GM Larkin |
Everyone can go now in any order.
@Garion - You are 10m up. Assuming you want to climb down it's an athletics test to make your normal movement speed up or down the valley wall. Otherwise you'll move at 1/3 speed (rounding up). Alternatively you can jump which will do 1d10+10-AB damage ignoring armour to your legs. This can be halved with a successful Acrobatics test
Jermaie Dael |
Pinning; WP:25-10=15: 1d100 ⇒ 37 Hardly a chance anyway. This means I'll have to spend my only half action moving into cover, the closest area being the trees.
Jermaie raises his hand over his face to shield himself from the small shards of rock shrapnel getting chewed up at him by the hail of gunfire. Moving low, Jermaie laboriously maneuvers his way to the trees to get himself into cover in the tree next to him.
Pinning Escape; Willpower=25: 1d100 ⇒ 90
GM Larkin |
Being pinned means you may only take a half action every turn and you must either stay in cover or retreat. Also you suffer a -20 to ballistic skill tests. You may test to break from being pinned next turn my taking a WP test. If you've not been shot at since it will be at +30 otherwise it will be at +0
@Jermaie - The top of the cliff counts as outcrop ie you're already in cover
GM Larkin |
Ah, alright then. Jermaie will thus return fire, half action single shot. I don't know if this is long range so please make sure I'm doing this right.
Single Shot; BS:42+10(ss)-20(pinn)=32: 1d100 ⇒ 79
Never mind. Didn't hit anyway.
You're at normal range for your boltgun, but you forgot the +5 for your comrade. Still a miss though, sorry.
Wp 1d100 ⇒ 37
Single shot1d100 ⇒ 37 need to meet or beat 47 2d10 + 5 ⇒ (7, 7) + 5 = 19 13 pen 4 on one of the guys pinning us.
Your pinning test was at -10 which gives you a target of 23. Eirik is pinned. Being pinned means you get a -20 to BS tests so that's a target of 32+5 comrade+10 close range+10 single shot-20 pinned=37.
Dodge: 1d100 ⇒ 25The enemy trooper leaps to the side in the last second narrowly avoiding a painfull death.
That looks to be a higher ground right next to Wikvaya. If it is, he will attempt to climb it.
Yes it is higher ground. It's 10m up. You can climb at your normal movement rate with a successful athletics test, otherwise you move at 1/3 speed rounding up
GM Larkin |
Pinning for Cormeg (19): 1d100 ⇒ 51
Cormeg firing semi-auto with his autocannon at the 2 enemy troopers in the open
BS 44 + 5 comrade + 10 close range - 20 pinned = 39: 1d100 ⇒ 10 3 degrees of success so 2 hits
Damage on #5: 3d10 + 8 ⇒ (1, 9, 4) + 8 = 22
Dodge: 1d100 ⇒ 48 Dead
Damage on #6: 3d10 + 8 ⇒ (3, 9, 6) + 8 = 26
Dodge: 1d100 ⇒ 66Dead!
Cormeg lets a burst of fire from behind cover, which hits his attackers with deadly accuracy, effectivly cutting them in half!
GM Larkin |
Turn 2 for the Severan Dominate
Trooper 1 will Suppressing fire at Cort and Jermaie again, hoping to keep their heads down
To Hit: 1d100 ⇒ 48
Cort you need to pass another -10 pinning test or become pinned again. Jermaie, you count as having been shot at for escaping pinned on turn 2
Trooper 3 will take a desporate shot at Cormeg
To Hit: 1d100 ⇒ 96 Which goes well wide!
Trooper 4 will continue to climb
Athletics: 1d100 ⇒ 68 but it's very slow work
I'll get the turn 2 map up tonight
Jermaie Dael |
Pinning; WP=25: 1d100 ⇒ 8 Success!
Jermaie, finally finding his mettle, decides its high time he started doing some damage. Rising to his knees, he takes the time to aim down his sights before firing a single round down at the enemy trooper on the rocks (trooper #1).
Single Shot; BS:42+5(comrade)+10(reddot)+10(single)+10(aim)=77: 1d100 ⇒ 59
Two degrees of success. Hit to the left leg. Damage; X; Pen 4: 1d10 + 5 ⇒ (6) + 5 = 11
Damage(Tearing); X; Pen 4: 1d10 + 5 ⇒ (9) + 5 = 14
GM Larkin |
Trooper 3 Wp test: 1d100 ⇒ 93
Trooper 4 Wp test: 1d100 ⇒ 48
Both troopers think better of this fight and start to run.
Trooper 4 Climb: 1d100 ⇒ 8
I'm going to stop using the map but keep in structured time. You have 3 turns to drop Trooper 3 and 4 turns to drop trooper 4 (easy to remember right). Trooper 4 is considered in close range for the first turn.
Anyone who was pinned is still pinned and needs a +30 wp test to break pinning every turn
Cort Darfrain |
Cort does 3 single shots starting 4, if he gets dropped he moves to the other fleeer, obviously subtract 10. Cort aims on each
48+10+10+10+5=831d100 ⇒ 30 for 1d10 + 3 ⇒ (10) + 3 = 13 6 degrees
48+10+10+10+5=831d100 ⇒ 62 for 1d10 + 3 ⇒ (7) + 3 = 10 2 or 3 degrees
48+10+10+10+5=831d100 ⇒ 45 for 1d10 + 3 ⇒ (7) + 3 = 10 4 degrees
That is how it is done Harmon!! Cort shouts as his shots find their targets
GM Larkin |
First turn Dodge on trooper 4
Dodge: 1d100 ⇒ 6
Sliding back down the hill the enemy trooper narrowly leaps behind a sizable rock as Cort's first shot flies over head.
I'll let everyone, else's turn 3 shots go first before I apply the rest of yours. Trooper #4 is no-longer in close range for you
Wikvaya Shoodii |
Wikvaya attempts to shoot Trooper 3 with his boltgun from high ground, his comrade just making it to the top beside him in time to aid.
Standard Attack {53 = BS 28 + 10 single shot + 10 half aim + 5 comrade}: 1d100 ⇒ 40
Damage: 1d10 + 5 ⇒ (1) + 5 = 6 or Tearing: 1d10 + 5 ⇒ (1) + 5 = 6
Jermaie Dael |
Jermaie, seeing the trooper dive for cover, sends a semi-auto burst down range to greet him.
Single Shot; BS:42+5(comrade)+10(aim)=57: 1d100 ⇒ 22
Four degrees of success. I believe that's three hits.
1Damage(X)(Pen-4): 1d10 + 5 ⇒ (7) + 5 = 12
Damage(X)(Pen-4)(Tearing): 1d10 + 5 ⇒ (7) + 5 = 12
2Damage(X)(Pen-4): 1d10 + 5 ⇒ (10) + 5 = 15
Damage(X)(Pen-4)(Tearing): 1d10 + 5 ⇒ (9) + 5 = 14
3Damage(X)(Pen-4): 1d10 + 5 ⇒ (10) + 5 = 15
Damage(X)(Pen-4)(Tearing): 1d10 + 5 ⇒ (6) + 5 = 11
GM Larkin |
Jermaie, seeing the trooper dive for cover, sends a semi-auto burst down range to greet him.
Single Shot; BS:42+5(comrade)+10(aim)=57: 1d100 ⇒ 22
Four degrees of success. I believe that's three hits.
1Damage(X)(Pen-4): 1d10 + 5 ⇒ (7) + 5 = 12
Damage(X)(Pen-4)(Tearing): 1d10 + 5 ⇒ (7) + 5 = 122Damage(X)(Pen-4): 1d10 + 5 ⇒ (10) + 5 = 15
Damage(X)(Pen-4)(Tearing): 1d10 + 5 ⇒ (9) + 5 = 143Damage(X)(Pen-4): 1d10 + 5 ⇒ (10) + 5 = 15
Damage(X)(Pen-4)(Tearing): 1d10 + 5 ⇒ (6) + 5 = 11
Semi-auto burst is 1 aditional hit for every 2 degrees of success. So 2 hits. None-the less you wipe him out
Just as the soldier leaves cover he's met by a spray of bolt rounds. The impacts tear chunks out of him and he's thrown backwards off his feet. Dead before he hits the ground.
GM Larkin |
Wp 1d100 boooooo
Single shot number 3
1d100 2d10+5 made it barely lol.
Dodge: 1d100 ⇒ 86
Actually after Wikvaya softened him up, you were well able to drop him!Seeing the shot being taken far too late to avoid, the last enemy trooper is caught high in the back, destroying his spine and giving him a painless death.
I'll tot up the armour you manage to collect in the morning. In the mean time I should remind you that you have standing orders to keep a low profile.