
Johnny "Razor" Macomb |

Dang, is Louis a 20 year Legion Vet or something?
My reading has the Captain say that you are a soldier and so is Louis only not as experienced (as you). Then the Captain continues with pointing at me and saying "He I am trying to figure out".

DM ShadowBloodmoon |

Just so you guys are aware... I mentioned this a while ago, (like months) but as a reminder, I will be gone from the 7th to the 16th of January. Internet will probably be spotty at best in the middle of the ocean, but I will do my best to keep up...

Johnny "Razor" Macomb |

Questions:
1. Can we locate the radio in the guardhouse with the binoculars?
2. What is the current range to the guard house?
3. What is the approximate patrol range of the 4 guards outside the guardhouse?
4. Are there any other vehicles in the area?
I suggest that Smith and Macomb try to do enough recon to determine the above and any other questions Smith might have.

DM ShadowBloodmoon |

1. Yes, you can see it. It's pretty big.
2. Approximately 200 yds.
3. Difficult to tell with intervening terrain, but it appears they don't seem to stray more than 50 yds out.
4. None. At least, none that you can see..

Johnny "Razor" Macomb |

Okay reviewing the rules makes it seem like my idea of damaging the radio with sniper bullet as a bit laughable. The radio has size Medium which affects means it would be pretty easy to hit at Defense 5. But it has a Defense save of +8 meaning that if my sniper rifle did its full 4d4 damage the radio has a 50% chance of being destroyed and a 50% chance of nothing happening and that's with full damage being done. With the minimum damage 4 it would have only a 20% chance of being destroyed. However there is a 15% chance I take out the radio with a critical hit. So I think overall it comes close to a 50/50 chance with a slight leaning towards not being destroyed.

Johnny "Razor" Macomb |

Posted but not sure what you want to do with Majors. Is he party controlled or Control-Controlled NPC? Figured you would control him but if we can offer input.
I would like him to Ready an attack with the gun to do a pistol whip. The book calls out the mechanics of this as an improvised weapon version of the sap. Some pages that detail this are
page 250 Gear table with entry for Sap.
page 303 (Description of Sap listing Pistol Butt as Improvised version)
page 347 (mechanics of improvised weapons -2 to attack, -2 to damage, no Strength modifer)

DM ShadowBloodmoon |

At this point he is GC... you can certainly tell him in character what you would like him to do, but otherwise, he is his own person..

DM ShadowBloodmoon |

Smith and Macomb quickly rummage through the pockets of the two dead Soviet soldiers as they assimilate their clothing. Both men had standard issue Soviet 5th Guard Infantry Brigade uniforms and an AK-47 with 3 magazines of ammunition. They also carried a loaded Makarov pistol with no extra ammunition, as well as a boot knife. One soldier had a picture of presumably his wife or girlfriend and the other had a note to his mother should he die in service. Both are Soldat rank.

DM ShadowBloodmoon |

The captain is nearest you, not even a step or two. There are four soldiers behind you to take you into custody, the rest are within earshot (and gunshot), but it would take a minute to get to you. You estimate at least a full platoon's worth, not including the technicians.

Johnny "Razor" Macomb |

Well that's alot of people to kill.
Point of order I am not sure if Smith did the 3-round burst by the book. Not sure how you want to play it but the book text is below.
Burst (Trick — +2 Shots — Burst Mode )
1 Free Action • Error Range +1
A character making a Standard Attack with a firearm may
instead target 1 opponent with a short burst of ammunition.
With a hit, the target is struck by 1 shot. If the attack result
exceeds the target’s Defense by 5 or more, the target is struck
by 2 shots. If the attack result exceeds the target’s Defense by 10
or more, the target is struck by all 3 shots. Damage is applied as
standard for each shot that hits.
With a critical hit, the damage from the first hit only is applied
directly to the target’s wounds (if the second and third shots hit,
damage is applied for each as a standard hit).
So burst is a trick that gets added to a standard attack (1/2 action)
So instead of firing 3 standard attacks as Smith did he would make 2 attack rolls and the number of hits would be determined by the results of the attack roll.
Applying the rules to Smith's rolls this round would probably result in the same damage being done (assumes Captain Defense is between 19 and 14)
1st Standard Attack (burst) 1d20 + 9 ⇒ (15) + 9 = 24
if hit damage = 3d6 ⇒ (1, 5, 6) = 12,
if Captain Defense less than 19 then second shot hit 3d6 ⇒ (5, 4, 2) = 11
if Captain Defense less than 14 then third shot hit 3d6 ⇒ (3, 4, 5) = 12
2nd Standard Attack (burst) 1d20 + 9 ⇒ (10) + 9 = 19
if Captain's Defense is greater than 14 then maybe apply damage roll from above.
if Captain's Defense is less than 14 then 2 more damage rolls are required.
I will be taking my turn using the above rules unless you prefer the three attack roll method. Also I will note that I believe burst can be used with a final attack as a final attack is described as a standard attack as a free action which can use tricks.

DM ShadowBloodmoon |

Macomb has it right. Bursts use the rules as quoted, so yes, two more damage rolls are required, though they may not be necessary after a shot like that... And yes Macomb, it can be combined with a final attack, as the burst trick itself is technically a free action that adds to a standard attack. Just remember that final attacks have an initiative penalty. I will try to post the results and enemy actions tonight after work.

Johnny "Razor" Macomb |

At this point can we revisit the situation. There are 3 of us and a platoon at least of Russian Guards and other technicians in the building. We have killed the Captain and 5 other soldiers. So guessing that leaves approximately 40-50 other combatants. We are in the captains office what does the hallway outside look like. Does this room have multiple exits.
Debating either having Macomb run off providing a diversion for Smith and Majors leading the troops coming towards them in a different direction or making a stand in the room with the other two.

DM ShadowBloodmoon |

The office is more of an open area within the cavern with a partition to separate the office. You are actually standing outside of it, in the open, except Macomb who dove for cover behind the desk. Think of a giant hangar with cranes and stuff holding up the container in the center. Most of the technicians are near the center, with the rest of the soldiers gathered on the other side, headed towards you. You estimate only half a minute before they can get into combat range.

DM ShadowBloodmoon |

The closest one would be about 10 yards from you. The soldier is about 20 yards from you. The crane is heavy machinery, so technically a Drive check with the Heavy Vehicle forte as far as I see it.