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Awakening Apocalypse - Chapter 2: The End of the Beginning

TillForPie

First Post
"Auuuuuuuaaaaagh!" Skinny roars as he opens fire. He continues firing shots with both guns until the injured guard goes down. Should he manage it with shots remaining, the rest go at the next one.
 
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Shayuri

First Post
Casper lets the security men go. The job came first, and her job right now was not to attract attention to this room. If they thought someone had tampered with the mix, they might think to abort the demo, or use some kind of backup plan.

She swiftly descended to the floor area, walking with the brisk pace of someone who knew where they had to be, and didn't want to keep important people waiting for her to get there. Her course, while not exactly -furtive- did manage to keep cubicle walls, stacks of boxes, and so on, between herself and as many observers as she could conveniently manage. She headed for the mixing tanks and dipped her hand into her pocket to retrieve 'the package.' At the tanks Casper ducked behind the large steel structure, opened 'the package,' and set about looking for a way to get it in there...a valve or something maybe? All the while keeping an eye on the CTI detritus that was still swirling with gossip about the sudden departure of the security team.

(Note - if she blows a Stealth check or whatever check you deem necessary to figure out how to get our little present into the Pow, she will spend Edge to reroll fails.)
 

Mosier

First Post
"Auuuuuuuaaaaagh!" Skinny roars as he opens fire. He continues firing shots with both guns until the injured guard goes down. Should he manage it with shots remaining, the rest go at the next one.

Skinny uses two simple actions to fire at the already injured security agent. He is also using a "multiple attacks" free action to fire both weapons at the same time, with each of his attacks.

Skinny's first attack attack dice (AGI+Firearms+SA specialty) = 15 dice, -2 for using an offhand weapon, for a total of 13 dice. This will be split between two weapons. The first weapon will use 7 dice, and the second will use 6. To use multiple ranged weapons, a character must use a "multiple attacks" free action (meaning that the character is using too much concentration for any other free actions, such as call shot, drop object, change device mode, gesture, run, etc.)

Recoil is counted by total number of bullets fired, which means that multiple weapons being fired can add up quickly! His recoil value is 2, and his recoil compensation is 2. His first set of attacks do not suffer from recoil.

First attack action
right hand attack roll (8 dice) = 3 hits
Opposed roll (REA+INT) = 2 hits
success with 1 net hit!
Damage value 6 (+1 for net hits) = 7. This is lower than the armor value of 9, so damage for this attack is converted to stun.
Body + armor roll = 3 hits, reducing the damage from 7 to 4. Skinny's first right-hand attack causes 4 stun damage.

left hand attack roll (7 dice) = 3 hits
Opposed roll = 3 hits
failure with 0 net hits. The attack grazes, causing no damage (but applying any on-hit effects, such as those from tasers or certain magic attacks)

Second attack action
Skinny is about to fire two more bullets, making a total of 4 bullets fired. Recoil is starting to affect him! His recoil compensation reduces the recoil from 4 to 2, so Skinny suffers a -2 penalty due to recoil. Skinny's dice pool is now 15 (-2 for offhand weapon) (-2 for recoil) = 11 dice. His right hand will use 6 dice, and his left will use 5.

right hand attack 6 dice = 4 hits!
opposed roll = 2 hits
Success with 2 net hits!
Weapon damage value 6 (+2 for net hits) = 8. Security agent's armor converts this damage to stun.
Body + armor roll (aka "damage soak") = 5 hits, reducing the damage from 8 to 3. Skinny's right hand attack does 3 stun damage.

left hand attack roll (5 dice) = 3 hits
opposed roll = 2 hits
Success with 1 net hit!
DV 6 (+1) = 7. Damage converted to stun due to armor.
Damage soak = 3 hits. DV 7 (-3) = 4. Skinny's left hand attack does 4 stun damage.


Team 2 leader security agent is knocked unconscious by the force of all the bullets Skinny pounded into his chest. He's alive, but he'll be useless for days to come, let alone the remainder of the fight.

Skinny's initiative is reduced by 10. The new initiative order follows:

Team 2 leader (unconscious/can not act)
Heartbreak - 9
Team 3 leader - 9
Saint - 3
Skinny - 2

OOC: Casper's section will be updated after the first round of combat. I can process multiple action phases at once, if players don't mind submitting simultaneously. If players would rather wait their turn before posting in combat, that's also ok.
 

GlassEye

Adventurer
Heartbreak

[section]
Heartbreak draws his gun to cover the hostages while Saint and Skinny engage the security personnel.

"Don't even think about it," he mutters.

[/section]

[sblock=OOC]Current Deck stats: Attack 1, Sleaze 4, Data Processing 3, & Firewall 3. Running Virtual Machine with Exploit and Sneak.[/sblock]
 

Mosier

First Post
Heartbreak covers the hostages while the two combat specialists handle the security agents. He has taken a simple action to ready his weapon, and a free action to speak a short phrase. He could have taken another simple action to fire his pistol once this phase, but has decided that covering the hostages is more important at the moment. (For this combat, I will treat Heartbreak as if he had taken a "Take Aim" simple action against the hostage that seems most likely to act up. If Heartbreak's next attack is against the hostage security agent, he will get +1 dice for every "Take Aim" action he used beforehand.)

"Don't even think about it," he mutters to the captured security agent, who has scooted toward a desk leg. The agent goes still again.

The Team 3 leader security agent fires at Skinny (chosen randomly) as he charges into the room. "Three hostiles in the S-O!" he shouts as the muzzle of his pistol flashes. Apparently his microphone is live, as the Runners can hear his voice through the speakers in the security office.

Agent attack - 4 hits
Skinny's opposed roll - 3 hits
DV 8(+1) = 9 (converted to stun due to Skinny's armor rating of 12)
Skinny's damage resist roll (BOD+Armor = 14 dice) - 6 hits. Final DV is 9(-6) = 3
Skinny suffers 3 stun damage.


The Team 3 leader's pistol kicks like a mule, sending a bullet smashing into Skinny's shoulder. The armored jacket material holds firm, but the hit still feels like getting smashed with a bat. He's going to have a serious bruise for the next few weeks, and he is now suffering -1 dice for physical tests due to injury modifiers.

The agent dives behind a workstation in the end of the room opposite Skinny and Saint. This counts as partial cover, and will give the agent +2 dice to his defense tests against Skinny and Saint. Skinny and Saint would have to take a simple action to cover the space between them and the agent. Heartbreak, on the other hand, is close enough from his own terminal to flank the agent by using a free action to move a couple of steps to a clear firing line.

Security agent's action phase: Free action (speak short phrase), simple action (fire weapon), simple action (take cover)

New Initiative order follows:
Saint: 3
Skinny: 2

Once Saint and Skinny take their next actions, this round will end, and a new combat round will begin. Approximately 2 seconds have passed since the agents came through the door.
 

Rubberneck

First Post
Saint holsters his silenced weapon now that gunshots are ringing through the halls. His hand goes to his back and he produces a large revolver and as he points it at either the next visible agent or the one behind cover (whichever is the easiest target) a wicked grin appears on his face. He lets out a sound similar to 'yeeeaaaahhhh' as he squeezes off a round (or two).
 

Mosier

First Post
Saint holsters his silenced weapon now that gunshots are ringing through the halls. His hand goes to his back and he produces a large revolver and as he points it at either the next visible agent or the one behind cover (whichever is the easiest target) a wicked grin appears on his face. He lets out a sound similar to 'yeeeaaaahhhh' as he squeezes off a round (or two).

Saint's action phase consists of holstering a weapon (simple action) and drawing a new weapon (simple action). The revolver he draws has a custom grip and an almost comically long, polished chrome barrel. The thing is every bit as good for intimidation as it is for hurting people. It's the kind of gun that has a personal (probably female) name. The kind of gun that the action movies stars blow smoke from the barrel of. The kind of gun that knocks a man off his feet and sends him flying through a saloon door. The kind of gun you keep next to the hidden ace in your belt you cheat at poker with.

Saint doesn't have any actions remaining to fire the revolver. But next combat turn, someone is gonna' wish they never got outta' bed this morning.

New Initiative score order:
Skinny - 2

Once Skinny takes the last action phase, combat round 2 will start, and initiative will be re-rolled.
 

TillForPie

First Post
Skinny stumbles back through the room with the force of the shot to his shoulder. "Bastard!" he spits through his paper mask, now askew. He continues firing with both guns.
 

Mosier

First Post
Skinny is about to fire two more times with his dual semi-automatic pistols. The total recoil is now 6, and his recoil compensation is only 2. Skinny will suffer a -4 penalty due to recoil, a -1 penalty due to wound modifiers, a -2 penalty for using an offhand weapon, and a -2 penalty for the target being behind cover. Skinny's total dice pool is 15(-9) due to penalties, for a total of 6 dice. This leaves 3 dice each for his two attacks.

Skinny's right hand attack - 3 hits
Team 3 leader's opposed roll - 3 hits
Skinny grazes with his right hand attack, dealing no damage (despite his lucky attack roll!)

Skinny's left hand attack - 1 hit
Team 3 leader's opposed roll - 3 hits
Skinny misses completely with his left hand attack

With his second simple action, Skinny fires both weapons again. This time, he suffers even more recoil, reducing his dice pool to 4. He has only 2 dice for each of his attacks.

Skinny's right hand attack - 0 hits
Skinny misses completely

Skinny's left hand attack - 2 hits
Team 3 leader's opposed roll - 3 hits
Skinny misses completely


Skinny's pistols fire wildly as he staggers backward from the force of being shot. The Team 3 leader is unharmed. It's unlikely Skinny will be able to hit anything until he takes a moment to steady his weapons again.

Combat round 2 initiative rolls:
Saint: 16
Skinny: 16
Team 3 leader: 11
Heartbreak: 10


Meanwhile, Casper walks purposefully (but not overtly) toward her target: the Pow! mixing vats. The workers don't recognize her, but luckily for her there are enough people working for this project that they're probably used to unfamiliar faces. A few eyes drift to her lapel, where the employee badge is pinned. Nobody seems suspicious.

When she reaches the mixing vats, Casper recognizes a small port, probably meant for inserting a chemical sensor or adding small amounts of ingredients to maintain the delicate recipe balance. Casper has brought along a dry chemical pellet, made up of industrial-strength disinfectant concentrate. This will certainly ruin the batch, and likely cause extreme gastric distress to anyone who drinks this stuff.

Casper opens the port behind the machine and slips the chemical pellet in. The vats, recognizing a substance added to the valve port, whirs to life as it churns the poison into the product.

The deed is done. The live presentation will certainly go badly, but the issue of the backup video still nags at her. On one hand, it will be almost impossible for CTI to keep the terrible presentation completely out of the media, but on the other hand, the company might be willing to go to extreme lengths to protect its brand. After all, the attendees are all hand-picked members of the media, probably already bribed by CTI. And these days, making the odd uncooperative reporter or two disappear isn't entirely out of the question...
 

Rubberneck

First Post
(OOC :: I need to read up on all the special actions one can make for attacking such as called shot and taking time to aim. Is it possible rather than firing twice, Saint can take an action to aim and get bonus dice rolls?)
 

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