| mdt |
Actually, you're at 15 HP taken, 6 + 6 + 3. Jacob needs to give me a HT check each turn to remain conscious. So that's a 12 or less.
If you make it, you can dive for cover under a table. If you succeed, your to-hit modifiers would be -2 (Crouching) -4 (Range) -4 (Shock). Additionally, you can no longer attack with your rifle, your right hand is crippled. You can pull your pistol with your left, and shoot with that next round. You'll have an a -4 off-hand penalty.
| Dawn Svenssen |
First round: Dawn rolls backward off the bench.
Second round: and draws her pistol.
Third round: She aims from under the table.
Fourth round: Fires 3 shots, pistol 10+1: 3d6 ⇒ (1, 4, 6) = 11 possible hit
pistol 10+1-2 called shot: 3d6 ⇒ (5, 1, 1) = 7 possible hit
pistol 10+1-2 called shot: 3d6 ⇒ (6, 5, 4) = 15 miss
location 1: 3d6 ⇒ (2, 6, 6) = 14 left leg
location 2: 3d6 ⇒ (6, 1, 6) = 13 left leg
damage pi+: 2d6 + 2 ⇒ (1, 6) + 2 = 9
damage pi+: 2d6 + 2 ⇒ (2, 6) + 2 = 10
Large piercing is reduced to x1 damage, damage over 1/2 HP cripples limb.
Since we weren't surprised, shouldn't we be reacting in the same round that he first fired?
| mdt |
He had a readied action, when Dev stood up, he shot. (Wait until anyone other than the two kids stands up, in front of me, then shoot them). Then we moved to regular rounds.
Jacob, wounded, drops to the floor and rolls under the table, bleeding but conscious.
Dawn falls backwards off the chair, taking cover.
| Laine Horatio |
Laine draws his pistol and starts aiming at the knights.
| Daniel Rainwater |
My apologies, work has been absolutely horrendous lately
As Jacob stands up, the man with the cross-bow doesn't hesitate, he fires at Jacob immediately. There's a loud twang!
10 yard range (30 ft), -4, +2 Weapon Quality
[dice=Attack]16-3d6-4+2 Potential Hit
Ok. Still trying to understand the combat system. You seem to be adding the weapon quality and subtracting the range penalty. But since low is good, shouldn't you be doing the opposite?
| Daniel Rainwater |
Watching Jacob go down Daniel feels a little sick. You Bastard. he thinks. Jacob was not even attacking. He brings up his H&K MP7A1 and fires. Help me out with the mechanics and modifiers here.
Submachine Gun, Skill 15: 3d6 ⇒ (2, 6, 1) = 9
Damage is 4d+1, Acc is 4, range 180/1900 RoF is 15,bulk -3, Recoil is 2
| mdt |
DOH, thank you. The range modifier is correct (this is short range) but I'm used to a +2 for a weapon being a good thing. :) Daniel would need to ready his weapon, unless you already posted readying it and I missed it?
| mdt |
Laine readies his pistol, remaining seated. Aim is a maneuver, no need to show the gun until you are ready to fire it
Daniel readies his SMG, remaining seated. Ditto, plus attack has to wait until next round Or he rolls off his seat and takes cover, need to know which
Scott readies his pistol, remaining seated. Ditto Laine
Initative
Knight: ?.??
Daniel: 6.00
Genie : 5.75
Jacob : 5.75
Scott : 5.75
Laine : 5.50
Dawn : 5.25
PFC's : 4.50
Waiting on Genie
| "Genie" Debbs |
Sorry, didn't realize we were back and boy howdy, are we ever!
Genie dives under a table or any other form of cover that she can find around her, putting as much strong wood between herself and the superhumanly-fast knight as possible.
She'll draw her gun on the following round.
| "Genie" Debbs |
Oops, sorry. She'll move to cover and attack. Move and attack: 12-2=10: 3d6 ⇒ (6, 6, 3) = 15, miss.
| mdt |
Genie slips out of her chair into a crouch and while ducked behind the table she and Daniel are at, she fires at the Knight, but trying not to hit any intervening people causes her shot to miss.
PFC has FD, 10% chence: 1d10 ⇒ 6
PFC has FD, 10% chence: 1d10 ⇒ 2
PFC has FD, 10% chence: 1d10 ⇒ 9
PFC Drew weapon, 20% chence: 1d10 ⇒ 3
PFC Drew weapon, 20% chence: 1d10 ⇒ 9
PFC Drew weapon, 20% chence: 1d10 ⇒ 3
The three PFC's go for cover, one dropping out of her chair and turning to use the next table as cover. The other two, at the bar, dive over the bar and use it for cover instead.
The locals in the bar all begin to take cover, muttering various curses or shouts!
| mdt |
The pistol cracks in the suddenly noise filled tavern as people begin cursing and yelling...
Perception, Knight: 12 - 3d6 - 6 ⇒ 12 - (2, 2, 3) - 6 = -1
The Despite the distractions, the knight seems to pick out Gennie as the source of the 'crack' and the explosion of wood splinters in the wall behind him. Not taking any chances, he fires at Gennie!
Semi-auto fire, 3 bolts, 42 yards, Gennie has full cover on right leg and foot due to the wall corner, full cover on stomach and down due to the table and wall, and partial cover on everything but head and arms and shoulders. Penalties are to effective skill, not dice roll.
Sorry for earlier, I'm rusty on GURPS myself.. 45 ft is 15 yards,
so -5 to effective skill to hit. Weapon Quality of +2 is a bonus,
as it raises effective skill, so my original calculations for Dev were correct. :)
Burst Attack: 16 - 3d6 - 5 + 2 ⇒ 16 - (4, 1, 3) - 5 + 2 = 5 3 potential hits
Location 1: 3d6 ⇒ (1, 5, 1) = 7 Right Leg, Cover
Location 2: 3d6 ⇒ (3, 3, 1) = 7 Right Leg, Cover
Location 3: 3d6 ⇒ (5, 4, 4) = 13 Left Leg, Cover
Two of the bolts slam into the wall between the Knight and Genie, the other one slams into the next table over, peeling a long wooden curl off the surface and slamming into the top of Gennie's table at an angle that leaves a curl of wood on her table as well.
Dawn, ducked down behind her table, draws her pistol.
Everyone else up again
| Laine Horatio |
Laine fires a few shots at the knights with his Beretta.
Gun skill rifle 15-2 for using the pistol.
Attack 13: 3d6 ⇒ (1, 3, 6) = 10
Attack 13: 3d6 ⇒ (3, 1, 6) = 10
Attack 13: 3d6 ⇒ (5, 4, 3) = 12
possible hits?: 3d6 ⇒ (2, 2, 3) = 7 Right leg
possible hits?: 3d6 ⇒ (6, 6, 2) = 14 Left leg
possible hits?: 3d6 ⇒ (6, 1, 3) = 10 chest
Damage: 2d6 + 2 ⇒ (5, 5) + 2 = 12
Damage: 2d6 + 2 ⇒ (5, 5) + 2 = 12
Damage: 2d6 + 2 ⇒ (4, 3) + 2 = 9
I hope I have done it right, still learning the game.
Jacob David
|
Jacob will aim and fire attempting to at least provide cover fire and create a cross fire being careful to not hit civilians or fellow soldiers
aim and fire: 3d6 ⇒ (6, 4, 6) = 16
He will then aim and fire again
aim and fire: 3d6 ⇒ (6, 4, 2) = 12
Wounded as he is firing off hand he pulls the shots, but he grins with a grim satisfaction and yells at the knight
Come on mother #@$%$, is that the best you've got!
| mdt |
Laine fires a few shots at the knights with his Beretta.
Gun skill rifle 15-2 for using the pistol.
Attack 13: 3d6 ⇒ (1, 3, 6) = 10
Attack 13: 3d6 ⇒ (3, 1, 6) = 10
Attack 13: 3d6 ⇒ (5, 4, 3) = 12possible hits?: 3d6 ⇒ (2, 2, 3) = 7 Right leg
possible hits?: 3d6 ⇒ (6, 6, 2) = 14 Left leg
possible hits?: 3d6 ⇒ (6, 1, 3) = 10 chestDamage: 2d6 + 2 ⇒ (5, 5) + 2 = 12
Damage: 2d6 + 2 ⇒ (5, 5) + 2 = 12
Damage: 2d6 + 2 ⇒ (4, 3) + 2 = 9I hope I have done it right, still learning the game.
Laine has skill 15, -2 for defaulting, -4 for range (8 yards), so roll is 15-4-2 = 9. When firing at RoF 3, you make one attack. You get one hit if your roll is 9, two if it's 7, and three if it's 5. Laine first attack roll was 10, so he missed with all 3. The recoil on the sig-saurs is 2, so you have a cumulative 2 penalty on shooting until you take a turn to aim. Once you take a turn to aim, you gain a +2 to hit from the weapon's Accuracy. If you want, you can Move & Attack this round, you'd have taken another -2 but be crouching with cover. Then next round you can aim, then the round after fire again with the recoil removed.
| mdt |
Jacob will aim and fire attempting to at least provide cover fire and create a cross fire being careful to not hit civilians or fellow soldiers
[Dice=aim and fire]3d6
He will then aim and fire again
[Dice=aim and fire]3d6
Wounded as he is firing off hand he pulls the shots, but he grins with a grim satisfaction and yells at the knight
Come on mother #@$%$, is that the best you've got!
Jacob needed to make a HT check every round to remain conscious due to his wounds. If we take the first roll as his HT check, it's a 16, which would have failed, meaning Jacob passes out.
Jacob passes out, but has managed to get under cover.
| mdt |
Already rolled my attack roll. Would like to keep it. Need help resolving the fire and damage.
Weapon ready Daniel fires a burst at the crossbowman as he moves to take some cover.
Submachine Gun, Skill 15: 3d6 ⇒ (2, 6, 1) = 9
Damage is 4d+1, Acc is 4, range 180/1900 RoF is 15,bulk -3, Recoil is 2Skill is 15, range is 40 ft, which is 13 yards, so -4 to skill for range. No aiming, so no accuracy, So final roll is : 15 - 4 - 9 = 2, so you got one hit for a success, and 1 more hit because you made it by your recoil rating (2).
Location: 3d6 ⇒ (1, 2, 3) = 6 Right Leg
Location: 3d6 ⇒ (4, 5, 3) = 12 Left Arm
Damage: 2d6 + 2 ⇒ (2, 2) + 2 = 6 6 pi, no modifiers for pi damage
Damage: 2d6 + 2 ⇒ (1, 4) + 2 = 7 7 pi, no modifiers for pi damage
Daniel fires a single burst at the Knight, two of the bullets ricochet off his armor, the third hits the wood behind him!
| "Genie" Debbs |
Jesus, GURPS does not make it easy to hit.
Worried about hitting someone in such a crowded setting, Genie takes her time to aim at the enemy, keeping as much of herself hidden behind the table and wall as possible.
Aim action
| mdt |
Tables begin to flip over as people in the inn begin trying to get cover between them and the Knight, apparently considering him the bigger danger.
The PFCs behind the bar ready their pistols.
The PFC who fired last round aims, bracing her pistol on the top of the table the man next to her flipped over.
| mdt |
The SMG fires off, the built in sound suppressor making it harder to hear...
Perception, Knight: 12 - 3d6 - 6 ⇒ 12 - (1, 5, 2) - 6 = -2
Not sure what is attacking him, or where it's coming from or how dangerous it is, the knight steps forward, and crouches behind the table that was flipped over by a patron, resting his cross-bow on the top as he assesses the situation.
Tactics: 3d6 ⇒ (5, 6, 5) = 16
Dawn, ducked down behind her table, aims at the now smaller profile of the Knight.
Everyone else up again, Jacob is still down.
| mdt |
I was going to Aim, but since Jacob is down and I'm a medic, can I run up to him and make a first aid roll or something?
You can make a Move manuever to crawl over to him, he's under the table you're crouched behind. Then next round, you can start performing first aid.
| mdt |
if he takes a move action to flip the table over, he'll get cover for everything below the shoulders, at least until the table takes too much damage to provide cover. If he just crouches behind the table, he'll get soft cover. Gennie is getting full cover because she's got the corner of the wall adding protection.
The long table that Jacob and Scott are under suddenly flips over, as some of the people under it lift up on it and flip it to the side. Forgot the NPCs were doing that to the long one too
| "Genie" Debbs |
Genie squeezes off three rounds in an attempt to take out the dangerous knight as quickly as possible.
I can't seem to find the rules for soft cover, so I'm not sure if that gets subtracted from my effective skill or after the attack. Attack action: 3 Sig Sauer attacks SL 12: 3d6 ⇒ (2, 6, 4) = 12, possible hit! Hit location: 3d6 ⇒ (6, 5, 5) = 16, foot.
| Laine Horatio |
"Oh bugger" Laine says as he misses the shot with his pistol, he decides to take a better aim bracing his arm against the table. "I should maybe spendt a little more time on the range with other guns then my sniper"
| mdt |
Sorry, poke me if you're waiting on me, work is killing me, and I have a house full of sick people right now
The PFC's all ready their weapons.
The knight fires at Gennie again, still not sure what's attacking him.
Attack: 16 - 3d6 - 6 ⇒ 16 - (5, 5, 1) - 6 = -1
Three bolts go wide as he snaps off three more sets of bolts at Gennie.
The bolts that are in Jacob begin to fade away, leaving him pumping blood out of now open wounds.
Dawn Aims at the Knight.
Everyone else up again
| "Genie" Debbs |
Genie is distracted by her downed companions, but knows that they need to first eliminate their opponent and squeezes off a few more shots, trying her best to hide behind her cover.
3 Sig Sauer attacks: SL 12: 3d6 ⇒ (3, 5, 3) = 11, possible hit! Hit Location: 3d6 ⇒ (5, 6, 1) = 12, left arm
| mdt |
Genie, Damage: 2d6 + 1 ⇒ (3, 5) + 1 = 9
Passive Deflection, 5<: 3d6 ⇒ (3, 5, 3) = 11
The bullet plows into the knight's armor, making his arm twitch. He grunts in pain, but there's no apparent blood.
Armor provides 5 defense reduction, and converts up to another 5 points into non-lethal damage.
| "Genie" Debbs |
"Jesus, don't these guys ever drop? What the hell are they made of?" Genie screams out to no one in particular.
| mdt |
Ok, So, Daniel had a -4 for range, +4 for accuracy, so his target number was : 15 - 4 (Range) + 4 (Accuracy) = 15. He hit 3 rounds from his burst, 15, 13, 11. 4 is a crit, so he gets a crit on his first round
Location, round 1: 3d6 ⇒ (5, 3, 3) = 11 Groin
Location, round 2: 3d6 ⇒ (2, 1, 1) = 4 Skull
Location, round 3: 3d6 ⇒ (1, 4, 5) = 10 Torso
Because the crit was against a covered location, under cinematic, it would normally not penetrate. However, since it was a crit, you hit a weak spot in the table, and shot him in the nads...
Groin: 4d6 + 1 ⇒ (5, 6, 2, 3) + 1 = 17 17-10 = 7 (5 non-lethal, 2 lethal)
Skull: 4d6 + 1 ⇒ (4, 1, 4, 2) + 1 = 12 12-12 = 0 (5 non-lethal)
Torso: 4d6 + 1 ⇒ (4, 1, 1, 2) + 1 = 9 9 - 10 = 0 (5 non-lethal)
The three rounds slam into the knight, one punching through the table despite it's thick dense wood and slamming into his codpiece. The second slams into his forehead, lodging into the metal of his faceplate. The third slams into his shoulder. The knight grunts, going down to one knee as blood begins to leak from his codpiece.
Knockdown/stun: 15 - 3d6 - 10 - 5 ⇒ 15 - (3, 4, 3) - 10 - 5 = -10
Then he slowly topples over from a combination of lucky shots by Daniel, unconscious but not wounded all that much.
| "Genie" Debbs |
Genie keeps her weapon trained on the knight, not trusting that he is truly out for the count. With her free hand she triggers her throat mike on her walkie.
"We need a medic in the inn, ASAP. We've got men down, repeat men down."
Still with pistol out, she then moves over to Jacob as quickly as possible to assess his wounds and do whatever she can with what few supplies are at hand.
First Aid: SL 13: 3d6 ⇒ (1, 6, 1) = 8
| "Genie" Debbs |
I'll assume Genie is helping Scott, since he's an actual doctor. :)
Er, yes, blame it on her Workaholic disadvantage.
| Scott Baker, PFC |
"Already have a medic here, don't worry. Do not touch the bolts."
Scott quickly inspects Jacob's wounds and uses his medic kit to provide standard first aid. He doesn't remove bolts for now if there are any stuck in Jacob and tries to fix them until he can safely remove them. He ensures that non of the vitals are hit, and that the blood loss is not too severe.
"We have to move him into our vehicle and get the hell out of here so I can do more and in a safer environment."
First Aid 15: 3d6 ⇒ (6, 3, 5) = 14