GM: | [sblock=Rolls & Results]James shots and hits Skelebot #1 and shakes it.
Squidge reaches out to try and grab 6 of their 'minds', they resist with their Spirits; Spirits to resist: 1D6.OPEN(6) = [3] = 3; 1D6.OPEN(6) = [1] = 1; 1D6.OPEN(6) = [1] = 1; 1D6.OPEN(6) = [2] = 2; 1D6.OPEN(6) = [5] = 5; 1D6.OPEN(6) = [2] = 2, one resisted, the other 5 did not. So next round, as an Action you can start re-programming them. Basically Puppet power by issuing them orders on what to do, BUT again you need a new Computers roll to get them to go against their programming, resisted by their Smarts this time (same die HAHA). You will not need a new roll after that but you will be in affect maintaining the power with the normal PP/ISP cost.
Alenys casts Armor on Squidge to give her +2 AP
Dawn still has an action
The Skelebots take the Run action, adding Run die: 1D10 = [8] = 8 so they move 16" closer (they are now 84" away).
Coalition Grunts move up to being 100" away and take cover thats all they do this round.[/sblock]Initiative Cards
Alenys - 7 of Diamonds
Dawn - 2 of Diamonds
James - 3 of Spades
Squidge - 6 of Diamonds
Skelebots - Jack of Spades
Grunts - 4 of Spades
Lowel - King of Diamonds
Villains go first.
[sblock=Rolls & Results]Skelebots moves 8" close (base move they are now 76" away) and #2-12 fire at Alenys as she is the big target. They are going to each fire 3 attacks (ROF) at -2 (as they moved). Alenys is large for +2 due to size but they are still at long range so -4 to hit so all attacks are at -4 each.
Attack rolls: 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [6]-4 = 2; 1D8.OPEN(8)-4 = [6]-4 = 2
1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [3]-4 = -1
1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [1]-4 = -3
1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [6]-4 = 2
1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [5]-4 = 1
1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [6]-4 = 2; 1D8.OPEN(8)-4 = [6]-4 = 2
1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [1]-4 = -3
1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [8, 5]-4 = 9
1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [5]-4 = 1; 1D8.OPEN(8)-4 = [3]-4 = -1
1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [6]-4 = 2
1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [4]-4 = 0, one hit and one hit with a raise. WOW These are AP-2 Mega Damage Attacks so Alenys has a Toughness of 32 vs. them; Damage from attack: 3D6.OPEN(6) = [5, 1, 1] = 7
4D6.OPEN(6) = [5, 6, 6, 2, 6, 2, 1] = 28, oh close with the second one but no cigar. No damage.
Skelebot #1 makes his roll to recover from Shaken: 1D6.OPEN(6)+2 = [3]+2 = 5, he made it but that's his action this round.
Coalition grunts and Lowel move 6" closer and take light cover (-2 to be hit from ranged attacks, +2 to AP vs. area damage), they are now 94" away.[/sblock]
Heroes Actions!!!
[sblock=Coalition Forces]Skelebots - 'Brutes' (the Skelebots must suffer a second Wounds before being destroyed).
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d8, Notice d6, Shooting d8
Cha: −2; Pace: 8; Parry: 6; Toughness: 13 (4)
Hindrances: Ugly, Vow (Major—Obey programming and Coalition commands)
Edges: Ambidextrous, Fleet-Footed, Rock and Roll!, Steady Hands
Gear: CV-212 VLF Laser Rifle (Range 30/60/120, Damage 3d6+2, RoF 3, AP-2, Mega Damage).
Special Abilities:
*Armor +4: Advanced alloy structure.
*Construct: +2 to recover from Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.
*Fearless: Skeloboths are programmed without fear.
*Sensor Suite: +4 to Notice checks; can detect chemicals, radiation, and electrical fields up to 500 feet.
*Toughness +2: Hardened interal structures adds +2 to their Toughness scores.
*Weapon Mount: Grenade launcher (Range 24/48/96, Damage 3d6, RoF 1, Mega Damage, LBT)
*Weapon Mount: Retractable vibroblade (Str+d10, AP-4, Mega Damage)
Coalition Grunts – Extras
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Intimidation d6, Notice d6, Shooting d8, Survival d4, Throwing d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 13 (6)
Hindrances: Loyal, Vow (Minor—Serve the Coalition)
Edges: Connected (Coalition Military)
Gear: CA-1 Heavy Body Armor (+6 Armor, +2 Toughness, Full Environmental), C-12 Heavy Assault Laser Rifle (Range 30/60/120, Damage 3d6+1, RoF 3, AP-2), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP-2), vibro-knife (Str+d6, AP-4, Mega Damage), 2× frag grenades (Range 5/10/20, Damage 3d6, LBT, Mega Damage), 4 extra clips each firearm.
One is instead of carrying the C-12 laser rifle is carrying a C-27 Heavy Plasma Cannon (Range 18/36/72, Damage 2d10+2, RoF 1, AP*, Mega Damage, Snapfire. Ignores non-sealed armor. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused)
Lieutenant Lowel - Coalition Military Specialist (Wild Card, 1 extra Benny)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d6, Driving d6, Fighting d8, Healing d4, Intimidation d8, Knowledge (Battle) d4, Notice d6, Persuasion d6, Shooting d10, Stealth d6, Survival d6, Throwing d6, Tracking d6
Cha: 0; Pace: 6; Parry: 6; Toughness: 14 (6)
Hindrances: Loyal, Vow (Minor—Serve the Coalition)
Edges: Brave, Combat Reflexes, Connected (Coalition Military), Marksman
Cybernetics: Core Electronics Package, Cyber-Wired Reflexes, Environmental Sensors, Optics Package (+2 sight-based Notice), Range Data System (reduce Shooting penalties by two), Wilderness Scout Package (+2 Survival and Tracking).
Gear: CA-1 Heavy Body Armor (+6 Armor, +2 Toughness, Full Environmental), C-14 “Fire Breather” Laser Rifle (Range 30/60/120, Damage 3d6, RoF 1, AP-2), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP-2), vibro-knife (Str+d6, AP-4, Mega Damage), 4× high explosive grenades (Range 5/10/20, Damage 3d8, MBT, Mega Damage), 4 extra clips each firearm.[/sblock] | |