
| Maeyan "Hellcat" Kithalond | 
 
	
 
                
                
              
            
            You won't reach the bottom of the escalator until the end of the Combat Turn (once everyone has used their IPs). More IPs don't increase your total movement for the Combat Turn. This Combat Turn was for prepping your guns, casting any buffs, etc. We could save this as your first action of the next Combat Round, though.
Oops. I got the turn and the pass mixed up. Nothing else to prep, then.

| Adrik "Rick" Ivanov | 
 
	
 
                
                
              
            
            Ok..well I think I will focus on just one of them this time!!
Seeing his first attacks rebuffed by the hackers, Rick decides to focus on just one at a time (the one on his right!)
Attack-Unarmed: 12d6 ⇒ (6, 3, 5, 4, 3, 5, 3, 4, 5, 3, 2, 4) = 47 4 sucesses
Modified damage: 12P
Yet again the dicebot is exacting it's pound of flesh..lol

| Mr. Johnson GM | 
 
	
 
                
                
              
            
            Hacker 2 Parry: 13d6 ⇒ (4, 3, 3, 1, 4, 4, 4, 5, 1, 1, 6, 3, 2) = 41 (2 hits; 2 net hits to Rick: Rick's DV: 10P)
Hacker 2 Damage Resistance: 13d6 ⇒ (2, 4, 2, 1, 6, 4, 1, 2, 4, 5, 3, 2, 6) = 42 (3 hits; 10-3= 7P damage taken)
Just so you know, you only get your net hits added to DV, so don't add your successes to your DV; just give me your unmodified DV. I'll add your net hits after I roll defense dice. It's easier for me than subtracting the difference later. :)
Rick's focus on one hacker at a time has paid off. Rick kicks the hacker hard in the stomach, crunching through armor jacket and dermal plating with an obviously magical force. The hacker is obviously winded and bruised by the blow and may even have some cracked ribs, but is still standing.
Reality Hackers
The RH's cyberware suite obviously includes Wired Reflexes, and they take advantage of the enhanced timing, getting taking extra shots at the unaugmented Skraacha. A few of the Skraacha brawlers take noticeable hits and one of the gunners get flesh wounds, but everybody is still up and fighting.
The smiles disappear from the two hackers' faces at Rick's casual shrugging off of their blows and Rick's devastating kick, and they resume their kicking their spurs with increased vigor, though the hacker on Rick's right visibly winces with the effort.
Hacker 1 Attack: 14d6 ⇒ (4, 5, 2, 6, 4, 6, 1, 1, 5, 6, 2, 5, 1, 1) = 49 (6 hits)
Hacker 2 Attack: 12d6 ⇒ (2, 2, 4, 1, 6, 5, 2, 6, 4, 3, 3, 1) = 39 (3 hits)
The hackers will deal 5P + net hits damage to Rick each.
Assuming Kat is passing her IP this turn as she did last time, that means it is the third IP and Rick is up again.
Skraacha Brawlers 3 & 4 have 9/11P
Skraacha Gunner 2 has 10/11P

| Adrik "Rick" Ivanov | 
 
	
 
                
                
              
            
            alright then, 2 parries coming up.
Parry Attack#1:   16d6 ⇒ (4, 5, 2, 1, 5, 2, 4, 2, 5, 1, 6, 4, 5, 2, 6, 5) = 59 7 hits
Parry Attack#2:   16d6 ⇒ (3, 4, 2, 5, 1, 5, 6, 3, 1, 2, 1, 6, 3, 3, 5, 5) = 55 6 hits
So I reduced their net successes to 0, and that means no damage...right??
Ok..attack number three. I will strike the same fellow I did last time
Melee Attack: 12d6 ⇒ (5, 2, 3, 4, 6, 6, 1, 1, 6, 5, 2, 2) = 43 5 hits
damage is 8P+ net hits.

| Mr. Johnson GM | 
 
	
 
                
                
              
            
            Right, as long as the attacker doesn't roll more hits than you roll on your defense, you dodge the attack. A tie means contact without any damage, so it only counts as a hit if it is a touch attack, like Shocking Gloves™. (I can't remember the exact name, but you get the idea).
Hacker 2 Parry: 11d6 ⇒ (5, 4, 5, 1, 3, 6, 2, 4, 3, 1, 5) = 39 (4 hits, 1 net hit to Rick [9P modified DV])
Hacker 2 DR Test: 13d6 ⇒ (3, 2, 2, 5, 2, 1, 1, 2, 2, 6, 4, 3, 5) = 38 (3 hits; 9-3=6P damage taken)
Rick deftly ducks and dives around the Hackers' spurs, and lands a solid punch to one of the hacker's jaw. Blood spurts from his mouth and he falls over, a pool of blood forming. This hacker is down and will bleed out without medical attention.
Reality Hackers
The hacker left standing, fuming, turns on Rick with an almost ork-like savagery, though his anger may have kept him from being quite as effective as he once was.
Hacker 1 Spur attack: 13d6 ⇒ (3, 6, 1, 2, 4, 5, 3, 1, 6, 6, 1, 6, 1) = 45 (5 hits)
Rick, roll your DR test and then we'll go on to the next Combat Turn.
The rest of the Reality Hackers continue their assault on the Skraacha, a few more wounds dealt on the brawlers.
Combat Round 2! Initiative Tests
Reality Hackers: 8d6 ⇒ (5, 3, 4, 6, 3, 6, 1, 3) = 31 (3 hits)+ 8=11
Skraacha: 6d6 ⇒ (1, 1, 1, 2, 1, 6) = 12 (1 hit; glitch)+ 6=7* (glitch)
Adam: 7d6 ⇒ (3, 4, 3, 4, 4, 2, 6) = 26 (1 hits)+ 7=8
Rick: 9d6 ⇒ (3, 1, 1, 1, 6, 3, 4, 2, 2) = 23 (1 hits)+ 9=10
Kat: 7d6 ⇒ (1, 2, 4, 6, 2, 1, 4) = 20 (1 hits)+ 7=8
Chelsy: 11d6 ⇒ (3, 4, 5, 6, 5, 5, 2, 2, 3, 2, 1) = 38 (4 hits)+ 11=15
Initiative Order
Chelsy (15)
Reality Hackers (11)
Rick (10)
Adam, Kat (8)
Skraacha (7*)
Skraacha Brawlers 3 & 4 have 7/11P, -1 wound modifier
Skraacha Gunner 2 has 10/11P

| Mr. Johnson GM | 
 
	
 
                
                
              
            
            Everyone who isn't Rick, You all come up upon the scene as described before. (Feeling a bit lazy after that monster post). Rick has downed one of the hackers.
Reality Hackers
The hacker Rick has been fighting continues his spur assault on Rick and also must have alerted his gunner friends through datalink text or subvocal mike, because one of them about 5 m away (apparently all they can spare at the moment) turns and fires upon Rick.
Hacker 1 Spur attack: 13d6 ⇒ (5, 2, 4, 4, 1, 1, 6, 2, 2, 5, 5, 5, 1) = 43 (5 hits; deal 5P + net hits damage)
Gunner 1 attack: 15d6 ⇒ (5, 1, 3, 4, 1, 1, 1, 5, 6, 4, 5, 3, 4, 6, 5) = 54 (6 hits, deal 5P+ net hits damage, but see below)
I just read that each defense after the first suffers -1 modifier, the gunner's heavy pistol has -1 AP and because you are engaged in melee, you take a -3 dice pool modifier to your defense for a total of -5 defense dice, which reduces your defense pool (ranged attacks only get Reaction to defense) to one (maybe less including wound modifiers), unless you wish to switch to total defense. Two options against ranged attacks: Total Dodge for Reaction+Dodge or Gymnastics for Reaction+Gymnastics) and/or spend a point of Edge. Note that you can switch to Total Defense as an interrupt action before you roll defense; it will just eat up your next IP's action. You can still parry melee attacks as usual.
The rest of the Reality Hackers continue the brawl, and one Skraacha brawler screams for a split second and then is silenced as a spur hits him in the chest at nearly the same time as a bullet to his back.
Skraacha Brawlers 3 & 4 have 7/11P, -1 wound modifier
Skraacha Brawler 5 is down, -4/11P
Skraacha Gunner 2 has 10/11P
Chelsy's action is delayed until we figure out what to do with her. (Post in the Discussion thread).

| Adrik "Rick" Ivanov | 
 
	
 
                
                
              
            
            parry attack:   16d6 ⇒ (6, 1, 3, 1, 4, 5, 2, 2, 5, 1, 3, 4, 1, 6, 6, 2) = 52 5 successes
so no damage..right?
ok...now for latest melee
parry attack:   16d6 ⇒ (4, 2, 1, 5, 5, 5, 3, 6, 2, 2, 6, 2, 2, 4, 2, 4) = 55  5 successes
so again, not a hit that causes damage.
now the firearm...I will dodge (gymnastic)
so..total defense dice 13-5=8
Gymnastic dodge:   8d6 ⇒ (2, 6, 1, 2, 2, 2, 6, 5) = 26 3 successes
ok..so now subtract 6-3=3 hits for a total of 8P damage...thank god for armor!!
damage resistance test: 12d6 ⇒ (5, 1, 6, 5, 4, 5, 3, 6, 6, 4, 3, 4) = 52 6 successes
so that means I take 2 points of physical damage...I think!!

| Adrik "Rick" Ivanov | 
 
	
 
                
                
              
            
            Ok, because I am now at 3 wounds, I have a -1 penalty to all my actions, including initiative

| Mr. Johnson GM | 
 
	
 
                
                
              
            
            Right, ties go to the defender: if there's a tie, no damage, though like I said, contact only stuff may still "hit" on a tied Opposed Test.
Also, the attack had armor piercing -1 so you take a -1 penalty to armor on your DR test, but we'll let it slide this time since it got stuck in a large wall of text. I'll be sure to note AP with the DV section next time. So 2P sounds right :)
Rick dodges Hacker 1's spurs, though just barely, and, reacting to the gun he finds leveled at him, does a series of acrobatic tumbles which, along with his armor, reduce what could have been a near deadly pistol wound to a minor hit in the flesh of his thigh. The pain Rick had to this point been ignoring now becomes a noticeable irritation. You are correct, you're at -1 wound modifier now.
Adam you're up (since you have a slightly higher Initiative attribute than Kat) and then we'll resolve Kat's illusions.
5 m southwest, you have a group of two Skraacha brawlers (5 & 6) facing one RH fighter (4). 7 m southwest, you have Skraacha Brawler 3 facing RH Fighter 3, and Skraacha Brawler 2 facing RH Fighter 2 a few meters away from the 3's, but with the diagonals it works out to the same distance. 9 m southwest you have Skraacha Brawler 1 vs. RH FIghter 1. The Skraacha gunners are about 15 m south of the RH gunners.
So to recap your options:
Within 5 m of Escalators:
RH Gunner 1
Skraacha Brawlers 5 & 6 vs. RH Fighter 4
6 m:
RH Gunner 2
7 m: 
RH Gunner 3
Skraacha Brawler 2 vs. RH Fighter 2
Skraacha Brawler 3 vs. RH Fighter 3
9 m:
Skraacha Brawler 1 vs. RH Fighter 1
10 m:
Hacker 1
*Rick*
15 m:
Skraacha Gunners 1, 2, 3
Sorry it's so confusing. I'm working on a map :) Thanks for your patience with this noob GM :)

| Adam O'Reilly | 
 
	
 
                
                
              
            
            "Rick, you okay?!"
Adam drops into the best cover possible afforded by the escalator and tunnel walls.
Sighting along the rails, he fires at Reality Hacker 2 with his Predator.
7d6 ⇒ (4, 3, 4, 1, 5, 3, 1) = 21 pistols shot 1 1 hit ; damage 5p, AP-1
6d6 ⇒ (3, 1, 4, 6, 4, 6) = 24 pistols shot 2 2 hits ; damage 5p, AP-1

| Mr. Johnson GM | 
 
	
 
                
                
              
            
            Introducing my very crude but hopefully useful Back In Business Ork Underground Battle map!
Roll20.net Back in Business Campaign!
Sorry, the map's a bit off center. You'll have to scroll right to find the battle.
Please use the map to adjust your positioning but post all your actions and dice rolls here. For your convenience, your HP (Physical Condition box) is the green heart/green bar, and your initiative (and the enemies') is the blue lightning bolt. Please use the red bar (on the left) to track wound modifiers. :)
There's random bits of cover strewn about, like vendor carts, boxes, etc., that you can use. Everything except the escalator box (marked) is fair game for cover. The gunners' cover (both gangs) is good (-4 modifier to hit) while all other boxes marked are partial cover (-2 modifier to hit).
The baby tokens are innocent NPCs.
Adam, do you mean Hacker 1, Gunner 1 or Fighter 2? Hacker 2 is bleeding out right now. If not, just correct your positioning on the map and let me know. They both have the same defenses, so it's easily remedied.
RH Hacker 1 Total Dodge: 10d6 ⇒ (1, 4, 5, 6, 6, 5, 2, 5, 1, 5) = 40 (7 hits; no net hits to Adam; misses)
RH Hacker 1 Total Dodge: 9d6 ⇒ (1, 5, 3, 1, 1, 6, 5, 1, 3) = 26 (3 hits: no net hits to Adam; misses)
It doesn't matter since you missed anyway, but remember you take a -2 penalty on each shot for firing from behind cover.
Adam's double fire on the Reality Hacker proves ineffective against their wired reflexes.
RH Hacker 1 TP: 3d6 ⇒ (5, 3, 6) = 14 (2 hits; BELIEVES)
RH Hacker 1 HP: 3d6 ⇒ (2, 2, 2) = 6 (1 hit; 4 net hits to Kat, -4 dpm)
RH Gunner 1 TP: 3d6 ⇒ (2, 4, 5) = 11 (1 hits; BELIEVES)
RH Gunner 1 HP: 3d6 ⇒ (5, 6, 1) = 12 (1 hit; 4 net hits to Kat, -4 dpm)
RH Gunner 2 TP: 3d6 ⇒ (3, 4, 3) = 10 (2 hits; BELIEVES)
RH Gunner 2 HP: 3d6 ⇒ (1, 3, 2) = 6 (5 net hits to Kat, -5 dpm)
RH Gunner 3 TP: 3d6 ⇒ (3, 1, 1) = 5 (1 hit; BELIEVES)
RH Gunner 3 HP: 3d6 ⇒ (6, 6, 4) = 16 (2 hits; 3 net hits to Kat, -3 dpm)
RH Fighter 1 TP: 3d6 ⇒ (4, 5, 1) = 10 (0 hits; BELIEVES)
RH Fighter 1 HP: 3d6 ⇒ (3, 6, 3) = 12 (5 net hits to Kat, -5 dpm)
RH Fighter 2 TP: 3d6 ⇒ (1, 2, 6) = 9 (2 hits; BELIEVES)
RH Fighter 2 HP: 3d6 ⇒ (5, 1, 1) = 7 (2 hits; 3 net hits to Kat, -3 dpm)
RH Fighter 3 TP: 3d6 ⇒ (5, 2, 6) = 13 (1 hit; BELIEVES)
RH Fighter 3 HP: 3d6 ⇒ (5, 5, 6) = 16 (1 hit; 4 net hits to Kat, -4 dpm)
RH Fighter 4 TP: 3d6 ⇒ (1, 5, 5) = 11 (1 hit; BELIEVES)
RH Fighter 4 HP: 3d6 ⇒ (6, 2, 2) = 10 (2 hits; 3 net hits to Kat, -3 dpm)
Sk Fighter 1 TP: 5d6 ⇒ (2, 5, 6, 1, 2) = 16 (4 hits; disbelieves)
Sk Fighter 1 HP: 3d6 ⇒ (1, 4, 4) = 9 (2 hits; 3 net hits to Kat, -3 dpm)
Sk Fighter 2 TP: 5d6 ⇒ (1, 2, 5, 6, 3) = 17 (2 hits; BELIEVES)
Sk Fighter 2 HP: 3d6 ⇒ (4, 5, 6) = 15 (2 hits; 3 net hits to Kat, -3 dpm)
Sk Fighter 3 TP: 5d6 ⇒ (1, 1, 2, 2, 2) = 8 (2 hits; BELIEVES)
Sk Fighter 3 HP: 3d6 ⇒ (2, 3, 6) = 11 (2 hits; 3 net hits to Kat, -3 dpm)
Sk Fighter 4 TP: 5d6 ⇒ (3, 4, 6, 3, 6) = 22 (2 hits; BELIEVES)
Sk Fighter 4 HP: 3d6 ⇒ (6, 5, 2) = 13 (0 hits; 5 net hits to Kat, -5 dpm)
Sk Fighter 6 TP: 5d6 ⇒ (4, 2, 5, 6, 2) = 19 (1 hit; BELIEVES)
Sk Fighter 6 HP: 3d6 ⇒ (4, 2, 4) = 10 (1 hit; 4 net hits to Kat, -4 dpm)
Bystander 1 TP: 3d6 ⇒ (5, 1, 3) = 9 (3 hits; disbelieves)
Bystander 1 HP: 3d6 ⇒ (6, 4, 4) = 14 (1 hits; 4 net hits to Kat, -4 dpm)
Bystander 2 TP: 3d6 ⇒ (6, 4, 2) = 12 (2 hits; BELIEVES)
Bystander 2 HP: 3d6 ⇒ (4, 1, 4) = 9 (0 hits; 5 net hits to Kat, -5 dpm)
Sk Gunner 1 TP: 3d6 ⇒ (3, 6, 3) = 12 (1 hits; BELIEVES)
Sk Gunner 2 TP: 3d6 ⇒ (3, 5, 5) = 13 (1 hits; BELIEVES)
Sk Gunner 3 TP: 3d6 ⇒ (5, 5, 4) = 14 (1 hits; BELIEVES)
RH Gunner 1: 9d6 ⇒ (6, 3, 6, 6, 5, 1, 1, 2, 3) = 33 (4 hits--saw Kat)
Sk Brawler 4: 6d6 ⇒ (4, 4, 2, 1, 4, 2) = 17
Sk Brawler 6: 6d6 ⇒ (2, 1, 4, 3, 2, 3) = 15
Fortunately for Kat, her illusion fools nearly everyone, and the Hot Potato is too strong for any of them to throw off completely. The grinning troll makes wide sweeps with his flamethrower, and the Reality Hackers writhe in agony--after all, most of them have extensive cyberware. Also, as she is surely thrilled with, a few innocent bystanders still trying to make it through the panicking crowd are close enough to get hit with the Hot Potato effect, and they frantically remove piercings, belts, and spectacles before shoving their way through the crowd out.
Skraacha
Unfortunately for Kat, the Skraacha don't appear to be wearing much in the way of metal--none that has direct contact with the skin, anyway. The gunners are out of the hot potato range, and the brawlers are wielding good old fashioned wooden baseball bats with nails pounded through them, at the top far away from the handle.
Nak drazt flag drol! Nak zer tar! Bok tel krompten! Rech il mago! one of the orks yells in Or'zet.
The Skraacha ignore the troll and keep clubbing their now debilitated Reality Hacker victims, dealing some heavy blows to RH Fighters 3 & 4, who now look nearly defenseless in pain.

| Adrik "Rick" Ivanov | 
 
	
 
                
                
              
            
            Not sure, but is it my turn now?? If it is then I will act, if not just hold my action until it is my turn.
Melee Attack RH Hacker 1:   12d6 ⇒ (5, 5, 4, 6, 6, 4, 4, 2, 6, 3, 6, 6) = 57 7 hits
Damage:  8P + Net hits

| Maeyan "Hellcat" Kithalond | 
 
	
 
                
                
              
            
            Introducing my very crude but hopefully useful Back In Business Ork Underground Battle map!
Excellent! I've moved myself over onto the whatever-it-is next to the escalator, to indicate ducking behind it. Since it's between the entry point and the crowd, I'll have ducked behind it rather than the escalator - same result, though.
Fortunately for Kat, her illusion fools nearly everyone, and the Hot Potato is too strong for any of them to throw off completely. The grinning troll makes wide sweeps with his flamethrower, and the Reality Hackers writhe in agony--after all, most of them have extensive cyberware. Also, as she is surely thrilled with, a few innocent bystanders still trying to make it through the panicking crowd are close enough to get hit with the Hot Potato effect, and they frantically remove piercings, belts, and spectacles before shoving their way through the crowd out.
Skraacha
Unfortunately for Kat, the Skraacha don't appear to be wearing much in the way of metal--none that has direct contact with the skin, anyway. The gunners are out of the hot potato range, and the brawlers are wielding good old fashioned wooden baseball bats with nails pounded through them, at the top far away from the handle.
This is exactly what I was hoping for. The troll's supposed to be "reinforcements" for the Skraacha, although a flamethrower is not a precision weapon, so I use that term very loosely.
I assume that the unnammed icon in the middle is the troll, and the shaded area is the range of the illusion? Looking at it, I realized I screwed up slightly. Radius should have been 5 meters, not 6 - I cast my spells at Force 5, since I only have Magic 5. If you'd like, I could just say I overcast that one to Force 6, and I'll roll an extra die of drain for it (which would be physical damage), or you could adjust the radius. Let me know how you want to handle it, and my apologies. :(
As her illusion takes effect, Kat shoots a glare at the one orc who shouted out. Under her breath, she mutters "Bastard" in Sperethiel. Since her subvocal mike is active, the rest of the team hears it clearly, although it was clearly not intended for them.

| Mr. Johnson GM | 
 
	
 
                
                
              
            
            That's alright, Kat. I adjusted the radius for you, and you are right, the unnamed troll (I made the name visible) is your illusion and the tinted area is the area of effect. I adjusted the placement to where you would have placed it in the first place at 5 m radius so you are still hitting all the gangers. You are no longer hitting the innocent bystanders though.
Chelsy, delayed action taken
Chelsy moves to cover to watch the escalators.
Reality Hackers, 2nd IP
The Reality Hackers are clearly in agony, but none of the gunners have dropped their weapons--probably under orders--and all the Reality Hackers get quickly away from the troll towards the escalators to find new cover, etc., except Fighter 1, who realizing Hacker 1 is far enough away to avoid the effects of the flames, goes to assist his chummer. You hear sighs of relief as they leave the area of the illusion.
Fighter 4 heads towards cover only to find Kat crouched there. Keeb, get outta my way! he yells, but it appears he has spent his energy this pass defending himself from the Skraacha's bats and getting to cover.
Meanwhile, Chelsy finds herself sharing cover with RH Gunner 1, who likewise seems spent.
Hacker 1, however, seems just as energetic as ever and strikes at Rick.
Hacker 1 Spur Strike: 13d6 ⇒ (6, 6, 3, 3, 2, 1, 5, 5, 1, 1, 5, 4, 6) = 48 (6 hits)
The spurs will deal 5P + net hits damage.
Rick
Rick, go ahead and roll your defenses. Gymnastics Dodge can be applied to melée defense rolls as well as ranged. (The only Full Defense option that isn't applied to both is Full Parry, which gives you double your weapons'/Unarmed skill, but that can only be applied to melée.) Unfortunately, Full Defense is a Complex Action with effects lasting until your next Action Phase, and using it as an Interrupt eats up your Complex Action in the next Action Phase, similar to how an Immediate Action in Pathfinder eats up your next turn's swift action. Therefore, this pass, you lose your action(s) and you are no longer on Total Defense. You can still move or use your Free Action as usual, and will be free to act on the 3rd IP.
Rick, you can move and/or use a Free Action, and then, Adam and Kat, you are up.

|  Daniel Stewart | 
 
	
 
                
                
              
            
            Sorry I am a bit confused as to what is happening. I was attacked before my 1st IP, so I need to roll my active defense and then armor. Then my attack (as rolled above) will go off and that will end this IP? Do I have to take Total defense? It seems like you have already assumed that I was doing so and applied it, skipping us right down to the 3rd IP. I was just going to do a block (16dice -1 for wounds) and hope my armor would soak up anything that go through (12 dice -1 for wound). Can I still do that, or do I have to take a Full Defense?
Sorry for the confusion..I think I might have used the gmnastic dodge incorrectly last time and that is where I am getting confused.

| Mr. Johnson GM | 
 
	
 
                
                
              
            
            Sorry, Rick, I got confused and thought you did your Total Defense during this IP. You do get your attack. Sorry for any confusion. You don't have to take Full Defense for this action.
I also just realized that Hacker 1 had taken total defense against Adam's pistol shots, so 1) he doesn't get to make that last attack he made on you Rick and 2) it is just Kat up next, since Adam only has 1 IP and he used it firing on the Hacker.
Now resolving your attack...
Hacker 1 Reaction+Blades (Cyber-Implant)+Dodge: 21d6 ⇒ (5, 5, 6, 5, 3, 5, 1, 3, 4, 5, 1, 2, 6, 1, 1, 4, 1, 2, 5, 5, 3) = 73 (9 hits, no net hits to Rick; misses)
Hacker 1, already on the defensive because of Adam's pistol fires, is able to handily parry and dodge Rick's ferocious punches and kicks.
Kat, you're up.

| Maeyan "Hellcat" Kithalond | 
 
	
 
                
                
              
            
            Rick, for what it's worth, you don't apply wound penalties to armor rolls. You always resist damage with your full dice pool, as modified by the AP of the weapon attacking you. This also applies to spell resistance rolls, drain rolls, and the like. It doesn't apply to dodge rolls or other "avoid" rolls - those are penalized normally. It's only "resist" rolls which aren't affected.
Kat looks innocently up at the ganger. "Keeb? Me? Ha! I'm far worse than that, kibble." As she says "kibble" (which she draws out so that it sounds like "keeble"), Kat's skin begins rippling as she shifts into a tiger! The tiger immediately begins lashing into the Reality Hacker with its claws, leaving large gashes on him.
What appears to be happening, from a metagame perspective: Kat is actually a weretiger (yes, those exist, although they're rare), and just reverted to her natural form (shapeshifters are animals who can become human, not the other way around).
What's actually happening: Kat is triple-casting illusions: Improved Invisiblity, so her real self disappears; Trid Phantasm again, to create the "tiger" and the "gashes"; and Agony, which is a spell that causes illusionary Physical damage - while the spell is in effect, the target takes wound penalties as if he had (net hits) extra boxes of damage, with "death" instead being immobilized by the pain.
I'm currently at -4 to all actions because of the two previous illusion spells I'm sustaining. That applies to each of the three dice pools, mostly counteracting the +6 to illusion spells.
Improved Invisibility, at Force 3, into the last sustaining focus (2 drain): 6d6 ⇒ (2, 3, 3, 2, 4, 6) = 20 -> 1 hit 10d6 ⇒ (1, 4, 6, 5, 3, 5, 2, 1, 2, 1) = 30 -> 3 hits, no drain.
Trid Phantasm @F5, 5 drain: 6d6 ⇒ (5, 1, 3, 6, 3, 6) = 24 -> 3 hits, 10d6 ⇒ (6, 1, 6, 3, 3, 5, 1, 2, 6, 6) = 39 -> 5 hits, no drain.
Agony, @F5, 0 drain (5/2 -2) 5d6 ⇒ (6, 6, 3, 6, 2) = 23 -> 3 hits
Invisibility is resisted with Intuition - one hit is enough to see me, and it's not fooling any devices (cybereyes don't count, since they're part of people). TP is Intuition as well - It's visible to anyone within 5 meters, and 3 hits lets you see that the tiger (and the blood) isn't real. Agony is resisted with Willpower. I am now at -8 to all actions, since I'm sustaining 4 spells without foci.

| Maeyan "Hellcat" Kithalond | 
 
	
 
                
                
              
            
            And... I realized I forgot to increase drain for multi-casting. Three spells means +2 drain. So I take one drain from Invisibility, two from TP, and (10d6 ⇒ (1, 6, 1, 3, 1, 1, 3, 6, 2, 6) = 30 -> 3 hits) no drain from Agony. I now have 3 stun damage, and yet another -1 to everything...
In retrospect, I'm definitely spreading myself too thin to be effective.
Also, I take a step back after all the spellcasting - map adjusted.

| Mr. Johnson GM | 
 
	
 
                
                
              
            
            If you wanted to free yourself up a bit, you may as well let go of the Hot Potato spell (see what I did there? ;-). Everyone who was previously affected is now out of range.
Reality Hackers, 3rd IP
Winded from wounds and their running away from Kat's illusions, most of the Reality Hackers can't close in any distance into melée, but Kat has drawn the ire of the Reality Hackers, whether because they know she is a mage or "know" she is a weretiger, many of them draw their pistols and fire at Kat.
I'm spoilering all the attacks due to space concerns, not secrecy, so feel free to look at each others' dice rolls.
RH Fighter 4 Invisibility Resist: 3d6 ⇒ (4, 1, 4) = 9 (0 hits, can't see real Kat)
Trid Phantasm Resist: 3d6 ⇒ (5, 4, 1) = 10 (1 hit, believes your TP)
Agony Resist: 3d6 ⇒ (2, 6, 4) = 12 (1 hits, 2 net hits to Kat)
The fighter, already sustaining heavy injuries courtesy of the Skraacha, appears to be in even greater pain from Kat's illusion.
RH Fighter 4 Quick Draw Test Reaction+Pistols (3): 11d6 ⇒ (3, 1, 2, 3, 1, 6, 1, 1, 5, 5, 5) = 33 (4 hits; draws and fires in one Simple Action)
RH Fighter 4 Pistol Fire: 10d6 ⇒ (2, 6, 1, 3, 2, 2, 6, 1, 5, 2) = 30 (5 hits; AP -1)
RH Fighter 4 Pistol Fire: 9d6 ⇒ (5, 5, 3, 6, 3, 1, 6, 2, 2) = 33 (4 hits; AP -1)
RHs' pistols deal 5P damage + net hits.
RH Fighter 4 reacts to Kat's transformation by quick drawing his pistol and firing twice on Kat.
RH Fighter 2 Invisibility Resist: 3d6 ⇒ (6, 3, 2) = 11 (1 hit; sees Kat under TP)
RH Fighter 2 TP Resist: 3d6 ⇒ (6, 2, 2) = 10 (1 hit; believes TP)
RH Fighter 2 Quick Draw Test Reaction+Pistols (3): 13d6 ⇒ (4, 4, 2, 2, 4, 5, 3, 2, 1, 4, 2, 3, 5) = 41 (1 hits; draws but can't fire during this Simple Action)
RH Fighter 2 Pistol Fire: 12d6 ⇒ (1, 3, 3, 6, 4, 4, 1, 5, 1, 2, 2, 2) = 34 (2 hits; AP -1)
RHs' pistols deal 5P damage + net hits.
RH Fighter 2 fumbles his quick draw and can only fire a single poorly aimed shot at the illusionist, confusion in his face at seeing both Kat and the tiger.
RH Gunner 3 TP Resist: 3d6 ⇒ (3, 6, 5) = 14 (2 hits; believes TP)
RH Gunner 3 Pistol Fire: 12d6 ⇒ (6, 3, 2, 6, 5, 4, 2, 5, 3, 2, 6, 1) = 45 (5 hits; AP -1)
RH Gunner 3 Pistol Fire: 11d6 ⇒ (1, 6, 3, 4, 3, 5, 1, 1, 5, 3, 1) = 33 (3 hits; AP -1)
RHs' pistols deal 5P damage + net hits.
RH Gunner 3, pistol already drawn, fires 2 shots at Adam, apparently deciding that the gunman straight ahead is more of a threat than the melee attacking tiger/elf woman.
RH Gunner 1 Pistol Fire: 12d6 ⇒ (2, 5, 3, 3, 6, 4, 5, 4, 6, 2, 2, 4) = 46 (4 hits; AP -1)
RH Gunner 1 Pistol Fire: 11d6 ⇒ (5, 3, 3, 3, 5, 3, 1, 5, 5, 2, 5) = 40 (5 hits; AP -1)
Chelsy Total Defense Reaction+Dodge: 13d6 ⇒ (1, 6, 2, 5, 5, 4, 3, 1, 2, 6, 4, 3, 3) = 45 (4 hits; first shot misses)
Chelsy Total Defense Reaction+Dodge: 12d6 ⇒ (4, 5, 6, 5, 5, 2, 1, 5, 2, 6, 2, 4) = 47 (6 hits; second shot misses)
RH Gunner 1 fires at Chelsy, but she is on the defensive and dodges both shots.
RH Hacker 1 Spur Attack: 14d6 ⇒ (4, 5, 6, 2, 6, 4, 1, 4, 2, 4, 4, 1, 6, 5) = 54 (5 hits)
RH Fighter 1 Spur Attack: 13d6 ⇒ (5, 3, 4, 5, 5, 5, 2, 4, 4, 4, 6, 4, 6) = 57 (6 hits)
The RH fighters will deal 5P + net hits damage to Rick each.
RH Hacker 1 and Fighter 1 both continue their spurred assault on Rick.
Everyone roll your dodges, and then Rick and Kat, you are up for your 3rd IP.

| Adam O'Reilly | 
 
	
 
                
                
              
            
            Think I have this right...Gymnastics 1 Rank, Reaction 3, Partial Cover +2, second dodge -1.
6d6 ⇒ (3, 3, 1, 5, 2, 1) = 15 dodge the 1st
5d6 ⇒ (3, 1, 4, 6, 3) = 17 dodge the 2nd
So, 1 hit on attack 1, leaving damage as 9p, AP-1
1 hit on attack 2, leaving damage as 7p, AP-1
Armor Checks
6d6 ⇒ (1, 5, 6, 1, 5, 5) = 23 #1 (4 hits, take 5 damage)
6d6 ⇒ (4, 2, 5, 1, 6, 1) = 19 #2 (2 hits, take 5 damage)
"Argh..." Adam catches one round in the gut and the second in his shoulder, dropping to the ground in a blood soaked heap as his pistol clatters down.
Currently at 10/9 wounds. Adam will bleed out in 4 more rounds without medical care. His DocWagon bracelet should have activated, but who knows how long they'll take.

| Adrik "Rick" Ivanov | 
 
	
 
                
                
              
            
            Ok..this is my 2nd block for unarmed combat this round, correct so -2 to block rolls or -2 on one and -3 on the other?
calculation - 16d6-2d6(previous blocks)-1d6(woound)=13d6
Melee block RH Hacker#1:   13d6 ⇒ (2, 5, 6, 4, 1, 1, 1, 1, 4, 4, 4, 6, 3) = 42  3 hits
Damage Reduction test (7P modified damage):   12d6 ⇒ (1, 1, 5, 1, 5, 1, 4, 6, 4, 3, 6, 4) = 41 4hits
3 points physical damage.
Melee block RH Fighter#1:   13d6 ⇒ (5, 6, 2, 5, 4, 4, 3, 2, 3, 6, 2, 3, 3) = 48 4 hits
Damage Reduction test (9P modified damage):   12d6 ⇒ (6, 2, 1, 4, 6, 6, 3, 5, 4, 2, 3, 6) = 48 5 hits
4 points physical damage
OUCH!!! I am at 10/10 on my physical monitor and -3 to all skills... I think I am down and out as well

| Mr. Johnson GM | 
 
	
 
                
                
              
            
            Chelsy used Total Defense, eating up next Turn's action, but can move to Adam and attempt stabilizing him the next time she gains an action.
Adam, you don't get cover for this attack because you don't have cover on all sides, just on the left, which was great when the fight was on the left, but not so great now. However, you do have a better option for Total Defense than Gymnastics; namely, Total Dodge, which gets you Reaction+Dodge instead of Reaction+Gymnastics. The end result is that you still roll 6 dice, your Dodge 3 equal the bonus you received from your Gym 1+Cover 2. Just FYI for the future. :)
Just as a reminder, whenever you use Total Defense, you have three options:
- Total Parry (Reaction+Weapons Skill+Weapons Skill vs. melée attacks only)
 
- Total Dodge (Reaction+Dodge vs. ranged attacks and Reaction+Dodge+Dodge vs. melée attacks
 
- Gymnastics Dodge (Reaction+Gymnastics vs. ranged attacks and Reaction+Dodge+Gymnastics vs. melée attacks)
Actually Rick, it's -1 for every block past the first, so -1 on the second and -2 on your third. Go ahead and roll 1 more die for each block. May the odds be ever in your favor!

| Adrik "Rick" Ivanov | 
 
	
 
                
                
              
            
            LOL..it feels like the hunger games!!
1st added roll:  1d6 ⇒ 1
2nd added roll:  1d6 ⇒ 1
You have got to be fricking kidding me!!! Two 1's!! Why do you hate me so, oh dice roller gods!!HAHAHHAA

| Maeyan "Hellcat" Kithalond | 
 
	
 
                
                
              
            
            Does RH4 know where I am?  Or did he just shoot through the illusion and hit me behind it?  Because I did totally just stand right behind the weretiger like an idiot...
I'm not giving up my next action to total defense, so I only get my Reaction.  Mr. Johnson: I don't know if the Cat Mentor spirit's bonus to Gymnastics tests would apply to a gymnastic dodge or not, since it's not strictly a gymnastics test.  What would you say?
Reaction roll 1: 3d6 ⇒ (2, 6, 5) = 13 -> 2 hits, so 8P
Reaction roll 2: 2d6 ⇒ (4, 6) = 10 -> 1 hit, so 8P
Reaction roll 3: 1d6 ⇒ 5 -> 1 hit, so 6P
I think I got all of Rick's good dice, but I just don't have enough to throw for it to matter :p
Ballistic armor of 4, +3 magic armor, +2 body, -1 AP = 8 dice to resist
Resist 8P: 8d6 ⇒ (6, 6, 5, 6, 6, 6, 4, 5) = 44 -> 7 hits (!), 1 damage
Resist 8P: 8d6 ⇒ (6, 3, 4, 2, 2, 5, 3, 6) = 31 -> 3 hits, 5 damage
Resist 6P: 8d6 ⇒ (3, 6, 1, 6, 6, 6, 3, 6) = 37 -> 5 hits, 1 damage
Net damage: 6, putting me at 6/9 physical, on top of my 3/10 stun, for a cumulative wound penalty of -3. On the other hand... I'm not toying around any more.

| Mr. Johnson GM | 
 
	
 
                
                
              
            
            Sorry, I've had a really exhausting week at work. I didn't quite understand what you were trying to do. I now see you were stepping back away from the illusion, not casting it on top of yourself, though I can see that stepping directly behind it wouldn't cause their aim to be THAT off. Tell you what, though, since I didn't give RH4 penalties, the next attack on you from someone who can see you will get the -6 penalty RH4 should have had for firing "blind" as it were. I'll post the next CT tomorrow.

| Mr. Johnson GM | 
 
	
 
                
                
              
            
            I will rule that you do get your Gymnastics bonus on Gymnastics Dodges too, but that takes a Total Defense action, which you said you didn't want to take, so Reaction only it is. Sorry, I didn't see that question the first time reading it.
Combat Turn 3 Initiative Tests
Reality Hackers: 6d6 ⇒ (4, 4, 4, 6, 1, 1) = 20 (1 hit) +6=7 (3 IPs)
Skraacha: 5d6 ⇒ (2, 2, 5, 4, 6) = 19 (2 hits) +5=7
Chelsy: 11d6 ⇒ (1, 5, 1, 2, 6, 5, 1, 6, 3, 6, 4) = 40 (5 hits) +11=16
Faed: 8d6 ⇒ (5, 3, 4, 4, 5, 5, 1, 6) = 33 (4 hits) +8=12
Frank: 9d6 ⇒ (5, 1, 6, 6, 2, 1, 3, 4, 4) = 32 (3 hits) +9=12
Kat 4 (Your sustaining modifiers destroy your dice pool, but RAW only wound modifiers affect your Initiative Score, so you still get your Initiative (7) -3 wound modifier as your score.) (3 IPs)
Adam is out; he will roll initiative if/when he recovers
Rick is out; he will roll initiative if/when he recovers
Initiative Order
Chelsy, Faed, Frank
Reality Hackers, Skraacha
Kat
Rick & Adam can roll Initiative if/when they recover
Chelsy
Chelsy, true to her text message, runs over to Adam and crouches, ready to administer first aid on her next action, but is still too winded from dodging gunfire to act quite yet.
Frank will have been warned that the residents of the OU are prejudiced against humans and elves, so it would be prudent of him not to display his Tír Tairngire flag, which could incense the racist residents into avoidable violence.
An Explanation of the Scene for Faed and Frank
You were at the top of the escalators when you heard the unmistakeable sounds of security alarms, fighting and gunfire. What you see at the bottom is a group of chromed up gangers you recognize as the Reality Hackers, firing at a cluster of combatants near the escalators, though the lack of uniform suggests these may be shadowrunners rather than gangers or mercs, and a tiger who just mauled a Reality Hacker, his screams echoing in the underground street. A redhaired woman is crouching by an unconscious man, a pistol near his limp arm. To the left of the escalators you see two RH fighters, looking pleased at themselves, a Russian bleeding at the ground, unconscious.
Off to the side is a cluster of ork gangers that must be the Skraacha, a gang committed to eliminating threats to the OU's residents, especially topsiders. A giant troll with a crude flamethrower is in the center of the ork gang, and a few gunners on the far side of the street.
Frank and Faed
Frank and Faed, roll an Intuition (3) Test, an Intuition (1) Test, then another Intuition (3) Test, and if you make them, you can read the following spoilers. You knew there was a battle downstairs, so by the time you reach the bottom of the escalators, you may have any weapons drawn, smartlinks turned on, etc., and you may respond however you like. Feel free to slide down the escalator rail, guns blazing, if you would like ;-)

| Faed Kaykes | 
 
	
 
                
                
              
            
            intuition (3): 4d6 ⇒ (4, 2, 5, 4) = 15 1 hit (fail)
intuition (1): 4d6 ⇒ (4, 5, 1, 5) = 15 2 hits (success)
intuition (3): 4d6 ⇒ (2, 2, 3, 6) = 13 1 hit (fail)
Guess I'm not very intuitive. Hope Frank does better an can fill me in.
Chelsey and Maeyan see a figure sliding down the railing of the escalator, great-coat billowing behind. As the figure lands in the square between them, the first thing they notice is hair so bright that it has to be artificially colored It isn't ;). The next thing they notice is the assault rifle that seems far to big for the size of the person wielding it. If they get past the hair and rifle, there is a face obscured by goggles and a respirator.
Faed raises her rifle and fires at the RH Fighter standing over Rick.
She's firing two wide bursts. The recoil for the first is compensated for by the rifle, the second burst will net a -1 to the attack
FIRE 1: 10d6 ⇒ (4, 4, 1, 4, 1, 1, 4, 1, 6, 6) = 32... 2 hits
fire 2: 9d6 ⇒ (2, 5, 5, 1, 2, 3, 1, 1, 5) = 25 3 hits
Since they were both wide bursts, the RH Fighter has a -2 to his defense roll. The DV of the rifle is 6P with AP -1

| "False Flag" Frank | 
 
	
 
                
                
              
            
            Intuition Rolls
5d6 ⇒ (1, 2, 2, 3, 3) = 11 Zilch
5d6 ⇒ (2, 6, 3, 2, 1) = 14 1 Hit(Success)
5d6 ⇒ (5, 1, 4, 2, 6) = 18 2 Hits(Fail)
I'm going to spend an edge to re-roll that first one, though Faed if you know Frank you shouldn't expect too much in terms of dice rolls!
5d6 ⇒ (6, 4, 5, 6, 1) = 22 3 Hits(Success)
Woohoo! That came out better than expected!
Not nearly as dramatic and full of showmanship as Faed proves to be, Frank takes just long enough to give her a scowl when the sounds of gunfire echo through the station, a look which clearly explains that he's sure that somehow this is her doing.
As he dashes down the escalator and draws his two predators his eyes widen a bit at the view of the battle before him he uses his subvocal mic to send a message over to Faed.
Faed
Getting down to the bottom of the escalator, Frank dashes across to the closest kiosk to take cover behind it, firing two shots from the Predator he keeps real ammo in at one of the two RH thugs, assuming that they haven't already gone down.
Shot 1 7d6 ⇒ (1, 1, 2, 5, 1, 4, 5) = 19 2 hits
Shot 2 6d6 ⇒ (4, 1, 2, 1, 6, 2) = 16 1 hit
Damage value on the gun is 5P AP -1

| Mr. Johnson GM | 
 
	
 
                
                
              
            
            Which thug are you targeting, Frank? Each has a nameplate below their token (RH Fighter 1, Sk Brawler 3, etc.). Also, could you move your token to where you want it on the map? There are several options to which you are targeting and which kiosk you want to duck behind. Also keep in mind if you fire from behind cover, you take a -2 penalty to attacks.
RH Fighter 1 laughs for a moment but quickly moves into a defensive stance when he hears the Colt M23 coming after him courtesy of Faed.
RH Fighter 1 taking Total Dodge as an Interrupt Action
Fire 1 Reaction+Dodge-2: 9d6 ⇒ (2, 1, 2, 2, 5, 1, 1, 5, 6) = 25 (2 hits; 0 net hits to Faed; misses)
Fire 2 Reaction+Dodge-2: 8d6 ⇒ (1, 2, 2, 1, 2, 4, 5, 3) = 20 (1 hit; 2 net hits to Faed)
RH Fighter 1 Damage Resistance Test: 13d6 ⇒ (1, 5, 1, 1, 4, 1, 3, 6, 2, 3, 1, 1, 5) = 34 (3 hits; Faed's shot does 3S damage: your modified DV of 8 doesn't exceed the modified Armor of 8, so it inflicts Stun)
(Sorry, guys, I've been forgetting (and I think you have too) that you only take physical damage if the DV+net hits on the attack roll exceeds the Armor-AP rating of your armor, otherwise it is Stun damage. Go back and compare the damage you've taken in each hit to your Armor rating; if their DV doesn't exceed your Armor rating (-armor piercing) you only take Stun damage rather than physical.
Adam's Armor means any shot over 6P modified DV will deal Physical damage (which I think is all of them, given armor piercing, so that doesn't change your situation) but I don't think any hits on Rick have been over 12P modified DV. So, I think Rick, all the damage you've taken is Stun. You're still knocked out, but not bleeding out.
Faed's first wide burst misses RH Fighter 1, but the second one hits him in the chest, and although it doesn't look like it pierced his armor, it has obviously shaken him.
I'll wait to post the enemy actions until Frank has clarified his position and his target.

| "False Flag" Frank | 
 
	
 
                
                
              
            
            Well now I feel stupid! I opened Roll20 twice now and didn't see a map and was thinking it was just not posted yet. I was basing my action fully off of description and the more flavorful map. Apparently the roll20 map was just scrolled off the edge of the screen for me. I am now moved into position.
I was being a bit fluff with my description, but for order of the mechanics Frank would have fired and then moved into cover. Since RH 4 is pretty occupied with the tiger and I didn't realize the others were quite as far back as they are, I'll take my shot at RH fighter 2.

| Faed Kaykes | 
 
	
 
                
                
              
            
            If I'm permitted to interject a little yelling after my turn
Faed is disappointed to hear that the troll is just an illusion, he seemed to be doing so well for their side. She still really wants to know what the hell a tiger is doing down here, but it also seemed to be on their side so she could worry about that later.
<Subvocal to Frank>- You just keep me covered well enough to help get these guys back up the escalator and I'll buy you the best damn whip in the city. With all the bells and whistles
After surveying the situation, Faed thinks the best plan is, as it is know in tactical circles, running like they stole something. She turns to Maeyan and Chelsey.
Yo transperi-elf Maeyan! Do us a favor and start draggin snoozles there Adam up the escalator and into my car!
And red Chelsey! Help my partner cover me so I can grab your other buddy!

| Mr. Johnson GM | 
 
	
 
                
                
              
            
            Fine by me, Faed.
Chelsy sputters to Faed in an Irish brogue, Are you mad? We can't move him, he's dying! I've gotta get me medkit and stop his bleeding a bit first.
Frank Shot 1: Fighter 2 Reaction: 4d6 ⇒ (3, 5, 5, 3) = 16 (2 hits, no net hits to Frank; misses)
Frank Shot 2: Fighter 2 Reaction: 3d6 ⇒ (3, 6, 2) = 11 (1 hit, no net hits to Frank; misses)
Fighter 2 handily dodges Frank's pistol fire.
Reality Hackers
RH Hacker 1 TP Tiger Resistance: 3d6 ⇒ (6, 1, 3) = 10 (1 hit; believes TP)
RH Hacker 1 Invisibility Resistance: 3d6 ⇒ (3, 5, 4) = 12 (1 hit; sees Kat)
RH Fighter 1 TP Tiger Resistance Tests: 3d6 ⇒ (3, 5, 4) = 12 (1 hit; believes TP)
RH Fighter 1 Invisibility Resistance: 3d6 ⇒ (4, 1, 6) = 11 (1 hit; sees Kat)
RH Fighter 3 TP Tiger Resistance Tests: 3d6 ⇒ (1, 2, 4) = 7 (0 hits; believes TP)
RH Fighter 3 Invisibility Resistance: 3d6 ⇒ (4, 6, 1) = 11 (1 hit; sees Kat)
RH Gunner 1 TP Tiger Resistance Tests: 3d6 ⇒ (4, 4, 3) = 11 (0 hits; believes TP)
RH Gunner 1 Invisibility Resistance: 3d6 ⇒ (5, 5, 3) = 13 (2 hits; sees Kat)
RH Gunner 2 TP Tiger Resistance Tests: 3d6 ⇒ (3, 2, 3) = 8 (0 hits; believes TP)
RH Gunner 2 Invisibility Resistance: 3d6 ⇒ (5, 3, 5) = 13 (2 hits; sees Kat)
Obviously acting on silently communicated orders, the Reality Hackers all dive behind an overturned merchant kiosk selling kitschy trinkets of all kinds--and begin firing at the Skraacha. Sk Brawlers 4 & 6 drop at the concentrated gunfire from stun damage. RH Hacker 1 and Fighter 1 sprint to Faed, obviously incensed about her shot on him. The sprint and his dodging have winded Fighter 1, but Hacker 1 uses his cyberblades to attack while Gunner 1 pops his cyberspurs and engages False Flag Frank in hand-to-spur combat.
RH Hacker 1 Cyberspur Attack on Faed: 12d6 ⇒ (6, 3, 6, 3, 2, 3, 6, 1, 5, 5, 4, 6) = 50 (6 hits)
Spurs deal 5P+net hits damage, but becomes stun damage if that value can't exceed your Armor rating.
RH Gunner 1 Spur Attack on Frank: 13d6 ⇒ (4, 4, 5, 2, 2, 6, 4, 3, 2, 4, 1, 5, 5) = 47 (4 hits)
Spurs deal 5P+net hits damage, but becomes stun damage if that value can't exceed your Armor rating.
Skraacha
After much yelling in Or'zet, the Skraacha Brawlers abandon the troll and engage RH Fighter 1 and Hacker 1, while Brawler 3 goes after RH Fighter 4. The Skraacha gunmen move to different cover and attack the RH gunners. Unfortunately, none of the Brawlers can get in a blow which does more than a small amount of stun.
RH Fighter 3 moves into a defensive stance but falls unconscious after a series of wounds from all three gunners, though he doesn't seem to be dying.
Kat, you're up.

| Maeyan "Hellcat" Kithalond | 
 
	
 
                
                
              
            
            Well that worked out. I went back to check my numbers, and discovered I'd actually taken 7 damage, not 6. 1+5+1 = 7. I can do math, really. However, that extra point would have been stun, not physical, because of the stun-conversion rule, so it works out. 4 stun is no worse than 3, penalty wise, and I didn't need to take any more physical.
Start-of-turn status check: -3 from wound penalties, -2 from sustaining the troll, -2 from sustaining Hot Potato, -2 from sustaining Agony, and -2 from sustaining the tiger. Invisibility is sustained by my focus, so I don't need to worry about that one. Net penalty: -11.
Kat, bleeding from numerous gunshot wounds, drags herself to her feet with far less flair than usual. She narrows her eyes at the nearest Reality Hacker and says, "Alright, if you freaks prefer to play like that..." (If you didn't see through the invisibility, her voice is coming from right next to the tiger, and could be confused as it's voice in the chaos of combat, but there's no special effects to encourage that.)
She then makes a flicking gesture towards the RH Hacker next to the escalator, who is suddenly and briefly wreathed in flames. At that same moment, the troll's flame thrower explodes excessively hard, sending bits of troll and his gear go flying away into the corners of the area.
I'm dropping the troll and hot potato illusions. Also Agony, since that target is out of line of sight.  That reduces my penalty to -5, and I'm casting Flamethrower at the hacker with what's left of my dice pool.
Force 5 Flamethrower: 6d6 ⇒ (3, 5, 1, 3, 5, 5) = 22 -> 3 hits, 5 Drain: 10d6 ⇒ (4, 6, 1, 4, 4, 5, 4, 1, 2, 4) = 35 -> 2 hits
This spell is treated as a ranged attack, so the target rolls his reaction to dodge it.  If it hits, it deals (5 + net hits)P fire damage, resisted with half Impact armor + any fire resist. (Convert to stun with a high armor as with a regular attack.)  Also, I take 3 drain, which raises me to 7/10 stun damage and a -4 wound penalty.
Meanwhile, the tiger moves to stand protectively over Adam's body, growling at any gangers who look in that direction.

| Mr. Johnson GM | 
 
	
 
                
                
              
            
            The troll with the flamethrower suddenly vanishes, much to the chagrin of the Reality Hackers, who are positioned perfectly to see the troll's unreality exposed.
Reality Hacker 1 Reaction: 5d6 ⇒ (5, 4, 6, 3, 1) = 19 2 hits, 1 net hit to Kat
Damage Resistance: 8d6 ⇒ (2, 1, 2, 2, 4, 4, 4, 6) = 25 (1 hit)
6P (fire)-1=5P (fire) damage taken
The Reality Hacker, so adept at giving and taking blows with Rick, screams as Kat's blast of fire his armor jacket and ignites. I moved the Tiger Illusion for you, Kat, but I added your player to its edit permissions so you should be able to move it just like you can your own token. (You can move your token, right?)
Chelsy, 2nd IP
Chelsy is spending a point of Edge to act in this IP to stabilize Adam. The redhead pulls out a medkit hanging on her belt and begins following the instructions the AutoDoc is giving her through her headset.
Logic+Medkit (2) Test: 10d6 ⇒ (1, 5, 3, 5, 5, 4, 3, 3, 6, 4) = 39 (4 hits; 2 net hits to Chelsy)
You're not dying on me today, Mr. O'Reilly! she orders Adam, pressing a bandage to Adam's bullet wound to staunch the blood flow with one hand while rolling out a syringe of AutoClot™ and jabbing Adam with it with the other hand. 
Adam, you are stabilized. First Aid or magic to heal damage may be applied in a subsequent action.
Reality Hackers, 2nd IP
RH Hacker 1 Intuition Test to put out his flames, each hit reduces original fire DV by 1, once that DV is 0, the fire is out: 1d6 ⇒ 6 (1 hit; fire DV is now 5P)
Reality Hacker 1, though screaming, has enough presence of mind to stop, drop, and roll and his efforts do quench the flames slightly. EDIT: Just realized that Reaction would probably be a better attribute for this than Intuition, or maybe both should be used. In any case, I don't want to mess up the dice rolls of everything else, so we'll let him stand with 1 hit this time.
RH Fighter 1 sends another spur attack at Faed, while RH Gunner sends a spur attack at Frank.
RH Fighter 1 Spur Attack @ Faed: 11d6 ⇒ (4, 6, 4, 5, 3, 4, 1, 3, 2, 6, 5) = 43 (4 hits)
RH Gunner 1 Spur Attack @ Frank: 13d6 ⇒ (4, 1, 6, 5, 3, 1, 2, 4, 4, 3, 6, 5, 4) = 48 (4 hits)
Spurs deal 5P+net hits damage, but becomes stun damage if that value can't exceed your Armor rating.
The Reality Hackers split fire, injuring Sk Gunner 1 with some well-placed pistol shots and manage to take down Sk Gunner 2. RH Fighter 2 tries swiping Sk Brawler 3 with his spurs, but the ork grins and steps out away from the poorly aimed jabs.
Kat, you're up again.

| "False Flag" Frank | 
 
	
 
                
                
              
            
            We walked into a hell of a firefight! I joked about how I should bring the sniper rifle whenever I go out with Faed, but I really should have! Picking them off from the top of the escalator sounds awfully good right now.
Current status 8/10 Physical, 10/10 Stun, 2/3 Edge
Reaction4d6 ⇒ (4, 6, 6, 6) = 22 3 Hits Thank you dice!
I'm going to add an edge to that roll hoping I can get one more hit and just make it miss.
Edge3d6 ⇒ (6, 4, 3) = 13 1 Hit
Alright, so that one misses Frank but I'm down to one edge. The dice may not work for Frank in shooting, but apparently they work when he's trying to survive. Makes sense.
Breaking his silence as he sees his friend drop and a bullet wiz past his head, Frank yells out Faed, this is no time for a nap! We're getting out of here!

| Maeyan "Hellcat" Kithalond | 
 
	
 
                
                
              
            
            Acting with the superhuman speed that only high-quality cyberware, life-threatening drugs or strong magic can produce, Kat yanks out a small gray patch with a lightning bolt design*, and slaps it on the side of her neck. As the drug begins to take effect, she makes a gesture at the tiger and it suddenly gains a presence that it didn't have before**. Knowing it can easily perceive her despite her invisibility, she simply nods towards the Reality Hackers, and it turns and roars in their general direction.
* Stim patch, Rating 6 - I ignore 6 boxes of stun damage for purposes of wound penalty, which brings me down to a -2 wound penalty. I'm asssuming this is a Simple action, since it's a Complex action (melee attack) to apply it to someone else, and it's less involved than loading a new clip
** Calling my bound Force 5 Beast Spirit as a Simple Action, and having it manifest so that it seems to be merged with the tiger illusion. Manifesting is a Complex action for it, so it can't do anything else this turn. Stats are on page 295 of the core book (302 in SR4A), and it has the Natural Weapon (5P) optional power, as well as Immunity to Normal Weapons, as a Manifested spirit. It only has two IP, though, so it doesn't get to act until the next time we roll initiative.

| Mr. Johnson GM | 
 
	
 
                
                
              
            
            3rd IP
Chelsy, 3rd IP
Chelsy is once again spending a point of Edge to act in the 3rd IP. (What are PCs turned NPCs for?)
Seeing the newcomer shoot the hacker who downed Rick then fall, Chelsy gives Adam a last look before running over and saying We owe you one, stranger. She takes her medkit and begins a stabilization routine on Faed.
Logic+Medkit (2) Test: 10d6 ⇒ (6, 6, 2, 1, 4, 3, 5, 2, 3, 3) = 35 (3 hits; 1 net hit to Chelsy)
Faed, you're stabilized.
Reality Hackers, 3rd IP
RH Gunner 1 seems to think Frank has had enough punishment and heads to the Sk Brawler 1--or, due to the reluctance in which he moves, you guess he was probably ordered to attack the ork by his superiors. The ork sustains a minor scrape to his chest from the cyberspur.
RH Fighter 2 lands a good blow on Sk Brawler 3, hitting him in the jaw. The ork spits blood onto the ground.
The gunning squad of the Reality Hackers manages to get several bullet wounds on Sk Gunner 1, but the tenacious ork is still standing.
Reality Hacker 1 tries again roll out the flames engulfing him.
RH Hacker 1 Intuition Test: 1d6 ⇒ 5 (1 hit; flame DV down to 4P)
Kat, you're up.

| Maeyan "Hellcat" Kithalond | 
 
	
 
                
                
              
            
            Bursting into movement, Kat moves past the tiger (which appears to be morphing into something a touch less normal) and over to the corner of the kiosk. As she gets there, she makes a flinging gesture with each arm, and two more explosions of flame target the two Reality Hackers in the corner.
Current penalties: -2 wound, and dropping the tiger illusion so I have no spell-sustaining penalties. The spirit is generally tiger shaped, so there's not a great deal of difference, although some details will change and it definitely looks more supernatural.
I'm splitting my dice pool 6/5 to cast two Force 3 Flamethrower spells against RH Fighter 1 and RH Gunner 1. I also just noticed that there's a -3 penalty to defending against ranged attacks for being in melee combat which would apply here. Not sure if that's come up before.
Flamethrower against RH Fighter 1: 4d6 ⇒ (3, 3, 3, 2) = 11 -> 0 hits - It misses and explodes against whatever it ends up hitting (the wall?).  Drain 4: 10d6 ⇒ (4, 2, 6, 6, 3, 3, 6, 4, 1, 5) = 40 -> 4 hits, no drain
Flamethrower against RH Gunner 1: 3d6 ⇒ (6, 6, 2) = 14 -> 2 hits. Drain 4: 10d6 ⇒ (1, 5, 2, 2, 1, 5, 4, 2, 2, 1) = 25 -> 2 hits, 2 drain.
I am now at 9/10 stun damage and a -3 wound penalty.
 
	
 
     
     
     
	
  
	
  
	
 