A Monster for Every Season: Summer 2
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  1. - Top - End - #1
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    Default A Game of Regicide (Dice Rolls)

    I like to preview and edit my posts when I'm updating my games. And that can really mess up when I'm trying to use the dice roller on these boards. Therefore, I have created this thread so that I can see and record the dice results before I start dramatizing the whole affair.

    First...

    Saras Mar's faithful cyber-mastiff is trying to creep stealthily beside her. However, he is not built for stealthing. A screech of tortured metal has alerted the Chaos cultists to his presence. 5 of them have targeted him with their ranged weapons.

    Three of them have stub automatics (BS: 28 +10 from Semi-Auto Burst, they're within normal range, just).

    Their attacks:

    (1d100)[24]

    (1d100)[13]

    (1d100)[34]


    One of them has a shotgun (BS: 28)

    His attack:

    (1d100)[73]


    One of them has an autogun (BS: BS: 28 +20 from Full Auto Burst)

    His attack:

    (1d100)[29]


    Two more Chaos cultists have seen Saras Mar and realised that she is the real threat.

    They both have stub automatics (BS: 28 +10 from Semi-Auto Burst, within normal range, just).

    Their attacks:

    (1d100)[45]

    (1d100)[46]
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    Default Re: A Game of Regicide (Dice Rolls)

    Yeah, that's exactly why I wanted to have a post in the dice rolling thread rather than fill the IC thread with my abortive attempts to roll dice.

    I'll try again:

    Chaos cultists shooting at cyber-mastiff with stub automatics (BS: 28 +10 from Semi-Auto Burst, they're within normal range, just).

    Their attacks:

    (1d100)[97]

    (1d100)[86]

    [roll]1d100[roll]


    With a shotgun (BS: 28):

    (1d100)[27]


    With an autogun (BS: 28+20)

    (1d100)[93]


    Two Chaos cultists shooting Saras Mar with stub automatics (BS: 28 +10 from Semi-Auto Burst, they're within normal range, just):

    (1d100)[10]
    (1d100)[20]
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    Default Re: A Game of Regicide (Dice Rolls)

    Roll properly for cultist with stub automatic shooting at cyber-mastiff (the one that didn't work last time:

    (1d100)[21]
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    Default Re: A Game of Regicide (Dice Rolls)

    Against Wulf the cyber-mastiff...

    One stub-automatic has jammed.

    One missed, one hit (roll for damage: (1d10+3)[12] -3 Toughness, -7 armour)

    One shotgun hit (roll for damage: (1d10+4)[6] -3 Toughness, -7 armour)


    Against Saras Mar the tech-priest...

    Two stub-automatics shot her in the head.

    (Damage rolls: (1d10+3)[5], (1d10+3)[6] -3 Toughness, -4 cover)

    Quote Originally Posted by Donan View Post
    Alright, nabbed some guard flak, an autogun and the micro bead. Though all poor Sarsa has now is a las pistol...
    OK, so Saras isn't wearing her armour now, apparently. (I gave her the cover bonus because she didn't botch her Concealment roll. Wulf botched his Concealment roll and lost his cover bonus.)
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    Default Re: A Game of Regicide (Dice Rolls)

    The brute with the heavy stubber is raking the mansion with high-calibre bullets. Does he hit anything?

    (His Ballistic Skill is 28 +20 from full auto +10 for short range. His roll to hit is: (1d100)[31]
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    Default Re: A Game of Regicide (Dice Rolls)

    So, two degrees of success for the man with the heavy stubber. He's hit one of the house guards in the right arm (he would have hit the other arm as well, but it was hidden behind cover).

    Roll for damage: (1d10+4)[12] -3 toughness, -3 armour.
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    Default Re: A Game of Regicide (Dice Rolls)

    Rolling initiative for the two cultists with RPG Launchers:

    (1d10+3)[7]

    (1d10+3)[11]
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    Default Re: A Game of Regicide (Dice Rolls)

    Um. Not going to say what these rolls are for. But they have something to do with the Awareness checks I asked for Quintos and Gaius to make...

    Rolling for C (73): (1d100)[56]

    Rolling for SM (53): (1d100)[15]

    Rolling twice for CC (42 -10, +30): (1d100)[81], [roll]1d100[/100]
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    Default Re: A Game of Regicide (Dice Rolls)

    Rerolling that CC that just didn't work last time: (1d100)[4]
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    Default Re: A Game of Regicide (Dice Rolls)

    Well, time for the next round of attacks.

    Shooting at Vallian - cultists with 2 stub automatics, 2 autopistols, 1 lasgun, 1 autogun

    Stub automatics (BS: 25 +10 for Semi-Auto -20 for barely being able to see their enemy, only possible to score damage if they hit the 'Body' area) Rolls: (1d100)[29], (1d100)[29]

    Autopistols (BS: 25 +20 for Full Auto for barely being able to see their enemy, only possible to score damage if they hit the 'Body' area). Rolls: (1d100)[34], (1d100)[77]

    Lasgun (BS: 25 +10 for Semi-Auto -20 for barely being able to see their enemy, only possible to score damage if they hit the 'Body' area). Rolls: (1d100)[57]

    Autogun (BS: 25 +20 for Full Auto -20 for barely being able to see their enemy, only possible to score damage if they hit the 'Body' area). Roll: (1d100)[58]

    (Note: none of the cultists get the bonuses for short range because these aren't the closest group - they're further away, providing cover fire for the group charging at the doors of the Training Grounds)
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    Default Re: A Game of Regicide (Dice Rolls)

    Hmm. No hits on Vallian. Too well-protected in his little nook.


    Shooting at Julian - cultists with 1 stub automatic, 2 autopistols, 2 autoguns

    Stub automatic (BS: 25 +10 for Semi-Auto -20 for barely being able to see their enemy, only possible to score damage if they hit the 'Body' area) Roll: (1d100)[97]

    Autopistols (BS: 25 +20 for Full Auto -20 for barely being able to see their enemy, only possible to score damage if they hit the 'Body' area). Rolls: (1d100)[49], (1d100)[57]

    Autoguns (BS: 25 +20 for Full Auto -20 for barely being able to see their enemy, only possible to score damage if they hit the 'Body' area). Rolls: (1d100)[61], (1d100)[11].


    (Note: none of the cultists get the bonuses for short range because these aren't the closest group - they're further away, providing cover fire for the group charging at the doors of the Training Grounds)

    No attacks on Drustilla because she hasn't revealed herself yet.
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    Default Re: A Game of Regicide (Dice Rolls)

    Hmm. No hits on Julian. An autogun bullet would have hit him in the arm if he wasn't behind cover.

    One of the stub automatics jammed.

    Next!


    Seven cultists shooting at Wulf the cyber-mastiff: 4 with stub automatics, 1 with an autopistol, 1 with a shotgun, 1 with an autogun.

    Stub automatics (BS: 28 +10 for Semi-Auto -10 because I doubt any of them expected Wulf to dash halfway across the battlefield). Rolls: (1d100)[11], (1d100)[49], (1d100)[70], (1d100)[48]

    Autopistol (BS: 25 +20 for Full Auto -10 because I doubt he expected Wulf to dash halfway across the battlefield = 35) Roll: (1d100)[100]

    Shotgun (BS: 28 -10 because I doubt he expected Wulf to dash halfway across the battlefield). Roll: [roll]1d100[/d100]

    Autogun (BS: 28 +20 for Full Auto -10 because I doubt he expected Wulf to dash halfway across the battlefield = 38). Roll: [roll]1d100[/d100]
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    Default Re: A Game of Regicide (Dice Rolls)

    Roll again for Shotgun and Autogun because I messed up.

    Shotgun (BS: 28 -10 because I doubt he expected Wulf to dash halfway across the battlefield). Roll: (1d100)[93]

    Autogun (BS: 28 +20 for Full Auto -10 because I doubt he expected Wulf to dash halfway across the battlefield = 38). Roll: (1d100)[87]
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    Default Re: A Game of Regicide (Dice Rolls)

    Huh. Weapons jams are getting to be a pretty big problem for these loony cultists.

    One hit on Wulf from a stub automatic.

    Rolling for damage: (1d10+3)[6] -3 from toughness -7 from armour = ?
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    Default Re: A Game of Regicide (Dice Rolls)

    Wulf is unscathed.

    Now, rolling for the cultists with RPG Launchers. They're trying to krak open the fortified lobby of the Training Grounds.

    (BS: 28 +30 for the size of the target)

    Rolls: (1d100)[36], (1d100)[60]
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    Default Re: A Game of Regicide (Dice Rolls)

    One hit. One narrowly missed the lobby and hit some other part of the building.

    Rolling for damage: (2d10+4)[20] vs 16AP
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    Default Re: A Game of Regicide (Dice Rolls)

    Oh, and some of the cultists would be shooting at Saras Mar, I guess. Only her head and right arm would be peeping out from behind cover.

    2 cultists shooting at Saras, both with autoguns. (BS: 25 +20 for Full Auto -10 for not only presenting a small target to the enemy = 35)

    Rolls: (1d100)[69], (1d100)[20]
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    Default Re: A Game of Regicide (Dice Rolls)

    Ooh. Nasty. Saras was twice shot in the head. Again.

    Rolls: (1d10+3)[12] -3, [roll]1d10+3[roll] -3 = ?
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    Default Re: A Game of Regicide (Dice Rolls)

    Rerolling a messed up dice roll: (1d10+3)[5]
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    Default Re: A Game of Regicide (Dice Rolls)

    Above, I would delete the 'not' from 'not only presenting a small target to the enemy = 35', if I could.

    Getting my negatives mixed up.
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    Default Re: A Game of Regicide (Dice Rolls)

    Mysterious roll for Initiative: (1d10+8)[13]
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    Default Re: A Game of Regicide (Dice Rolls)

    Round 3

    I'm being mysterious!

    Rolling for C (73): (1d100)[83]

    Rolling for SM (83): (1d100)[72] (Last round, I forgot that he had stummers active. '83' is correct for SM.)

    Rolling once for CC (42 +20 +30 = 92): (1d100)[37]
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    Default Re: A Game of Regicide (Dice Rolls)

    Four cultists shooting at Wulf the cyber-mastiff: 3 with stub automatics, 1 with an autogun.

    Stub automatics (BS: 28, single shot this time, -20 for shooting into melee)
    Rolls: (1d100)[65], (1d100)[94], (1d100)[27]

    Autogun (BS: 28, single shot this time, -20 for shooting into melee)
    Roll: (1d100)[41]
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    Default Re: A Game of Regicide (Dice Rolls)

    There are three idiots trying to engage Wulf in close combat. Hmm. They have absolutely no chance of hurting with with knives or clubs. However, according to the Dark Heresy rules, pistols can be used in close combat. No bonuses for range or targeting equipment and (I would guess) no -20 penalty for shooting at somebody engaged in melee.

    Right. Well.

    Let's do this.
    First, I'll roll initiatives (note: there are so many heretics that so far I haven't been bothering with their initiative rolls unless it's really important that I know whether they get an action before they get killed by one of the PCs):

    Injured heretic (heretic 1): (1d10+3)[7]
    Heretic 2: (1d10+3)[7]
    Heretic 3: (1d10+3)[6]
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    Default Re: A Game of Regicide (Dice Rolls)

    Wulf is going to kill the injured heretic before he can get a shot in.

    I'll roll for Heretics 1 and 2. (note: 1 has an autopistol, 2 has a stub automatic.)

    Heretic 1 (single shot, BS: 28 +10 from ganging up)

    Heretic 2 (single shot, BS: 28 +10 from ganging up)
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    Default Re: A Game of Regicide (Dice Rolls)

    This time I hope to remember to actually make dice rolls.

    Heretic 1 (single shot, BS: 28 +10 from ganging up), roll: (1d100)[49]

    Heretic 2 (single shot, BS: 28 +10 from ganging up), roll: (1d100)[81]
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    Default Re: A Game of Regicide (Dice Rolls)

    Stub automatics (BS: 28, single shot this time, -20 for shooting into melee)
    Rolls: (1d100)[27]
    Roll damage for one instance of friendly fire: (1d10+3)[5]
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    Default Re: A Game of Regicide (Dice Rolls)

    Rolling for the initiatives of six heretics:

    Heretic 4: (1d10+3)[7]

    Heretic 5: (1d10+3)[4]

    Heretic 6: (1d10+3)[4]

    Heretic 7: (1d10+3)[8]

    Heretic 8: (1d10+3)[6]

    Heretic 9: [roll1d10+3[/roll]
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    Default Re: A Game of Regicide (Dice Rolls)

    Rerolling Heretic 9: (1d10+3)[8]
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    Default Re: A Game of Regicide (Dice Rolls)

    Mysterious assassin's dodge attempt (Ag: 43+10): (1d100)[18]
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