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  1. - Top - End - #151
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    Default Re: Worse Than the Disease 2 IC

    (OC: the closer group is -5 Range. Richard potentially hit with all shots.)
    The advancing raiders try to avoid the shots. Only one barely manages to do it. Three suffer a nasty body hit and fall over, down and out.

    Bart the Hunter joins in, and fires off a blast at the one who was lucky. Bart clips him, and the pellets strike him in the groin. Ouch!

    The dogs charge forth, eager to chew on some throats.

    The lone investigating raider, clutching at his groin, throws himself to the ground.
    The raiders at the center of the camp (those who AREN'T dead or brutally savaged) continue to lie on the ground, crawling away 1 yard.

    TURN 3

    Sean is pleased to see the enemies have wisely chosen to stop murdering captives...
    Last edited by Shoot Da Moon; 2022-03-18 at 09:53 AM.
    Anachronism will never high-light the folly of my convictions!

  2. - Top - End - #152
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    Default Re: Worse Than the Disease 2 IC

    "Admit you have lost, throw your hands up!" shouts Sean aiming at one of the remaining raiders, specifically at one he thinks could soon get out of sight.

  3. - Top - End - #153
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    Default Re: Worse Than the Disease 2 IC

    To his horror, Sean realizes the 3 men who pulled out grenades have pulled their pins and they're now on a fuse!

    (OC: Sean has Aimed, Richard's turn now.)
    Anachronism will never high-light the folly of my convictions!

  4. - Top - End - #154
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    Default Re: Worse Than the Disease 2 IC

    Still walking towards the last of the investigating raiders, Richard calls out "How about you? Had enough? Surrender!"

  5. - Top - End - #155
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    Default Re: Worse Than the Disease 2 IC

    The dogs close on the man that Bart has just shot while Bart himself aims at one of the grenadiers that is further away from the civilians.

  6. - Top - End - #156
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    Default Re: Worse Than the Disease 2 IC

    Bart the Hunter aims his shotgun as two raiders (one grenadier and the closer survivor with a pellet in his private parts) take Richard's advice and surrender, throwing up their hands. The surrendering grenadier lets go of his explosives and lets it roll a bit on the ground, indifferent to the threat to his own life.

    The other two, however, scream defiantly that the exiles will have to kill them both. One throws his grenade at the prisoners' pen, the other prepares to throw his grenade at the exiles. The toss goes wide, 3 yards to the right. The merchants, bound in their pen, freak out all the same.

    TURN 4

    Sean knows the fuses can't be anymore than 2 or 3 seconds now...
    Anachronism will never high-light the folly of my convictions!

  7. - Top - End - #157
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    Default Re: Worse Than the Disease 2 IC

    Sean lets the surrendering man be and shoots a long burst at the other two, mostly at the one still with the grenade.

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    Let's say 9 bullets + 2 wasted + 1 bullet?

  8. - Top - End - #158
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    Default Re: Worse Than the Disease 2 IC

    Quote Originally Posted by u-b View Post
    Sean lets the surrendering man be and shoots a long burst at the other two, mostly at the one still with the grenade.

    Spoiler
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    Let's say 9 bullets + 2 wasted + 1 bullet?
    Spoiler
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    No, waste no bullets, they're crawling side-by-side. Just spend 9 on the attack.


    Sean's attack complies with the demands of the two defiant raiders - they both suffer a lethal injury courtesy of the automatic rifle.

    (OC: Combat over. But think fast, the grenades are still live!)

    As the blood sprays out from the raiders, the grenades continue to count down...The captives are too restrained to get away from the grenade near them, the surrendering raider does not move, and several raiders are not even conscious.
    Anachronism will never high-light the folly of my convictions!

  9. - Top - End - #159
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    Default Re: Worse Than the Disease 2 IC

    "Everyone duck away from the grenades!" Sean aims at the grenade closest to the captives and ignores the other two. He could do only so much, and he hoped what he does would have the desired effect.

    Bart makes the dogs accept the nearest man's surrender and aims at another surrendered man just in case.

    Spoiler
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    Shoot if I have to, as per the dice thread.

  10. - Top - End - #160
    Firbolg in the Playground
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    Default Re: Worse Than the Disease 2 IC

    Knowing that Sean's a better shot and trusting him to handle his part, Richard gets closer to the captives - they might not be able to escape before the grenades go off, but if they survive he wants to be able to get to them as quickly as possible.

  11. - Top - End - #161
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    Default Re: Worse Than the Disease 2 IC

    Sean lets loose in a desperate attempt to wreck the grenade before it explodes.

    For a moment, no-one is sure if he managed it...

    Until the grenade at the feet of a surrendered raider and the one in the dead raider's hand both blow up, and the one Sean fired at does not. As he recovers form the recoil, Sean sees the grenade he shot at was torn up by the bullets.

    The dogs panic and run back to Bart as the explosions go off, the injured raiders and the one surrendering at the camp are caught in the double blasts, killing them all. Dirt and pebbles fly and rain down. Only the man who has hit in the groin remains alive. The three besides him are near death, bleeding heavily.

    The merchants held in the slave pens are not harmed by the blasts. But one is also in critical condition.

    (OC: all Player Characters are rewarded with 2 bonus Character Points.)
    Anachronism will never high-light the folly of my convictions!

  12. - Top - End - #162
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    Default Re: Worse Than the Disease 2 IC

    "Richard, you make that man hand over a first aid kit! Bart, you go to the car to fetch ours!"

    Sean then takes the lockpicks and tries to free the captives. It takes some time, but eventually the lock is unlocked and a first aid kit is produced. Sean does no better job at bandaging than anyone else would, but at least the man will live. After that, while Richard collects the stories from the captives and the raider guy, and also wishes / requests from the captives only, Sean goes all over the area to search for useble stuff.

    Spoiler
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    Quote Originally Posted by Shoot Da Moon View Post
    BTW, you should heal the injured merchant if you can, because I think at least one of you has the Guilt Complex disadvantage.
    Freeing the merchants from the prison goes without saying.
    Yeah, Sean was planning to do exactly that, though for reasons of some inexcusable oversight, that is more problematic than it could have been...

  13. - Top - End - #163
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    Default Re: Worse Than the Disease 2 IC

    The injured merchant is still unconscious, and will need to spend a lot time recovering.
    The prisoners are freed from the cages. They hurry to check on their caravans full of possessions and inventory stock.
    The 4 captive raiders have concealable torso vests on under their shirts, and Colt .45 SAA revolvers in their hands. Pistol bullets gathered from their guns and pockets totals 37.

    (OC: The concealable vests are DR 12/5* for the torso.)

    The other raiders were blasted by the grenades, and their gear is thoroughly ruined - it seems their ammo cooked off. Nasty way to go. Lot of twisted metal and shredded fabrics. The food's wasted. Camping gear's wrecked. Bottles of booze started a small fire. Blood everywhere.

    The raiders have no radio at their camp site. The merchants explain that the gang stumbled upon their own journey two days ago, and got forced into the restraints. The initial gunfight destroyed most of the raider's equipment when a stray shot hit explosives carried by an unlucky raider. They say two more gangs met up with and joined the raiders who grabbed them, in the time between now and then.
    Anachronism will never high-light the folly of my convictions!

  14. - Top - End - #164
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    Default Re: Worse Than the Disease 2 IC

    Sean lets the merchants check their possessions. He is in no hurry. Eventually, he sets to talk to some of their lot.

    "Now, gentlemen, I'm sorry about your wounded friend, but overall, I'd say you got out of this well enough, assuming your stuff is in order. Your caravan belongs to you, and you yourselves also belong to you. That said, we don't get paid by any form of taxes and would like to know if you would like to negotiate some entirely voluntary reward for our rescue services. If you do, my friend Richard will work with you on the details. If you don't I will be disappointed."

    Sean does not say what, if anything, he would do if/when he will be disappointed, but he did say the reward should be "entirely voluntary", didn't he?

    Sean lets Richard negotiate the details, and walks away to get the car on the site. While at it, he describes over the helmet-mounted radio the parameters of the deal he is expectimg to make. The loot from the raiders is ours. Not negotiable. The caravan and the wares is theirs. We want something in between the following endpoints: (A) ten percent of the total value of the caravan, including the wares and the transportation, (B) zero percent, but they procure some amount of sufficiently exotic and sufficiently expensive goods for us, paid by us at par. If they do not agree to something of that order, we walk away, but we will spread the word.

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    Things of particular interest:
    1. Shots and/or medicines against typical Gutter diseases and/or non-dexterity-limiting NBC suits. The later would be TL9, but so are the nanomachines, so we might be in luck. If they have it all, we'll buy at their price and express many thanks.
    2. A TL8 video surveillance drone set, like this one.
    3. A TL8 radio surveillance receiver set.
    4. A TL8 notebook computer and software to use with #2 and #3.
    5. Other stuff might be considered.
    Last edited by u-b; 2022-03-23 at 12:08 PM.

  15. - Top - End - #165
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    Default Re: Worse Than the Disease 2 IC

    Richard...isn't entirely comfortable with Sean's plan (and he's bad enough at bluffing that the merchants can probably tell), so when he talks to the merchants he leans his arguments more towards the potential for a good-value trade deal - besides the fact that the exiles are always looking for newer and better equipment in the field (he emphasises the things Sean's specifically looking for, seeing if they have them or know where to get them) and have enough barter goods for anything of interest the merchants may have, he also talks about the radar base and the people settling there, suggesting that if a good deal could be struck between the exiles and the merchants a good word could be put in for them at the base, opening up a new potentially valuable revenue source for the merchants. The idea isn't just for the merchants' benefit, of course, as Richard sees quite a bit of value in the notion of getting smaller merchant groups to include the base in their routes, but naturally his pitch focuses on the value of the contact to the merchants.

    He won't say no to a reward here and now if they are willing, and it'd be an excellent source of goodwill, but he doesn't reinforce Sean's implications there, presenting himself as genuinely appreciating any support for the campaign against the raiders and trying to appeal to their better natures and the idea that the exiles are working to stop what happened here from continuing (although he does take the point of the raider's things being the exiles' property now as a given). He also asks about the merchants' needs and if there was anything more the exiles could do for them - naturally, any material needs or further work for the exiles would need recompense, worked into any greater deal established, but Richard is confident that something can be worked out that is (while probably advantageous to the exiles) a good deal for everyone involved.

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    GM, should this be a reaction roll, a Merchant roll, or both

  16. - Top - End - #166
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    Default Re: Worse Than the Disease 2 IC

    Quote Originally Posted by u-b View Post
    Sean lets the merchants check their possessions. He is in no hurry. Eventually, he sets to talk to some of their lot.

    "Now, gentlemen, I'm sorry about your wounded friend, but overall, I'd say you got out of this well enough, assuming your stuff is in order. Your caravan belongs to you, and you yourselves also belong to you. That said, we don't get paid by any form of taxes and would like to know if you would like to negotiate some entirely voluntary reward for our rescue services. If you do, my friend Richard will work with you on the details. If you don't I will be disappointed."

    Sean does not say what, if anything, he would do if/when he will be disappointed, but he did say the reward should be "entirely voluntary", didn't he?

    Sean lets Richard negotiate the details, and walks away to get the car on the site. While at it, he describes over the helmet-mounted radio the parameters of the deal he is expectimg to make. The loot from the raiders is ours. Not negotiable. The caravan and the wares is theirs. We want something in between the following endpoints: (A) ten percent of the total value of the caravan, including the wares and the transportation, (B) zero percent, but they procure some amount of sufficiently exotic and sufficiently expensive goods for us, paid by us at par. If they do not agree to something of that order, we walk away, but we will spread the word.

    Spoiler
    Show
    Things of particular interest:
    1. Shots and/or medicines against typical Gutter diseases and/or non-dexterity-limiting NBC suits. The later would be TL9, but so are the nanomachines, so we might be in luck. If they have it all, we'll buy at their price and express many thanks.
    2. A TL8 video surveillance drone set, like this one.
    3. A TL8 radio surveillance receiver set.
    4. A TL8 notebook computer and software to use with #2 and #3.
    5. Other stuff might be considered.
    Quote Originally Posted by Volthawk View Post
    Richard...isn't entirely comfortable with Sean's plan (and he's bad enough at bluffing that the merchants can probably tell), so when he talks to the merchants he leans his arguments more towards the potential for a good-value trade deal - besides the fact that the exiles are always looking for newer and better equipment in the field (he emphasises the things Sean's specifically looking for, seeing if they have them or know where to get them) and have enough barter goods for anything of interest the merchants may have, he also talks about the radar base and the people settling there, suggesting that if a good deal could be struck between the exiles and the merchants a good word could be put in for them at the base, opening up a new potentially valuable revenue source for the merchants. The idea isn't just for the merchants' benefit, of course, as Richard sees quite a bit of value in the notion of getting smaller merchant groups to include the base in their routes, but naturally his pitch focuses on the value of the contact to the merchants.

    He won't say no to a reward here and now if they are willing, and it'd be an excellent source of goodwill, but he doesn't reinforce Sean's implications there, presenting himself as genuinely appreciating any support for the campaign against the raiders and trying to appeal to their better natures and the idea that the exiles are working to stop what happened here from continuing (although he does take the point of the raider's things being the exiles' property now as a given). He also asks about the merchants' needs and if there was anything more the exiles could do for them - naturally, any material needs or further work for the exiles would need recompense, worked into any greater deal established, but Richard is confident that something can be worked out that is (while probably advantageous to the exiles) a good deal for everyone involved.

    Spoiler
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    GM, should this be a reaction roll, a Merchant roll, or both
    The merchants talk amongst themselves before they turn back to Richard with smiles on their faces.
    "Well, we have rifle bullets and magazines to hold them in. They have plenty of bottled water, clean and fresh. Would you like that stuff as your reward for helping us? We have antibiotics that can help with exploring The Gutter, it's been proven, you can have some for free. We don't have any advanced Old World technology on us now, but we do know other merchants squatting at our shared hideout in the mountains that can sell you the stuff. It'll take time, but we can arrange a deal with Mary that scores you the gear. She has a small computer, radios, video surveillance gear, a few other electronics gadgets..."

    The merchants take 300 rifle bullets, 10 gun magazines, 60 bottles of water and 12 doses of antibiotics out of the caravans' stocks, and offer the lot of it to the exiles. They ask if the exiles would like different types of bullets instead of the rifle rounds?
    Anachronism will never high-light the folly of my convictions!

  17. - Top - End - #167
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    Default Re: Worse Than the Disease 2 IC

    When Sean is back with the car and learns the details of the deal, he seems quite satisfied. The immediate reward is good enough, and a proven medicine would be very good too, but the prospective deal with that Mary is what Sean is really after. He carefully examines the antibiotics, comparing them to what he purchased earlier and asking the merchants whether they know if those other brands also work, and how common would be the diseases that even this stuff is ineffective against (like some mega-flu or suchlike). As for the deal with Mary, Sean would like to procure a full-blown quad-copter kit right away (a "takes time" sense of "right away" is acceptable) for the cost of about one car, plus or mius some stuff. We will buy the radios and the computer at some later time as a separate transaction. If this hideout is hidden, do they run the delivery? Sean would like the delivery to Waffle House and there would transfer the car. The car is right there at the moment and will be designated for this deal. Sean asks to be notified over the radio if there is any change of plans. Speaking of radios, do the merchants want to buy one? Sean has one spare. Also, if their base is active on the radio, Sean would like to be given the contacts for future communications. We can communicate encrypted, so this won't give away all too much.

    After all the negotiations are complete, Sean drives the party and the POWs back to Waffle House and starts to prepare for tomorrow's trip to the power plant.

    Spoiler
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    Sean has some antibiotics from HT226 and some antibiotics from B289 and he checks if these are some of those or different.

    Anything better than 60% and they can have a small TL7 thing right now. They probably don't need one in general (as the hideout hosts some), but if they don't have one with them, might be worth striking a deal.

  18. - Top - End - #168
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    Default Re: Worse Than the Disease 2 IC

    Quote Originally Posted by u-b View Post
    When Sean is back with the car and learns the details of the deal, he seems quite satisfied. The immediate reward is good enough, and a proven medicine would be very good too, but the prospective deal with that Mary is what Sean is really after. He carefully examines the antibiotics, comparing them to what he purchased earlier and asking the merchants whether they know if those other brands also work, and how common would be the diseases that even this stuff is ineffective against (like some mega-flu or suchlike). As for the deal with Mary, Sean would like to procure a full-blown quad-copter kit right away (a "takes time" sense of "right away" is acceptable) for the cost of about one car, plus or mius some stuff. We will buy the radios and the computer at some later time as a separate transaction. If this hideout is hidden, do they run the delivery? Sean would like the delivery to Waffle House and there would transfer the car. The car is right there at the moment and will be designated for this deal. Sean asks to be notified over the radio if there is any change of plans. Speaking of radios, do the merchants want to buy one? Sean has one spare. Also, if their base is active on the radio, Sean would like to be given the contacts for future communications. We can communicate encrypted, so this won't give away all too much.

    After all the negotiations are complete, Sean drives the party and the POWs back to Waffle House and starts to prepare for tomorrow's trip to the power plant.

    Spoiler
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    Sean has some antibiotics from HT226 and some antibiotics from B289 and he checks if these are some of those or different.

    Anything better than 60% and they can have a small TL7 thing right now. They probably don't need one in general (as the hideout hosts some), but if they don't have one with them, might be worth striking a deal.
    The merchants change out 80 rifle bullets for APHC pistol rounds. They promise to contact Mary, who will contact the exiles via their radio frequency, she has a full dedicated staff for deliveries and money transactions. They can definitely handle journeying to the Waffle House and make the trade. Expect her radioing you in the near future.

    Spoiler
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    The antibiotics are as per HT226.


    The merchants comment that they've heard of Old World nanotech medicine that can completely prevent infections from wounds AND all diseases with only a few side effects, but they've only seen such wonders a few times, sold by a big shot merchant who only deals in Red Brick. The same guy also sold another type of nanotech med, that dramatically speeds up the body's natural healing, at the cost of increased consumption for the patient.

    The merchants are willing to buy a radio from Sean. They offer 70% of the item's full value, what say you?

    The merchants swap contact numbers.

    The car is somewhat cramped as the exiles drive back to Waffle House. They eat their meals for the day as they get back in touch with Tariq and their allies. The rest of the day goes by smoothly, even when it rains during the night.

    (OC: everyone eat meals.)

    DAY 72

    The next day is still lightly rainy.
    Anachronism will never high-light the folly of my convictions!

  19. - Top - End - #169
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    Default Re: Worse Than the Disease 2 IC

    In the morning, Sean gets everything ready to leave for the power plant. The plan is to take two cars (the station wagon and the pickup), overtake the caravan, then park / camouflage the cars and approach on foot just as usual.

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    Quote Originally Posted by Shoot Da Moon View Post
    OC: everyone eat meals.
    Done.

    Yes, we trade the radio. We are willing to take in return any and all of the following (will pay or get paid for the difference in bullets or such):
    1. Crash kit, at $3200
    2. Dark 'military' sneakers, at $160
    3. Simple camouflage clothing, at $480
    4. Basic camouflage net (woodlands), x3 at $320 each

    We will use any gear we buy. The bonuses are not included in the rolls as I'm not sure about what would be available. Also, upgrading Bart to wear a better vest.

  20. - Top - End - #170
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    Default Re: Worse Than the Disease 2 IC

    Quote Originally Posted by u-b View Post
    In the morning, Sean gets everything ready to leave for the power plant. The plan is to take two cars (the station wagon and the pickup), overtake the caravan, then park / camouflage the cars and approach on foot just as usual.

    Spoiler
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    Done.

    Yes, we trade the radio. We are willing to take in return any and all of the following (will pay or get paid for the difference in bullets or such):
    1. Crash kit, at $3200
    2. Dark 'military' sneakers, at $160
    3. Simple camouflage clothing, at $480
    4. Basic camouflage net (woodlands), x3 at $320 each

    We will use any gear we buy. The bonuses are not included in the rolls as I'm not sure about what would be available. Also, upgrading Bart to wear a better vest.
    Sean and his allies can easily outride the caravan. It is still faintly raining when they arrive at their destination. Approaching the power plant, however, reveals the job is going to be rougher than expected - Sean spies eight winged humanoids flying around the power plant's outside, all of them packing heat. It seems they are patrolling the area.

    (OC: How far from the power plant's front entrance do you wish to be (where most of the enemies are), Sean? 20 yards? 30 yards? Your comrades are further back than that, at least 5 yards.)

    Despite the drizzle, there are three burning car wrecks around the front entrance of the power plant. Three large packs of mutated hounds (5 to a pack) are being roughly led by familiar armed guards. The goons are bizarrely twisted, with gross facial features and discolored skin. The Sinful Nature are staking out this place. Most of them are carrying pistols or axes, the fliers have shotguns. Sean counts five of them. One of them is stationed atop a rickety wooden platform, built out of stacked furniture and a ladder, keeping an elevated position. The last lone guard is standing right at the door to the power plant, alone, 3 yards from anyone else.

    (OC: Range penalty could be -4 to -7, depending on how close Sean wants to get. The fliers have an extra -2 to their Range penalty, because they're in the air. The raised platform also gives the guard (4 yards away from the nearest pack) on it +2 for him and -2 to target him. The three packs of dogs are 3 yards apart each, with one guard each directing it - no bullets wasted if a burst targets JUST a single pack. You will waste bullets in a burst if you target more than one pack or the fliers, 3 rounds. The lone guards plus anyone else in a single burst means 1 wasted bullet.)

    They're all on watch, but not alerted to the exiles' presence and none of them are in cover. Yet.

    Spoiler
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    You can buy the crash kit, the dark sneakers, the simple camouflage and the camouflage net. They're all available for purchase. You choice of shotgun shells, pistol bullets, rifle rounds and SMG bullets can make up the difference.
    Anachronism will never high-light the folly of my convictions!

  21. - Top - End - #171
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    Default Re: Worse Than the Disease 2 IC

    Crouching behind some appropriately-sized tree, Sean observes, and describes, the scenery. He is not sure what to make out of this. The mutants, who supposedly shun all technology, occupying a power plant? The level of due diligence of their, can we say, "employers"? The burning cars... any signs of a recent fight anywhere around? Tracks, corpses or such?

    Sean whispers to Richard over the radio: "I am not sure we can survive failing the negotiations. So, shall we attack? If so, I take the fliers, yours are the right bunch, but please start with the lone guy near the entrance. Tariq should place two or three grenades centered at the central bunch, which would also hit the other bunches with fragmentation. Bart loads a slug in the chamber and targets the guy on the platform."

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    Let's say Sean is 20 yards away for -6 range penalty and the rest of the group is 30 yards away for -7 range penalty.

    Quote Originally Posted by Shoot Da Moon View Post
    You can buy the crash kit, the dark sneakers, the simple camouflage and the camouflage net. They're all available for purchase. You choice of shotgun shells, pistol bullets, rifle rounds and SMG bullets can make up the difference.
    Sean will buy three camouflage nets, if they have that many. The whole transaction then would be as follows:

    +2800 Small radio
    +2000 Rifle cartridge x200
    -3200 Crash kit
    -160 Dark 'military' sneakers
    -480 Simple camouflage clothing
    -960 Basic camouflage net (woodlands) x3

    I will update and send you the sheet.

  22. - Top - End - #172
    Firbolg in the Playground
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    Default Re: Worse Than the Disease 2 IC

    From his own cover, Richard looks over the scene in front of them and frowns, before responding to Sean. "Yeah. A big group like this will probably be more entrenched in their views than the small group we were able to negotiate with before. Particularly if they had to kill the previous occupants to get hold of the place. They're not going to make a deal with a group of "sinners" like us that we'll like. Shame. Haven't figured out the right way to deal with them yet." He sighs, getting his rifle ready for the fight and starting to aim at his target. "I'm ready to go on your mark."

  23. - Top - End - #173
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    Default Re: Worse Than the Disease 2 IC

    Sean whispers again: "Relay the plan and tell when everyone is ready."

    Sean is not quite sure about the mutants and the laser, especially in the rain, so he flips it on when evaryone is ready and just before he shoots a long burst at the flyers, getting most of the lot.

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    Operating a familiar control of a familiar gun is a free action with the limit of one such free action per round, so even if they can see the laser, they won't have time to react.

  24. - Top - End - #174
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    Default Re: Worse Than the Disease 2 IC

    Quote Originally Posted by u-b View Post
    The burning cars... any signs of a recent fight anywhere around? Tracks, corpses or such?

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    Let's say Sean is 20 yards away for -6 range penalty and the rest of the group is 30 yards away for -7 range penalty.

    Sean will buy three camouflage nets, if they have that many. The whole transaction then would be as follows:

    +2800 Small radio
    +2000 Rifle cartridge x200
    -3200 Crash kit
    -160 Dark 'military' sneakers
    -480 Simple camouflage clothing
    -960 Basic camouflage net (woodlands) x3

    I will update and send you the sheet.
    There are no corpses, blood trails, drag marks or other such signs of violence around. The burning cars look like they've been neatly arranged before they were set alit. Maybe they're simply sources of fire and light for the enemy?

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    Range noted. Three camouflage nets are available. Purchases made, and noted. Use the new stuff well, this situation could be trouble.
    Anachronism will never high-light the folly of my convictions!

  25. - Top - End - #175
    Firbolg in the Playground
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    Default Re: Worse Than the Disease 2 IC

    When Sean opens fire, Richard joins in and fires a two-shot burst at the mutant by the door - they'd learned before that these guys could be tougher than they thought, so he wanted to be sure he put his target down.

  26. - Top - End - #176
    Ogre in the Playground
     
    Shoot Da Moon's Avatar

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    Default Re: Worse Than the Disease 2 IC

    Sean, Bart and Richard unleash a satisfying hail of gunfire upon the front security.

    6 of the fliers drop out of the sky, most of them dead. One notices the shooting of his fellows and where the shots came from...but the other is completely clueless.
    Bart the Hunter blasts the guard on the raised platform with a slug and absolutely punches a skylight into his chest. Sliced away with the reaper's scythe, the sentry's deceased form falls over, off and onto the ground.
    Richard nails the guard at the door twice in the heart, leaving two very big ugly holes in the poor SOB's solar plexus. The mutant slumps over onto the wall behind him and slides down, blank eyed.

    (OC: Tariq, you can act with the rest of your allies, this is a surprise attack.)
    Anachronism will never high-light the folly of my convictions!

  27. - Top - End - #177
    Orc in the Playground
     
    AssassinGuy

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    Default Re: Worse Than the Disease 2 IC

    Tariq carefully aims his shot and then fires three grenades at the centre of the opponents.

    (OOC: It looks like one shot hits, and the other two are going to scatter. I'm one off the recoil score needed to have two hits and three off the recoil score needed to have three hits on target, so that probably indicates how far the second and third shots scatter.)

  28. - Top - End - #178
    Ogre in the Playground
     
    Shoot Da Moon's Avatar

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    Default Re: Worse Than the Disease 2 IC

    (OC: I think three attack rolls, in a Ranged Rapid Strike (with -6 penalty for two attacks, -12 for three attacks, Quick Shot Technique buys off the penalty), is more appropriate than a burst fire, but whatever. Did you mean to shoot all three grenades at the same hex?)

    The explosive expert brutally KOs one guard with a grenade, killing the 5 dogs around him.
    The second grenade rumbles another pack, breaking bones of the 5 dogs and severely wounding their handler.
    The third grenade has similar results; the dogs are ripped up and the mutant directing them lies on the ground bleeding and sliced.

    (OC: combat starts proper. 2 flying mutants are still active. Normal turn order takes hold, Sean goes first. The guards act after Tariq, if they can.)
    Anachronism will never high-light the folly of my convictions!

  29. - Top - End - #179
    Ettin in the Playground
     
    u-b's Avatar

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    Default Re: Worse Than the Disease 2 IC

    Sean shoots a short burst at the remaining two flyers.

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    Quote Originally Posted by Shoot Da Moon View Post
    I think three attack rolls, in a Ranged Rapid Strike (with -6 penalty for two attacks, -12 for three attacks, Quick Shot Technique buys off the penalty), is more appropriate than a burst fire, but whatever. Did you mean to shoot all three grenades at the same hex?
    Sean's idea (and I think that's how Tariq understood it) was to target the hex of the one central guy, getting enough concussion to take him out and enough fragmentation all around to get most or all dogs. The state of the other two handlers would then depend on their reaction to numerous [2d] fragments, about which Sean was unsure, so they might well be still up. No fancy targeting was intended, just RoF 3 Rcl 2 at the same hex, not a burst, but still one attack semi-auto.

    I am not sure how many bullets would be wasted between the remaining two flyers. I default at shooting 5 rounds (as that is the lowest number to spray-fire at multiple targets and maybe has something to do with the previous round's waste of 3). If Sean can waste less than 3, he'll target one or both of the guys with more than one round (preferring the guy looking at him over the other guy). If he has to waste more, he has 4 spare and will use them as needed.

  30. - Top - End - #180
    Orc in the Playground
     
    AssassinGuy

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    Default Re: Worse Than the Disease 2 IC

    Quote Originally Posted by Shoot Da Moon View Post
    (OC: I think three attack rolls, in a Ranged Rapid Strike (with -6 penalty for two attacks, -12 for three attacks, Quick Shot Technique buys off the penalty), is more appropriate than a burst fire, but whatever. Did you mean to shoot all three grenades at the same hex?)

    The explosive expert brutally KOs one guard with a grenade, killing the 5 dogs around him.
    The second grenade rumbles another pack, breaking bones of the 5 dogs and severely wounding their handler.
    The third grenade has similar results; the dogs are ripped up and the mutant directing them lies on the ground bleeding and sliced.
    Quote Originally Posted by u-b View Post
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    Sean's idea (and I think that's how Tariq understood it) was to target the hex of the one central guy, getting enough concussion to take him out and enough fragmentation all around to get most or all dogs. The state of the other two handlers would then depend on their reaction to numerous [2d] fragments, about which Sean was unsure, so they might well be still up. No fancy targeting was intended, just RoF 3 Rcl 2 at the same hex, not a burst, but still one attack semi-auto.

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    Yes, u-b has it right, this was intended as a RoF 3, Rcl 2 attack targeting the same hex, with the assumption that any shots that did not 'hit' would then scatter from that point.


    Tariq learned from his last encounter that left him lying bleeding out from a sniper hit, so he is looking for cover before attacking further (OC: Move action to nearest cover).

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