Kruelaid |
Initiative: 1d20 - 1 ⇒ (11) - 1 = 10
Errrr... f%$* it....
Using group init.
Johnnie: INIT 26, PER +7, AC 14, HP 20, ACTION 10
Mike: INIT 23, PER +3, AC 19, HP 22, ACTION 5
Sam: INIT 23, PER +0, AC 17 (MELEE 18), HP 20 (-9), ACTION 17
Dave: LINIT 23, PER +4, AC 18, HP 33, ACTION 8
Sarge: INIT 22, PER +1, AC 16, HP 32, ACTION not assigned
Cord: INIT 22, PER +6, AC 20, HP 27 (-19), ACTION not assigned
Anna: INIT 21, PER +2, AC 13, HP 16, ACTION 17
Zombies: INIT 11, AC 10
Go nuts guys, first come first served.
Dave Judd |
Dave recoils. “Zombies! Lots of f*ckin' zombies!”
Despite being freaked out by events over the past days, particularly zombie hulk in the morgue, Dave has made a conscious decision to be brave, tough, hold his sh*t together, stay calm. But he momentarily loses it now. Rather than taking the headshot he’s been preparing for, his finger squeezes the trigger of the M4, spraying a hail of bullets into the zombies, even as he scrambles back for safety.
Standard action: Autofire suppressed Colt Commando into midst of zombies. Target is squares D E 8 9. 1d20 + 7 ⇒ (6) + 7 = 13 vs Defense 10. The three zombies in that area must make a DC 15 Reflex save or each take 2d8 - 2 ⇒ (6, 1) - 2 = 5 point of damage.
Move action: Move back to N4 (note increased movement).
Dave Judd |
Dave Judd |
Dave slows, already mentally kicking himself for not staying calm and taking a head shot. Oh well, at least the Colt was suppressed, and with any luck the wild firing would not attract every zombie in this place to this floor …
He looks up to see Johnnie standing a few metres away, pointing a gun* straight at his head. “What the – Johnnie, you fire that up here, the ten thousand odd zombies downstairs are gonna come boiling right through that door!” Dave points to the fire stair door directly in front of Johnnie.
*What gun does Johnnie have? There’s nothing listed on his sheet.
Kruelaid |
Kruelaid wrote:Just so you're aware, you're using Dave's old stat line there.
DOH!
Johnnie: INIT 26, PER +7, AC 14, HP 20, ACTION 10
Mike: INIT 23, PER +3, AC 19, HP 22, ACTION 5
Sam: INIT 23, PER +0, AC 17 (MELEE 18), HP 20 (-9), ACTION 17
Dave: INIT 23, PER +7, AC 19, HP 33 (-4), ACTION 15
Sarge: INIT 22, PER +1, AC 16, HP 32, ACTION not assigned
Cord: INIT 22, PER +6, AC 20, HP 27 (-19), ACTION not assigned
Anna: INIT 21, PER +2, AC 13, HP 16, ACTION 17
"Move back!!!" Johnnie shouts as he moves to U4.
Any Z that presents a clear shot gets hossed.
There goes the neighborhood.
He looks up to see Johnnie standing a few metres away, pointing a gun* straight at his head. “What the – Johnnie, you fire that up here, the ten thousand odd zombies downstairs are gonna come boiling right through that door!” Dave points to the fire stair door directly in front of Johnnie.
*What gun does Johnnie have? There’s nothing listed on his sheet.
He has a police shotgun he scored at the gun shop. I've been whacking him about updating. Also I just texted him to let him know the group had agreed to go HTH--no bang bang.
Kruelaid |
He looks up to see Johnnie standing a few metres away, pointing a gun* straight at his head. “What the – Johnnie, you fire that up here, the ten thousand odd zombies downstairs are gonna come boiling right through that door!” Dave points to the fire stair door directly in front of Johnnie.
Ok I just talked to Radavel on the phone. He's getting some kind of big bash ready. He has recanted his firing solution so I'll delay his action until after the zombies and then use his roll to move in and rifle butt one of them in the skull.
Kruelaid |
“Holy f*ckin’ sh*t!”
Nice...
Dave recoils. “Zombies! Lots of f*ckin' zombies!”
...
Standard action: Autofire suppressed Colt Commando into midst of zombies. Target is squares D E 8 9. 1d20 + 7 vs Defense 10. The three zombies in that area must make a DC 15 Reflex save or each take 2d8 - 2 point of damage.
1d20 - 1 ⇒ (2) - 1 = 1
1d20 - 1 ⇒ (7) - 1 = 61d20 - 1 ⇒ (15) - 1 = 14
2d8 - 2 ⇒ (6, 4) - 2 = 8
2d8 - 2 ⇒ (2, 4) - 2 = 4
2d8 - 2 ⇒ (6, 6) - 2 = 10
Dave's carbine bursts, chirping silenced rounds into three of the zombies. Then he turns and runs...
Cord Vogel |
Cord is paranoidly peering over his shoulder when the explosion of activity happens before him. He staggers a step or two backwards and then makes a decision.
Mike! Get into that room now!"
He turns and heads in Mikes direction, trying to remember the contents of the room as he charges at Mike, planning on shoving him through the door if he has not reacted in time. At the last moment he thinks to grab Anna and pull her with him if she does not react, hampered by the axe in one hand and the hose coil steadied in the other.
I am thinking narrow doorway will be easier to guard than a corridor where we can be swarmed from both directions. And if you don't follow me I can hide while they eat you all.
Also not even looked at leveling him yet. Will try and get onto it this week.
EDIT: Just noticed where the others are heading. Still going into a room as I don't fancy rounding another corner to find we are trapped between them.
Samantha Bastian |
Sam stops dead for a split second when she sees Dave barrel past her at full tilt then turns tail and follows, ending up next to Johnnie as they wait for what's coming with their guns raised.
Move back to N2
Ready an action to Shoot the first Zombie around the corner: 1d20 + 7 ⇒ (2) + 7 = 9
Sgt. Curtin |
Patrick plants himself and readies his sword. He yells behind his shoulder.
"There's nowhere to run guys, back me up!"
The snarling zombies turn the corner and Patrick's fevered brain fires up a Rob Zombie remixed song. He mutters under his breath.
"That's it you motherfnckers, come and try for a bite. Better to eat white arsenic than monkeymeat ..."
He swings at the first one, aiming for the neck ..
+5 atk/dam, right? =D
Sword 'headshot': 1d20 + 13 - 4 ⇒ (4) + 13 - 4 = 131d10 + 10 ⇒ (1) + 10 = 11
Blerg ..
Kruelaid |
Not sure quite what to do, and even a little inspired by Sarge's unbelievable balls... Mike delays, waiting to see what will happen.
Six slavering cannibal zombies lumber awkwardly around the corner... 3 more are following in behind.
Sarge swings and catches the lead zombie right in the forehead, slicing off the top of its skull which spins like a Frisbee™ for another ten feet. The limp Canucks-jersey-clad body collapses and tumbles a few more feet.
Kruelaid |
G2 (map in a minute) takes a knife in the face. He wobbles and looks right at Mike.
Go, go, go. Mike INIT adjusted for the delay.
Johnnie: INIT 26, PER +7, AC 14, HP 20, ACTION 10
Mike: INIT 23, PER +3, AC 19, HP 22, ACTION 5
Sam: INIT 23, PER +0, AC 17 (MELEE 18), HP 20 (-9), ACTION 17
Dave: INIT 23, PER +7, AC 19, HP 33 (-4), ACTION 15
Sarge: INIT 22, PER +1, AC 16, HP 32, ACTION not assigned
Cord: INIT 22, PER +6, AC 20, HP 27 (-19), ACTION not assigned
Anna: INIT 21, PER +2, AC 13, HP 16, ACTION 17
Zombies: INIT 10
Mike: INIT 9, PER +3, AC 19, HP 22, ACTION 5
Dave Judd |
“Arr hell. Sarge.” Dave draws a deep breath through the mask’s respirator and forces himself to calm down, turn around. “Sh*t.”
Quickly taking in the situation – the cannibals beginning to surround Pat – Dave raises the Colt and looks for a position where he can try to get in a headshot on one of the zombies, without braining Pat.
Move to L1. Headshot (with suppressed Colt) on G2 (or G3 if Sam or someone has taken down G2 by this point).
Attack: 1d20 + 3 ⇒ (13) + 3 = 16 (penalty for headshot and bonus for point blank shot factored in)
Damage: 2d8 - 1 ⇒ (5, 6) - 1 = 10
Kruelaid |
“Arr hell. Sarge.” Dave draws a deep breath through the mask’s respirator and forces himself to calm down, turn around. “Sh*t.”...
Move to L1. Headshot (with suppressed Colt) on G2 (or G3 if Sam or someone has taken down G2 by this point).
Judd sidesteps across the hall, slipping a silenced round into G2's head. Freed by the plume of shattered skull and brain, Mike's knife skitters across the floor as G2 falls.
Sgt. Curtin |
Kruelaid |
Patrick takes another swing at a zombie I4 within range
Charlene cuts through most of I4's neck letting the head flop over onto the left shoulder, still hanging by some muscle and ligaments--a ball cap falls to the floor and gouts of blood spurt up into the air. The body stands for a few more seconds almost casually, like it's waiting in line at the Wal-Mart, then collapses.
Cord Vogel |
Cord freezes while holding the door open, stunned into inactivity as he watches Sarge take on overwhelming odds, his morbid curiosity preventing him from looking away. "Oh balls" he mutters before dropping the hose roll and grasping his Axe in two hands as he steps forward. Moving into the corridor as he weighs up charging into the fray to rescue/support/die beside his companion.
Move to N4 so I can charge next time if Pat is un-bitten.
Samantha Bastian |
"Sh!t Pat, what are you trying to do, get yourself killed," Sam whispers under her breath.
Striding forward again, she takes aim at the nearest Zombie and tries to plant a bullet in it's skull.
Move to I1
Head Shot Zombie in G3 with Suppressed FN Five-seven: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
Confirm Critical Hit: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17
Damage: 4d8 - 2 ⇒ (8, 3, 5, 6) - 2 = 20
Kruelaid |
Head Shot Zombie in G3 with Suppressed FN Five-seven** spoiler omitted **
The FN chirps. For an instant Sam thinks she's missed... but when the zombie falls flat forward with the back of its skull leaking strawberry jam she realizes the round must have gone in through a nostril or open mouth.
Kruelaid |
The rest of the zombies stumble around the corner and surround Sam and Sarge... but double moved to get there H3 and H4, snarling with flesh hunger, both try to grab Sarge. You get an AoO on each of these I believe?
For H3 your CMD DC is 1d20 + 0 ⇒ (2) + 0 = 2 Miss.
For H4 your CMD DC is 1d20 + 0 ⇒ (20) + 0 = 20 Does not grab... Sarge has no posted CMD but it looks like it is higher than 20...? Especially with the "Aunt Terri" bonus to attack. Correct me if I'm wrong here, it's my first time running this mechanic. You're like an anti-Zombie tank!
Dave Judd |
I'll give Shiny a few hours... Patrick, is it my goggles, I can't find your CMB/CMD?
Sarge’s CMD should be: 10 + 4 (BAB) + 3 (str) + 2 (dex) = 19. If you’re adding his Aunt Terri bonus to CMD, a result of 20 doesn’t grab ... except, unfortunately, like an attack roll a natural 20 on a combat manoeuvre check always succeeds... (sorry ... I don’t want to be ‘that guy’, but we should get the mechanic right).
Sarge does get an AoO before the grapple takes place though, unless these guys have Grab or Improved Grapple or something.
Samantha Bastian |
The rest of the zombies stumble around the corner and surround Sam and Sarge... but double moved to get there H3 and H4, snarling with flesh hunger, both try to grab Sarge. You get an AoO on each of these I believe?
For H3 your CMD DC is 1d20+0 Miss.
For H4 your CMD DC is 1d20+0 Does not grab... Sarge has no posted CMD but it looks like it is higher than 20...? Especially with the "Aunt Terri" bonus to attack. Correct me if I'm wrong here, it's my first time running this mechanic. You're like an anti-Zombie tank!
Sarge's CMD would be 19 normally (STR + DEX + BAB + 10), but with a + 5 bonus that would make it 24.
Edit: Ninja'd by Moth with a more correct interpretation since I neglected to notice the Natural 20...Does Sam get an AoO against her Z's? If so...
Attack of Opportunity with Tonfa: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm Critical Hit: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 2d4 + 2 ⇒ (1, 4) + 2 = 7
Also, that last Z I tagged I stuffed up the damage. There should have been an extra -2 damage. Sorry...
Kruelaid |
Roger all that. Sarge you need a Z-killing AoO or you're gonna be grabbed by H4.
Sam your zombies took 2 move actions to engage you. They have to use an unarmed attack or move out of an adjacent hex to attract an AoO, right? No grabs this round. Nice roll. Next round's?
Also the FN -2 damage doesn't matter. It's still massive damage to the head.
Dave Judd |
If Sarge doesn’t kill the Z and is grappled, all is not lost – the zombie can’t do anything other than initiate the grapple this round (ie, can’t pin him or deal damage or anything yet). Sarge would have a chance to break the grapple on his next turn, though if he doesn’t drop his greatsword to do so he will suffer a -4 on his CMB check.
Kruelaid |
If Sarge doesn’t kill the Z and is grappled, all is not lost – the zombie can’t do anything other than initiate the grapple this round (ie, can’t pin him or deal damage or anything yet). Sarge would have a chance to break the grapple on his next turn, though if he doesn’t drop his greatsword to do so he will suffer a -4 on his CMB check.
I like these mechanics. It's got a certain zombieness to it. I better look up the rules on attacking someone who is grappled.
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