Nathan "Fitz" Fitzpatrick |
Which I think puts them within 30 squares, so no -2. Looks like 23 squares for that Soldier Ant anyway.
"I quite like this thing. Takes almost all of the guesswork out of aiming."
Fitz aims at the nearest ant again, and squeezes the trigger.
Energy: 1d6 ⇒ 5
Wild: 1d6 ⇒ 3
Damage: 3d6 + 1 ⇒ (6, 6, 4) + 1 = 17
Aces, chap!: 2d6 ⇒ (6, 4) = 10
EXPLODING DICE RULE: 1d6 ⇒ 2
29 damage.
I, uh, I think it's dead.
"Hm. It seems to pack quite a punch as well. Perhaps it was modified by the man we took it from? My armor is better than I thought if it deflected these blasts, perhaps I should take it back."
The Green Tea Overseer |
I'm back. I believe the raise should add another day to damage.
1d6 for a total of 9 damage.
You're right...that would have shaken it. But anyway Fitz kinda roasted it.
Fitz absolutely leaves another, slightly larger, pile of ash in his wake.
Spaulding, since you're back, you have this round's initiative, also. Don't forget the pipe rifle needs a reload every round. Mickey and Spencer are up, too. Remember aiming takes a whole round this time.
Spencer Collin |
Spencer quickly works the bolt on his rifle, seeing that he just barely managed to put down the last ant. He jogs forward and drops to a kneel, firing at the lone ant that's still continuing toward the group. "Keep it up!"
Shooting: 1d8 - 2 ⇒ (1) - 2 = -1
Wild: 1d6 - 2 ⇒ (1) - 2 = -1
Uhh... time to Benny?
Shooting: 1d8 - 2 ⇒ (8) - 2 = 6 Ace: 1d8 ⇒ 8 Total 14, already above the limit for Raises.
Wild: 1d6 - 2 ⇒ (1) - 2 = -1
Damage: 2d4 + 1 + 1d6 ⇒ (1, 2) + 1 + (4) = 8
Alright, so it's Shaken. Mickey, take it out!
Spaulding Dunn |
Spencer would have bought another 30 rounds of ammo at 1-cap each.
Deciding that he really needs to get off another shot before these things close, Spaulding moves forward reloading as he goes, and tries to snap off another shot.
1d6 - 2 ⇒ (2) - 2 = 0 Shooting(Multi-Action penalty
1d6 - 2 ⇒ (3) - 2 = 1 WD
but in his haste he doesn't load the round straightly, and the round simply goes about 20' then impacts into the ground.
Mickey Rios |
"Excellent work, everybody. Keep calm and let them come to you."
Mickey works the bolt as he moves to the side to get into a better shooting position.
Move from (AA,72) to (AD,72).
He then fires at the approaching worker ant.
Medium Range (-2). 3 in chamber; 45 bullets left.
Guns: 1d8 - 2 ⇒ (4) - 2 = 2
Wild: 1d6 - 2 ⇒ (3) - 2 = 1
Let's Benny it up. 2 bennies left. Elan (+2) bonus.
Guns: 1d8 - 2 + 2 ⇒ (8) - 2 + 2 = 8
Wild: 1d6 - 2 + 2 ⇒ (5) - 2 + 2 = 5
Ace: 1d8 ⇒ 1; Total = 9, Success with Raise.
Damage: 2d4 + 1 + 1d6 ⇒ (2, 4) + 1 + (6) = 13
Ace: 1d4 + 1d6 ⇒ (2) + (5) = 7; Total = 20 damage.
The Green Tea Overseer |
Mickey's shot tears clean through n the last giant ant outside of the plant, and it drops in a slump.
Survival rolls on each corpse will net you an ant meat, a raise gets you a nectar - piles of ash, not so much. Whenever you're ready you can place yourselves around the doors and whoever is opening it can make a stealth roll to open the door, or you can just kick it open and rush, or whatever other plans you have.
Mickey Rios |
"Reload, everybody."
Mickey grabs a couple of bullets and and places them in the chamber.
We should probably wait on survival checks until after we've finished clearing out the place.
Mickey moves forward with the rest, fully cognizant of how cloddish and awkward he was moving.
Stealth: 1d4 - 2 ⇒ (2) - 2 = 0
Wild: 1d6 - 2 ⇒ (5) - 2 = 3; Total = 3
The Green Tea Overseer |
Speaking of reloading, how many shots does a Laser Rifle hold?
24. Just like it says on the Gameplay tab. Okay, yeah, it's a pain to read. Stupid forums (AND GOOGLE DOCS) not being Table friendly. ALSO, you should know, Laser Pistols and Rifles can be fired two times in a round if you're willing to take multi-action for it, or you can use the double-tap option, as well, like any semi-automatic weapon. Lasers are just faster than most weapons (it's how I balanced them with plasma); the Gatling Laser is the only weapon in the game that can take 4 shots a round - a player with that and the Rock and Roll edge is a death machine.
Notice: 1d10 ⇒ 5
Wild: 1d6 ⇒ 3
As you move up you notice there's only one single entrance, which has been barred from the outside in an attempt to keep the ants from following the workers as they escaped outside...and a few holes dug underneath the walls the ants have been using to get in and out. You could probably squeeze through, if you really wanted to (agility roll at +1 to not get stuck). There's also several windows around the area. A few seem shot out, but they're mostly in tact.
Spencer Collin |
"Right," Spencer says. He reloads his rifle, but slings it over his shoulder and draws his shotgun, now loaded with his new, more lethal rounds from town. "We keep things like that, we should be fine the whole way."
With that, he steps up to the door, moving quietly across the rubble and scratchy terrain, and peeks through any nearby windows or openings to try and see the situation inside.
Stealth: 1d8 ⇒ 6 Total 6.
Wild: 1d6 ⇒ 5
Notice: 1d6 + 3 ⇒ (3) + 3 = 6 Total also 6.
Wild: 1d6 + 3 ⇒ (2) + 3 = 5
He looks back to the group and nods at the holes. "Wanna risk it?" he whispers.
Mickey Rios |
Mickey nods.
"Yeah. Better than the windows, I think."
Mickey switches to the close range option of his shotgun and tries to squeeze underneath.
Agility: 1d8 + 1 ⇒ (6) + 1 = 7
Wild: 1d6 + 1 ⇒ (5) + 1 = 6; Total = 7, success.
It's a snug fit. But mickey manages to squeeze through.
The Green Tea Overseer |
Moved you guys to the hole in with the fewest ants. Mickey will start inside, while you all are outside. Still an agility to squeeze through hole, takes half three squares of movement to do it. Fail and you get stuck. While the ants didn't notice Spencer, they spotted Mickey, so initiative time. Fortunately, you all beat them on initiative (no Jokers, though).
A few of the ants spot Mickey as he pops through the hole, and start chitteting loudly, as if ready to attack.
Rynjin |
"Ehm, forgive me for naysaying, but perhaps we should have opened the windows and shot the ants nearby before going inside?"
Are any of the windows open, or full of enough holes to shoot through? If not, anything special I have to do to open or smash one?
Spencer Collin |
"Wait--!" Spencer throws himself to the ground and quickly wriggles behind Mickey, hearing the chittering ants on the other side... (Going to be eating the multi-action penalty this round)
Agility: 1d8 + 1 - 2 ⇒ (8) + 1 - 2 = 7 No point Acing, since I doubt a Raise gives me anything, and it's impossible not to get one anyway.
Wild: 1d6 + 1 - 2 ⇒ (2) + 1 - 2 = 1
...rises with the shotgun in hand, prepared to blast away at the first ant that comes into clear view. That is to say, when the ant currently off to the right comes around the corner.
Shooting: 1d8 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Wild: 1d6 + 2 - 2 ⇒ (6) + 2 - 2 = 6 Ace: 1d6 ⇒ 5
Total 11, so a Success and Raise.
Damage: 3d4 - 1 + 1d6 ⇒ (4, 1, 3) - 1 + (1) = 8 Ace: 1d4 ⇒ 3
Total 11 with AP 2 vs the ant, which I believe is a very dead ant.
Spencer can't help grinning as the ant's head bursts into a cloud of goo. It seems his luck is finally turning around.
The Green Tea Overseer |
Spencer, readying an action does NOT work the same as Pathfinder. You go on hold (delay) and then try to interrupt the enemy (opposed agility). You sure you want to do that? Because if you lose the agility check your action comes after his, and he may go first. Also, crawling isn't an action, so you won't take multiaction penalties, it just is half speed. Let me know ASAP, or I'm gonna take it as hold with an agility to interrupt after everyone else has gone.
Rynjin, who forgot to be Fitz, the windows open from inside; they just take an action to smash with the butt of your gun. Remembel, the ants can climb walls.
Nathan "Fitz" Fitzpatrick |
They can, but it would have been better to set up somebody to watch the hoe while the rest of us shot through the windows in relative safety. But, I guess that ship has sailed.
Fitz smashes a window and fires at the worker ant nearest Spencer.
"I'll cover you from here, for now!"
Energy: 1d6 ⇒ 6
Wild: 1d6 ⇒ 1
Ace!: 1d6 ⇒ 3
Which makes a Raise, neato.
Damage: 3d6 + 1 ⇒ (2, 5, 3) + 1 = 11
Raise Dice: 1d6 ⇒ 3
So, 14 damage, AP 2.
Spencer Collin |
Woops, a couple snafus. Sorry about the Hold thing, last long-term SW game I was in the GM used a houserule that ignored the Agility roll-off. I'll still roll since I'm going on Hold either way...
Agility: 1d8 ⇒ 2
Wild: 1d6 ⇒ 1
Well, damn. Sorry Mickey, you might get bit just before I paste an ant. In any case, I'd suggest shooting the nearest ant, since it should be just within 12 squares diagonally. Then I'll probably shoot the soldier that moves in... which still might be just enough to kill it.
Spaulding Dunn |
Spaulding cringes a bit at the broken glass, and gunfire, then enters the room behind the others when he sees the coast is clear. He will also reload his rifle, and check his dart gun to make sure it's clear to draw.
"Where next"?
Sorry Couldn't tell that from the map...
Before entering the room, Spaulding takes a shot at the remaining ant.
1d6 ⇒ 6 Shooting
1d6 ⇒ 1 XD
1d6 ⇒ 6 WD
2d6 ⇒ (2, 3) = 5 Damage
Mickey Rios |
If the worker ant at (AH,26) is still there, Mickey opens fire. Otherwise he'll hold take the defend action. (+2 to parry)
Mickey sees some movement and fires a shell from his shotgun.
Guns: 1d8 ⇒ 8
Wild: 1d6 ⇒ 6
Ace: 1d8 ⇒ 5
Ace: 1d6 ⇒ 3; Total = 13, success w/raise.
Damage: 3d4 + 1d6 ⇒ (4, 3, 4) + (5) = 16
Ace: 2d4 ⇒ (1, 4) = 5
Ace: 1d4 ⇒ 3; Total = 24
"The wildlife is getting frisky," Mickey says deadpan.
The Green Tea Overseer |
Well, I tried to wait for Spaulding to roll his agility and consider his actions after, but, whatever
SpauldingAgility: 1d8 ⇒ 8
SpauldingWild: 1d6 ⇒ 5
Spaulding moves through and reloads on the other side, as he said earlier.
Ants Run: 1d6 ⇒ 6 I've said it before, and I'll say it again, too bad run won't ace...
The factory comes alive with movement from all over the place after you all start firing. You can see SO MANY coming at you from the west.
opposed agility vs Spencer: 1d6 ⇒ 2 I don't remember ties, and I'm not looking them up right now, so victory goes to the wild card.
Spencer opens up fire and blasts a worker ant with his shotgun just before it gets in range of biting Mickey. Micky, in turn unleashes a shell right in the face of a soldier ant as it approaches, and it explodes from impact.
New round of initiative:
Spencer, Spaulding, and Mickey (Already used his action) - High face cards
Ants - 9 diamonds
Fitz - 9 clubs (so close!)
The Green Tea Overseer |
Updated the map. You can see they're kind of swarming from the west. The gunshots has drawn them out from all over. One ant is spending it's time digging a hole from the fine details room, so there's a bottleneck up there for 1d4 ⇒ 3 rounds.
The map is updatable by all of you. Please move your guys yourself when your turn comes, or I'll assume you're standing still. You can even do so with a phone if you have the free Google Docs app.
Opening a door takes an extra square of movement. Crawling through a window takes breaking that window (an action), an agility roll at +1, and three squares of movement. Crawling through an ant hole is the same +1 agility roll and three squares of movement.
thegreenteagamer |
Actually I didn't see that. I'm sorry. To shoot without going in, you'd have to be by a window anyway, and break it, like I told Fitz earlier, which you weren't, and didnt. Sorry. It's early, and I ran out of regular coffee :-(
Spencer Collin |
Spencer steps around the corner, moving to get a clear shot without firing over Spaulding and Mickey's shoulders. Once there, he fires the second barrel of his shotgun at one of the bigger, meaner-looking ants. Firing at the soldier ant at AK-26.
Shooting: 1d8 + 2 ⇒ (7) + 2 = 9
Wild: 1d6 + 2 ⇒ (3) + 2 = 5
Total 9, Success and Raise.
Damage: 3d4 - 1 + 1d6 ⇒ (4, 3, 2) - 1 + (2) = 10 Ace: 1d4 ⇒ 2
Total 12 with AP 2.
Another ant is blown to pieces. "Keep up the steady fire, everyone."
The Green Tea Overseer |
Almost all of the dice continue to run at you all as a swarm.
Two workers (that didn't need to run) coalesce upon Spaulding, while a soldier (that didn't need to run) and a worker (that DID need to run, so multiaction for him) gang up on Spencer.
You can see behind these four there are a lot coming...
Worker1 vs Spaulding: 1d6 + 1 ⇒ (4) + 1 = 5
Worker2 vs Spaulding: 1d6 + 1 ⇒ (1) + 1 = 2
Spaulding manages to deftly dodge both attacks.
Worker vs Spencer: 1d6 - 2 + 1 ⇒ (5) - 2 + 1 = 4
Soldier vs Spencer: 1d8 + 1 ⇒ (7) + 1 = 8
Unfortunately, the larger soldier ant manages to bite Spencer as he's dodging the worker.
Pincers: 1d10 + 1d6 ⇒ (3) + (2) = 5
His armor, however, manages to protect him.
Fitz is up, and then new round of initiative that will be: Spaulding, ants again, Fitz, Mickey, and Spencer. Remember you can't use two-handed ranged weapons in melee, only one-handed ranged vs melee or specifically melee weapons
The Green Tea Overseer |
Not at that angle from that window. Definitely at least cover, at least -2 attack roll from there. You would have to get to the other window or climb in the one you're in to shoot it. I'll let you take your attack and damage rolls if you climb in (which since you already broke the glass is not an action, just a move but you'll need an agility roll to not get stuck)
The Green Tea Overseer |
I know I haven't updated. Normally I'd just delay or bot and move on, but I'm not feeling like rushing anyone over the holidays.
Merry Christmas by the way, to those of you who celebrate, and those who don't, I hope you still have a day off to enjoy.
If he doesn't post, I'll move on Saturday, after the holidays are over. That seems fair.
The Green Tea Overseer |
To the north you can hear the sound as those ants have almost broken through the hole they're digging from the fine details room.
The western swarm converges on Spencer, who is backed into a corner, and Mickey, the next closest since Spaulding withdrew. (Two soldiers had to run to get this close and have multiaction penalties; the rest do not.)
SoldierVsSpencer: 1d8 + 4 - 2 ⇒ (3) + 4 - 2 = 5
OtherSoldierVsSpencer: 1d8 + 4 - 2 ⇒ (6) + 4 - 2 = 8
Damage: 1d10 + 1d6 ⇒ (2) + (4) = 6
You lucky bastard
Worker vs Spencer: 1d6 + 4 ⇒ (6) + 4 = 10
Ace: 1d6 ⇒ 2 = 12 vs parry 6, raise
Damage: 2d6 + 1d4 ⇒ (4, 2) + (2) = 8 vs Tough 7 = Shaken
SoldierVsMickey: 1d8 + 2 ⇒ (4) + 2 = 6 vs parry 5
Damage: 1d10 + 1d6 ⇒ (4) + (6) = 10
Ace: 1d6 ⇒ 5 = Total 15 vs Toughness 8 (Shaken and Wound)
WorkerVsMickey: 1d6 + 2 ⇒ (1) + 2 = 3
OtherWorkerVsMickey: 1d6 + 2 ⇒ (6) + 2 = 8
Ace: 1d6 ⇒ 1 = Total 9 vs Parry 5 = Raise
Damage: 2d6 + 1d4 ⇒ (2, 3) + (3) = 8
Vs Toughness 8 = Shaken (Unless he's still shaken from the Soldier, and then wound)
Mickey Rios |
Well let's try a soak for the first hit at least. I'm now down to a single benny. Elan (+2) bonus.
Vigor: 1d8 + 2 ⇒ (8) + 2 = 10
Wild: 1d6 + 2 ⇒ (5) + 2 = 7
Ace: 1d8 ⇒ 4; Total = 14; Success w/ 2 raises
Okay, so on the first hit I soaked the shaken and the wound effect. But, I'll take the shaken on the second hit, because I don't want to use my last Benny just yet. I'll risk the Spirit roll on my turn. Hopefully, none of the ants will get through my toughness until I can roll.
Mickey grunts as the ants start to overcome him.
Spencer Collin |
Spencer grunts a few times as the ants assault him, but the armor Fitz put together seems to hold fast. One of the ants clamps its pincers hard enough to dent the metal around his ribs, though, and he has to fight to recover his breath...
Spirit: 1d6 ⇒ 5 Total 5, Success.
Wild: 1d6 ⇒ 1
He's able to recover quickly enough, though, and he whips out his new machete. "So things are going downhill..." he shouts, hacking down at the creature. Targeting the soldier ant directly left of me.
Fighting: 1d8 ⇒ 7 Success against its Parry.
Wild: 1d6 ⇒ 5
Damage: 2d6 ⇒ (1, 4) = 5 And a truly pitiful damage roll that gets me nowhere.
"A little help would be great!" Spencer looks around, worried, at the sheer number of ants around him now. "Or maybe just a quick retreat?"
The Green Tea Overseer |
The ants continue to chomps at their previous targets, as more join the fray...and the north hole finally breaks through. More ants join the mob, but they do not have the tactical acumen to work together and move out of the way to attack Mickey from all sides, so they keep pressing from the west.
SoldierVsSpencer: 1d8 + 4 ⇒ (8) + 4 = 12 (that's a raise without even acing)
Damage: 1d10 + 2d6 ⇒ (5) + (1, 1) = 7 (vs Toughness 7 = Shaken
OtherSoldierVsSpencer: 1d8 + 4 ⇒ (4) + 4 = 8 Hit
Damage: 1d10 + 1d6 ⇒ (5) + (2) = 7 (vs Toughness 7 = Shaken or Wounded if already Shaken
WorkerVsSpencer: 1d6 + 4 ⇒ (2) + 4 = 6 vs Parry 6 = Hit
Damage: 1d6 + 1d4 ⇒ (1) + (4) = 5
Ace: 1d4 ⇒ 2 = Total 7 vs Toughness 7 = you know the drill
SoldierVsMickey: 1d8 + 2 ⇒ (5) + 2 = 7 Hit
Damage: 1d10 + 1d6 ⇒ (3) + (1) = 4 = No damage
WorkerVsMickey: 1d6 + 2 ⇒ (2) + 2 = 4 = Miss
Other WorkerVsMickey: 1d6 + 2 ⇒ (6) + 2 = 8
Ace: 1d6 ⇒ 4=Total 12 = Raise
Damage: 2d6 + 1d4 ⇒ (1, 3) + (4) = 8
Ace: 1d4 ⇒ 2 = Total 10 vs Toughness 8; since you were still Shaken, wound.
Nathan "Fitz" Fitzpatrick |
I'm assuming I can still attack with the rifle in my hands? If not, I guess I can stow it and eat the multi-action penalty.
"Hang on guys!" Fitz calls and wades into the melee.
He unleashes a brutal pair of kicks at the worker ant between Mickey and Spencer.
Attack 1 + Gang Up x3: 1d6 + 3 ⇒ (5) + 3 = 8
Wild: 1d6 + 3 ⇒ (6) + 3 = 9
Attack 2+Gang Up x3 - no Ambidexterous: 1d6 + 1 ⇒ (1) + 1 = 2
Wild: 1d6 + 1 ⇒ (6) + 1 = 7
Ace Attack 1: 1d6 ⇒ 6
Ace 2 Attack 1: 1d6 ⇒ 4
Attack 1 total = 18. Raise.
Ace Attack 2 Wild: 1d6 ⇒ 6
Ace 2 Attack 2: 1d6 ⇒ 4
Total = 17 Raise.
Damage Attack 1: 1d8 + 1d6 + 1d4 ⇒ (3) + (1) + (2) = 6
Damage Attack 2: 1d8 + 1d6 + 1d4 ⇒ (3) + (5) + (4) = 12
Spencer Collin |
I think the best plan is to try and Soak that middle attack, since a success would cancel out Shaken as well, which means the last hit will only make me Shaken? I'm not totally sure that's how it's supposed to work, so let me know afterwards, but I'll give it a shot.
Soak: 1d6 ⇒ 5
Wild: 1d6 ⇒ 2
5 is a Success, so that's at least the Wound taken care of on that second hit.
Mickey Rios |
Okay, let's try to get some spirit going. Wound penalty (-1).
Spirit: 1d8 - 1 ⇒ (2) - 1 = 1
Wild: 1d6 - 1 ⇒ (1) - 1 = 0
Nah, I think I need to benny. This is my last one. Elan bonus (+2).
Spirit: 1d8 - 1 + 2 ⇒ (4) - 1 + 2 = 5
Wild: 1d6 - 1 + 2 ⇒ (2) - 1 + 2 = 3, Success.
Mickey roars in rage and fires his caravan shotgun inches from an ant's face.
"Chew on this, you overgrown radroaches!"
Guns: 1d8 - 1 ⇒ (8) - 1 = 7
Wild: 1d6 - 1 ⇒ (5) - 1 = 4
Ace: 1d8 ⇒ 5; Total = 12, Succes w/ raise
Damage: 3d4 + 1d6 ⇒ (1, 2, 2) + (4) = 9
thegreenteagamer |
Spencer, you are correct about how it would go soaking the middle damage. Mickey - You cannot use a two-handed ranged weapon when someone is next to you per the core rules. One-handed ranged or melee only (you can club them with the butt of the rifle as Str+d4 if you don't want to switch weapons) You'll have to choose another action.