Oops, forgot about the 2xAcc rule! Fortunately, I'm nowhere near it. I am just including the +2 for targeting software and +2 for full auto, plus +1 for the additional round of shooting. The Acc of a laser rifle is 12. (Hmm... should I have a HUD Acc bonus? I had this idea that was already included, but maybe it wasn't. That'd be another +1.)
Boomer sends a second round aiming. In round 3, he takes a step forward and fires, full auto (10 shots), at one of the pirates threatening the civilians. Effective skill is 16 + 12 (Acc) + 1 (Additional aim) + 2 (Sotware: Targeting) +2 (Auto 10 shots) = 33 - range penalty Rcl is 1, so that's an extra shot that hits for each point by which he beats the effective skill level. Attack: 3d6 ⇒ (1, 5, 1) = 7 Armor subtractor is -5. cDam is 3d6+6. Just in case all 10 shots hit, here's 10 damage rolls:
Hmm... just realizing I should have taken a deceptive shot to reduce the defense! Hopefully this will actually it. If it does hit, Boomer will call out in a loud voice (amplified by his suit if you think it reasonable that equipment would be there), "Put down your weapons and surrender now!" Hopefully CRATE will be able to translate it into the local language....
Quote:
Absurd which way? I think they're actually pretty reasonable. It's hard to hit things at range. They can be off set with Aim; with an Acc of 12 (for a laser rifle), that means that you can hit a range of 200yd at full skill after one second of aiming. If your skill is high enough (plus things like targeting software), you still stand a reasonable chance of hitting a target a kilometer away. (A longbow has Acc 3, which means that it's only out to 7 yards where you don't have any penalty if you aim. That's a little harsh, but, again, with a skill of 16, you still have a 3/4 chance of hitting out to 150yd, which is pretty good.)
Boomer remains silent, but has his AI Crate use the PESA sensor built into his helmet to scan the area, looking for any structures, potentially hidden weaponry or gun emplacements, as well as the distribution of people. Crate runs the appropriate skill software: Electronics Op (Sensors) 13: 3d6 ⇒ (2, 4, 6) = 12
Boomer says, "I concur. Those of us most heavily armed should go forward first. We will call for them to speak peacefully with us, but we will return fire upon any who show aggression. We should avoid shooting anybody who doesn't actively aggress us, as they may themselves be prisoners of the pirates." Boomer will suit up, spending the time necessary to get into his battlesuit and do the full checkout. He'll also make sure all of his batteries are fully charged. (He would normally do that anyway during the ship trip.)
Boomer will take another agressive-looking step towards the ape-men opening fire with his suit-mounted laser rifle as he does so. Full auto. Sweep across five of them, assuming there are five together without gaps, putting 2 "rounds" of the laser fire into each. Included +2 for the Targeting program, and -4 for a range of 10 yards. If range is down to 7 yards, effective skill is 1 higher. 2 shots into each one is no bonus to attack. Bulk is 1, so making it by a margin of 1 or more indicates that both shots hit a given target. BW (Rifle) vs. Target #1, eff. skill 14: 3d6 ⇒ (6, 2, 6) = 14
If my range assumption is right, that's one shot hitting targets 1 and 5, and two shots hitting each of the others. It's a critical success on target #3, so that one doesn't get a defense. Damage vs. Target #1, DR @-5: 3d6 + 6 ⇒ (3, 2, 2) + 6 = 13
Damage vs. Target #4, DR @-5: 6d6 + 12 ⇒ (6, 4, 4, 3, 3, 2) + 12 = 34
Critical hit table for #3: 3d6 ⇒ (6, 1, 6) = 13 If any damage penetrates DR, treat it as if it were a major wound, regardless of the actual injury inflicted. (This is likely to make no difference.) Damage vs. Target #3, DR @-5: 6d6 + 12 ⇒ (6, 3, 1, 5, 6, 6) + 12 = 39
Boomer will take a five-foot step forward towards the ape-men and fire into them, not aiming. He will sweep across five targets (assuming there are five abreast), putting (effectively) two hits into each target. I have <i>not</i> included a range penalty below, so please assess that as necessary. I haven't included Acc, as I didn't aim, but I <i>have</i> included a +2 for the Targeting program. The Laser Rifle has Rcl 1, so success by 1 or more means two shots go into the same target. Target #1 Attack, eff. skill 18: 3d6 ⇒ (6, 4, 6) = 16
He misses the second ape man as he sweeps his laser across the, but hits at least some of them. Target #1, Hit 1, DR@-5: 3d6 + 6 ⇒ (5, 1, 3) + 6 = 15
75 shots remain with this power cell
As he sees his new allies being mowed down, Boomer jumps to action. "Crate, identify the leaders and key weaknesses!" His combat computer ally analyzes the battlefield in an attempt to see if there are key combatants that Boomer could take down in order to significantly weaken the ape-men. Tactics-14 for Crate: 3d6 ⇒ (1, 5, 2) = 8. Boomer, meanwhile, begins to take aim on the ape-man who shot down King Raoor. Fast Draw (Longarm)-14: 3d6 ⇒ (4, 3, 2) = 9 After the fast draw, Boomer takes the Aim maneuver.
Boomer, suited up, aims his laser rifle at one of the apemen, acquiring a target and then opening fire. Round 1: Aim. Round 2: Fire. He will repeat this as long as there are still ape-men threatening. However, he will also ask Crate (his AI) to evaluate the tactical situation. If he can move and get in front of softer targets (including our alien allies) to provide them the protection of his battlesuite, he may take a round or two to do that in the future. Effective skill in round 2 = 16 + 2 for targeting software + 12 Acc - speed/range penalty = 30 - speed/range Attack: 3d6 ⇒ (6, 5, 6) = 17
Oops! That's a miss. 17 is only a critical failure if effective skill after speed/range is 15 or less. It sounds like the apes are standing, so speed shouldn't be a factor; a range penalty of -15 is 700 yards, and I'm guessing they're a lot closer than that. Ah, yes, also, rapid fire is another +2 to hit (RoF 10), but since he didn't hit, no worry about extra shots hitting.
Yeah... to actually build my characters, I use software I wrote myself (something like a decade ago). It keeps track of point totals and such, but doesn't have the full database of skills and traits the way the official GURPS software does. It exports text files that look OK in a text browser or with code tags,but alas Paizo doesn't have code tags.
When it was clear that a potentially hostile situation was developing, Boomer ran to his battlesuit, quickly put it on, asked Crate to scan for threats and the hostile situation, and rushed through the full bootup procedure. Battlesuit 16: 3d6 ⇒ (6, 1, 4) = 11 He then made his way outside, just in time to see the hostile aliens starting to kill their hosts. Can he act this turn, or should I wait?
Hmm -- as written, Combat Reflexes doesn't really require you to be in battle: GURPS Basice Set: Characters wrote:
What I'm proposing is that Derek would have been able to react pretty quickly. Surely all of this: Quote:
took more than a second. If we were outside by the time the shuttles were landing, given all of the alarm that was present, Derek would probably have started suiting up once he saw them landing. The rest of that would have taken at the very least several seconds. If you rule he doesn't get to start suiting up until the moment combat begins, then I will accept that, but given the narrative, and the fact that Combat Reflexes means generally not being caught surprised and flat-footed when things start to go south, I believe it makes sense that he would have had time to at the very least get started with suiting up.
GM-- sorry, I hadn't put my stats in the profile yet. I'll get that done today. Will you allow Derek to speed up the first six seconds of getting into the battlesuit with a succesfull Battlesuit roll? Alternatively, given that he's got Combat Reflexes, could he have been starting to suit up during the time when everybody was noticing ships and the offworld aliens were threatening everybody, and before combat actually began? Derek does carry a laser pistol and a sonic stunner pistol in addition to the laser rifle that he uses with the battlesuit. If combat's gonna get nasty, though, he'd probably take a few seconds to get into the suit.
Derek will get into his battlesuit. (GM: how long should this take? I'm guessing it would be set up for rapid donning and disembarking, but maybe I've just played too many video games.) "Crate, analyze the situation. Are there any hidden enemies?" Combat AI in battlesuit: Tactics 14: 3d6 ⇒ (1, 5, 6) = 12
Derek will eat the food. He will speak with whoever is near him politely, but not try to start up extensive conversations. If the conversation turns towards anything vaguely strategic or military at all, he will be very guarded in his answers; he still doesn't feel comfortable enough with this species to reveal too much about his own species' capabilities or doctrine. His AI companion, Crate, will monitor his battlesuit. If anybody tries to tamper with it, Crate will buzz Derek's communicator, and Derek will quickly pull out his communicator and find out what's going on.
Boomer will suit up fully in his battlesuit and go out in full battle readiness. If this is what they expect for respect, then hopefully they will react positively to it. (During the downtime, Boomer will drill himself on the cluster trade language, so that he can speak it in a broken manner if it should come to that.)
Boomer says, "In any event, we can rest assured that we have purged our origin from our databases. It is imperative that all of us do not give up that information under torture." "When it comes time for the meeting, I will be suited up in my battlesuit, just in case things go wrong. I will not be present, but will be hanging back, so that my aggressive-looking presence does not hamper diplomatic efforts."
Boomer says, "I hope we don't regret this. If you don't mind, give me a few more minutes." Boomer uses his portable computer to connect with the AI mounted in his battlesuit. "Crate," he says, addressing the non-volitional AI. "Perform an analysis of the traffic patterns, coupled with the communications that we've intercepted. Is the traffic consistent with a civilian population at peace-- commerce and the like-- or is there evidence of insurgency, or military activity? Do they appear to be on an actively defensive footing?" The AI analysis the data on ship movements and communications that we have: Crate's Intelligence Analysis 13: 3d6 ⇒ (6, 1, 6) = 13
"Are you crazy?" Boomer asks. "If we just assume they aren't hostile, and they are, we'd be left as sitting ducks. We need to collect as much intel as we can before we jump closer. Jump to the outside of the system and hide, and observe what we can to see if we can learn anything from space traffic, etc. For all we know, they have an interplanetary war ongoing, and we don't want to jump into the middle of that."
"We should be careful not to reveal ourselves to them before we know more," Boomer says. "Maybe they will be friendly, but maybe they will be hostile. Maybe they have not seen evidence of intelligent life other than themselves before, and will view us as attacking invaders. We're in their home system, and are just one small ship. We need to gather more intel before exposing ourself to danger."
When Derek "Boomer" Ratcher walks into the (docking bay? where are we all right now?), there is no question that he's the military sergeant being assigned to the mission. First, there's the fact of his olive drab tank top and khaki pants with lots of pockets on it. Second, there's the buzz cut. Third, there's the chisled features, with a square clean-shaven jaw and piercing blue eyes. Fourth, there's the buzz cut. Most importantly, however, is what he says when he finds somebody who looks like they might have some idea what's going on. "Sergeant Derek Ratcher reporting for duty. Who's in command here?" At some point close to his arrival, his gear is delivered to be brought on board the ship. This primarily consists of a large heavy battlesuit. |