Chem Dogs Sign In/Discussion Thread

Tyyr
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Re: Chem Dogs Sign In/Discussion Thread

Post by Tyyr »

Alright, write it up. Do you need me to look up the crit damage for you?

Oh, and your sidecar passenger can fire her weapon at someone with the aforementioned -10 to hit if you want. Call the range 25m for half way between your starting point and final point.
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Re: Chem Dogs Sign In/Discussion Thread

Post by Aaron »

Right, I'll do it when I get back from Town.
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Re: Chem Dogs Sign In/Discussion Thread

Post by Aaron »

Before I write this up, does the bike stop when I hit them or do we blow right through?
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Re: Chem Dogs Sign In/Discussion Thread

Post by Deepcrush »

Just go through.
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Re: Chem Dogs Sign In/Discussion Thread

Post by Tyyr »

Yeah, keep going.

The agility rolls after the hits are to determine if you loose control.
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Re: Chem Dogs Sign In/Discussion Thread

Post by Aaron »

All right, Mob 1 needs to make a Toughness test or immediately lose the use of his right hand, 4 of his fingers have been crushed. He takes one level of fatigue.

Mob 3 breaks three of his ribs, each round there is a 20% chance that he will puncture a vital organ and die instantly.

He takes four levels of fatigue.
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Re: Chem Dogs Sign In/Discussion Thread

Post by Aaron »

Sorry about the delay, having trouble staying awake here.
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Re: Chem Dogs Sign In/Discussion Thread

Post by Mikey »

Nobody thrown? Boring. ;)
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I got the high gloss luster
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Re: Chem Dogs Sign In/Discussion Thread

Post by Aaron »

No kidding. Hey does that Chimera have a dozer blade? We can play "cow-catcher."
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Re: Chem Dogs Sign In/Discussion Thread

Post by Deepcrush »

OH! Next turn I'm going to throw the car at them!
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Re: Chem Dogs Sign In/Discussion Thread

Post by Mikey »

20+ m is a long way to throw a car.
I can't stand nothing dull
I got the high gloss luster
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Re: Chem Dogs Sign In/Discussion Thread

Post by Deepcrush »

You're right, maybe I'll just charge them with the car. :happydevil:
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Re: Chem Dogs Sign In/Discussion Thread

Post by Tyyr »

Hmm, I hadn't considered the dozer blade. Sure, it's got one.
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Re: Chem Dogs Sign In/Discussion Thread

Post by Tyyr »

Group A - 12 Meters
Mob 1: -16 Wounds, Dead and Burning
Mob 2: 2 Wounds
Mob 3: -18 Wounds, Very Dead
Mob 4: -5 Wounds, -20 agility, 1 level of fatigue
Mob 5: -9 Wounds, Dead
Mob 6: -13 Wounds, Dead
Mob 7: 1 Wound, On Fire
Mob 8: -14 Wounds, Dead
Mob 9: -9 Wounds, Dead

Group B - 38 Meters
Mob 1: -6 Wounds, Right Hand Useless, 1 level of Fatigue
Mob 2: 10 Wounds
Mob 3: -7 Wounds, Broken Ribs, 20% chance per round to puncture heart and die, 4 Levels of fatigue and unconscious for 3 minutes.
Mob 4: -1 Wounds, half action next turn.
Mob 5: 10 Wounds
Mob 6: 10 Wounds
Mob 7: 10 Wounds
Mob 8: 10 Wounds
Mob 9: 8 Wounds
Mob 10: 10 Wounds

Tyyr - 20
Kendall - 19
Lighthawk - 19
Group B - 19
Coalition - 17
Group A - 17
Mikey - 15
Deep - 7

LH is up.
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Re: Chem Dogs Sign In/Discussion Thread

Post by Tyyr »

Well alright, been over two days.

Hilda, half action to ready her shot gun. Half action to fire it at Group A mob 7. BS of 42, +20 for the target being on fire and too busy worrying about extinguishing it to do anything else = 62 to hit.

Roll: 34, hit in the chest. Damage: (9+4-2)=11 damage. Dead.

Hak: Full Auto burst at Group B, aiming at #4 with the multilaser
BS of 46, +10 short range, +20 full auto burst = 76 to hit

Roll: 53. Two degrees of success so 3 hits. One shot each for mobs 2, 4, and 7.

Mob 2: Hit chest, damage (9+7+7+3)-2 = 24 damage with 4 pen so the ganger's armor is useless. He's dead.
Mob 4: Hit chest, damage (3+5+9+3)-2 = 18 damage with 4 pen. Dead
Mob 7: Hit left leg, damage (9+10+4+3)-2 = 24 Damage with 4 Pen. For the gratuitous overkill righteous fury passes with a 35 and does 7 more damage for a total of 31.

The multilaser malfunctions though and only fires 4 bolts before the cogitator hiccups.

Group A - 12 Meters
Mob 1: -16 Wounds, Dead and Burning
Mob 2: 2 Wounds
Mob 3: -18 Wounds, Very Dead
Mob 4: -5 Wounds, -20 agility, 1 level of fatigue
Mob 5: -9 Wounds, Dead
Mob 6: -13 Wounds, Dead
Mob 7: -10 Wound, Dead and on Fire
Mob 8: -14 Wounds, Dead
Mob 9: -9 Wounds, Dead

Group B - 38 Meters
Mob 1: -6 Wounds, Right Hand Useless, 1 level of Fatigue
Mob 2: -14 Wounds, Dead
Mob 3: -7 Wounds, Broken Ribs, 20% chance per round to puncture heart and die, 4 Levels of fatigue and unconscious for 3 minutes.
Mob 4: -19 Wounds, Dead
Mob 5: 10 Wounds
Mob 6: 10 Wounds
Mob 7: -21 Wounds, Very Dead.
Mob 8: 10 Wounds
Mob 9: 8 Wounds
Mob 10: 10 Wounds

Tyyr - 20
Kendall - 19
Lighthawk - 19
Group B - 19
Coalition - 17
Group A - 17
Mikey - 15
Deep - 7

Next up, Group B followed by Coalition.
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