A Single Fuck Was Given That Day. (High CUF is a good, good thing) Time to dispense some justice. (More to come pending situation assessment with the GM)
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