GM Larkin |
Considering you fired this turn you are not considered to have full cover. That is contary to the RAW but doing it the other way is broken. You could just go prone after each shot and never risk being hit. If you want the benefit of being prone you need to remain prone (or in full cover) for the entire round.
GM Larkin |
The two Xenos who ran last turn to keep up with the vehicle, drop into positions and take pot-shots at Cort as he fires out of the window.
Called Shots: 2d100 ⇒ (35, 23) = 58 3 shard catach Cort
Damage attack 1: 1d10 + 2 ⇒ (10) + 2 = 12 Pen 3 to the chest
Crit: 1d5 ⇒ 3 Breaks a rib and knocks you prone, stunned for a round
Damage: 1d10 + 2 ⇒ (8) + 2 = 10 Pen 3 to the chest
Only 1 of these can be dodged unless you have lightning reflexes
The xenos in the landslide fire on Cormeg as he climbs into position with the heavy stubber
Called Shots: 2d100 ⇒ (98, 23) = 121 1 shard catches him in the chest
Damage: 1d10 + 2 ⇒ (3) + 2 = 5 Pen 3
Cormeg can see the 3 flying xenos circling high. They will be in position to make a run on the vehicle from behind next turn.
Escape Pinning: 1d100 ⇒ 32
This turn the vehicle needs to be manovered past the landslide in the west. There are 2 options here. Either pass a chalenging operate test (Doing this without crashing will mean the xenos in the landslide won't be able to fire on you next turn) failure will make the vehicle go out of control, posibly crashing it. Alternativly, you can use a half action to do the turn carefully and give everyone 1 more turn to shoot at you
Next turn is up
Wikvaya Shoodii |
I don't know how much damage you've taken so just add the modifers on top of the roll. -10 if you're heavy damaged (damage more than twice your toughness bonus), -10 for every point of critical damage. You heal 6 (my intelligence bonus) plus one additional point for every degree of success.
I may need to take a half-action to get to move into the driver's cabin. In which case, I'll just use this turn to move to the driver's cabin, and then my next turn to heal.
Wikvaya moves over to heal Cort as best as he can, unused to working inside a moving vehicle. Preparing his ointments, he curses in his local tongue about suicidal fools getting themselves killed.
Medicae, First Aid (Cort) {110 = 60 int + 10 medicae + 10 master chirurgeon + 30 improved medikit}: 1d100 ⇒ 34
GM Larkin |
Did Wikvaya fail a medicae test earlier to heal the other 2 hp? Otherwise he should heal them too using his DoS. The target was 100, including the -10 for heavily wounded. However, he won't be able to do it until next turn considering he moved.
@Wikvaya - I can stay you start medicae this round and complete it next round, which will leave you with a half action next round. How are your own wounds?
@Cort - You still have a half action if you want to start reloading a weapon or something
Cormaeg MacCammon. |
Dodge (Ag 35): 1d100 ⇒ 97
I know I didn't need to, but I figured my character couldn't know ahead of time how bad a wound would be.
Cormaeg turns the heavy stubber towards the flying xenos, ful of anger towards these foes who keep pestering the squad so.
I imagine they are spread out, so Cormaeg will fire at the closest one, alternatively the biggest group he can get.
Suppressive fire (BS 44, -30 darkness, -20 Suppressive fire): 1d100 ⇒ 99
As the weapon splutters and makes a tortured metallic groan, Cormaeg looks down in frustration and bangs his fist repeatedly against the side of the stubber.
"Not now! Not now you useless piece of emperor cursed junk!"
GM Larkin |
RAW I shouldn't roll damage until after you atempt to dodge. I let people away with picking and choosing which shot to dodge. In character no-one would just take a hit from a poisoned dart, no matter how tough they are!
That's a jam alright. In general, and for everyone else there are 3 groups. 2 xenos in the landslide which you're rushing away from. 2/3 xenos on the hilltop, that you'll outpace soon. 3 flying xenos who are faster than you and will harry the hell out of you unless you do something about them.
Cormaeg MacCammon. |
Weeeeell, I think certain suicidal idiots would do it, like the type of players who would rather take the damage of being on fire rather than stop fighting long enough to put it out.
Luckily, none of those guys are in this group.
Cormaeg MacCammon. |
Exactly, Valiant Hero, not suicidal idiot at all, heh. Besides, you're only following in the great tradition of comissars.
And look! You're already well ahead of the game, because it wasn't "Friendly" fire that cut you down like a good 85% of all comissars.
Jermaie Dael |
Jermaie pokes his head up and lets out a burst of semi-auto fire on the xenos coming up behind the vehicle.
Semi-Auto Burst; BS:42-30(darkness)+10(half-action aim)=22: 1d100 ⇒ 92
Rusty hunk of junk piece of s*** broken down unreliable garbage. Cormaeg, apparently we're the jamming crew.
"This is for Garion, you limp-dicked bastards!" Jermaie screams at the top of his lungs at he aims for the foremost of the pack on their tail, but instead of hearing the satisfying bang of a bolter shot, he hears only an unsatisfying clacking noise.
"No, god no. Emperor damn it. No' now. No' bloody now!"
GM Larkin |
Both the xenos in the landslide and the xenos in the hills get a final shots at the vehicle
Called Shots: 4d100 ⇒ (96, 65, 27, 47) = 235 Cormeg gets hit in the chest
Damage: 1d10 + 2 ⇒ (2) + 2 = 4 Pen 3
As the flying xenos approach they spray down the fleeing vehicle.
Suppressing Fire: 1d100 ⇒ 7 Hits Jermaie!
Damage: 1d10 + 2 ⇒ (1) + 2 = 3 Pen 3 to the head
Called Shots: 2d100 ⇒ (79, 20) = 99 Hits on Cormaeg
Damage: 1d10 + 2 ⇒ (2) + 2 = 4 Pen 3 to the head
They're now using low impact weaponry!
Alright it's everyone's turn again!
Cort Darfrain |
Cort sees who others are firing at and then he fires at the same target
1d100 ⇒ 3 Cort takes his shot, this time with the Bolt gun 58+10+10+10+5-20=73, 63 if not close so that is either 8 or 7 degrees of success
1d10 + 5 ⇒ (6) + 5 = 11
1d10 + 5 ⇒ (4) + 5 = 9 tearing
8 degrees of success makes it a 13
Wikvaya Shoodii |
@GM That's a hurrah for being able to start the full-round action. Not that I can really do anything with my remaining half-round.
I was at 16/13 (13 damage, 3 critical damage) after the ambush and haven't updated my health after I removed blood loss on myself. I barely did it (though I may have fumbled some of the modifiers), so I should have healed 6 damage... that puts me on 10/13 (10 damage).
Wikvaya takes out a vial of sacred unguent, preparing to hand it to Cormaeg.
With my half-action remaining, I'll try to give Cormaeg a vial of Sacred Unguent I picked up earlier--nobody spoke up so I've taken them all for now.
Jermaie Dael |
Dodge; Agility=40+10(trained)=50: 1d100 ⇒ 95
3 Damage: (Armor 5 - 3) = 2 armor + 3 TB = 5. All the damage is negated.
Does the low impact weaponry require a toughness test as well?
Jermaie spends the next few moments Full action trying to clear the jam in his storm bolter.
Clear Jam; BS=42: 1d100 ⇒ 32
Now, here's a question. The rules say that I can clear the jam as a full action with a successful ballistics test, but I have to reload the item and it says all ammunition is lost. Does this mean I lose the entire clip or just the shots I tried to get off last round?
GM Larkin |
@GM That's a hurrah for being able to start the full-round action. Not that I can really do anything with my remaining half-round.
I was at 16/13 (13 damage, 3 critical damage) after the ambush and haven't updated my health after I removed blood loss on myself. I barely did it (though I may have fumbled some of the modifiers), so I should have healed 6 damage... that puts me on 10/13 (10 damage).
Wikvaya takes out a vial of sacred unguent, preparing to hand it to Cormaeg.
With my half-action remaining, I'll try to give Cormaeg a vial of Sacred Unguent I picked up earlier--nobody spoke up so I've taken them all for now.
Tecnically the medicae test to cure blood loss is a free action and completely seporate. I remember watching the one you rolled for blood loss. It was a pass for a medicae test but it would have failed your first aid test because that was at a -40. I though, I'd let you try again considering you didn't use an action for it. For Garions one you spent a half action and did well enough to cure both. I can't see a physician close 1 wound and leave another pumping blood! I've done a first aid course and the first thing you look at is blood loss... However that is in the 3rd melenium, not the 41st!
GM Larkin |
@Jermaie and Cormaeg - Sorry I forgot to say you need to take -20 pinning tests
@Jermaie - You loose the entire clip. Sorry! I'll take that roll to unjam but if you're pinned it'll have to be an extended action (ie you'll finish it next turn)
Dodge Cort's shot: 1d100 ⇒ 26
The leading xenos could have seen the bolt weapon a mile away, he jinks out of the way just before Cort pulls the trigger and the round flies uselessly into the air.
Cormaeg MacCammon. |
I've been looking through the rules, and I've not found any specific mentioning, but is pinning a fear related test? I only ask because I have resistance to fear. I'll roll now anyway.
Pinning (Wp 30 - 20): 1d100 ⇒ 36
Aaaaand it doesn't matter, Cormaeg is going to hide in the Apc again...
GM Larkin |
I've been looking through the rules, and I've not found any specific mentioning, but is pinning a fear related test? I only ask because I have resistance to fear. I'll roll now anyway.
Pinning is not fear related. You can take the Resistance(Pinning), Nerves of Steel and/or Fearless tallents to overcome a low willpower score and avoid being pinned a lot
GM Larkin |
@Eirik - You get no pluses for your comrade for operate. Look in the section under comrade orders for what your comrade can do. The vehicle is still heavily damaged so operate tests are at a -10. Your target is 40... Cancel sorry it's a -10 operate test anyway so that's a -20, but it only goes out of control if there are 3 degrees of failure.
Racing over uneven ground Eirik tries to get as much speed as possible out of the vehicle but the rocking of the vehicle takes up all his effort
GM Larkin |
The squad looses sight of the foot mobile xenos behind the landslide and but those on flyers close the distance. Firing as they aproach
Called shots Jermaie and Cort: 3d100 ⇒ (37, 44, 41) = 122
They spray the vehicle down but are incapable of hitting a single target
I assumed Cormaeg used his half action to duck back down into the vehicle
Everyone is up again
GM Larkin |
Regardless of Eirik's best efforts the flying xenos begin to close the gap. Two of the xenos swing out to the left of the vehicle to return fire on Cort while the third keep up a weight of fire on the Jermaie in the rear of the vehicle
Called Shots: 3d100 ⇒ (76, 62, 37) = 175
The vehicle is wrackled with pings as shards rebound off it, but not a single one hits home.
OK everyone is up again. The Hellions are considered at close range for all weapons