Page 29 of 71

Posted: Sat Jan 15, 2011 2:20 am
by Jeffr0
Do you want to do all-out attack (determined) to get a +4 to-hit bonus to counteract the to-hit penalty of -5 for targeting the neck? It's 8-or-less on 3d6 without all-out and 12 or less with.

If you go all-out, you don't get a defense roll... BUT... if you are successful enough, you may not need a defense roll...!

Posted: Sat Jan 15, 2011 3:13 am
by Jeffr0
Also... you might consider trying to grapple if you want to not get shot at by the first guy....

(Also also... the simultaneous tail swat would require... technically... an Extra Attack. That costs 25 points... but if it couldn't damage people really... hmmm... maybe some kind of special martial arts technique...? But it would also be bending the rules on "grabbing".... I dunno 10 character points for a gimmick tail swat disarming attack...? A successful attack at -4 to DX gives you an instant Quick Contest of ST at -4 to pull it off...? Just guessing.... You might could do better with 10 points on something else.)

What I would allow is this.... IF you were grappling the unhurt guy... you would prevent him from shooting at you. THEN... on your next turn... I would let you try the tail swat... probably as a one-off parry to stall that hurt guy until he could fail an HT roll and collapse. I think it should be a prehensile tail to get a chance to grab the gun. So yeah... a Parry... but on a critical success, you knock the gun out of his hand.

Posted: Sat Jan 15, 2011 1:06 pm
by Skexis
I'm going to grapple the unhurt guy then. And it's not an all-out.

Posted: Sat Jan 15, 2011 3:30 pm
by Jeffr0
Skexis attempts to grapple

[12 or less to grapple... (3d6=8 )]

... and succeeds!

The unhurt human's pistol is now useless!

The hurt human...

[10 or less to remain conscious for hurt dude... (3d6=14)]

... he wants to shoot Skexis, but... he looks down at the blood streaming from his neck in shock... and then passes out!

The remaining human interloper...

[12 or less... brawling... punch at Skexis by human... whatever location he can get... (3d6=14)]

... swings at Skexis but misses completely.

...

Fred lumbers into position in his hefty DR30 Space Suit. He could try for a shot... but... with these two guys grappling, it may not turn out they way he wants it to...! He might want to aim unless he has something else in mind....

Back to Skexis... you are grappling with a puny human that you caught untying the riding lizards from their posts. What next...?

Posted: Sat Jan 15, 2011 5:57 pm
by Skexis
Back to the original plan, hand on top of head, hand on chin, twist, break neck. And if that's successful I'll finish the other one the same way.

Posted: Sat Jan 15, 2011 7:31 pm
by Jeffr0
This is too brutal....

I can't watch.

[GM covers eyes.]

Skexis tries the Neck Snap technique from GURPS Martial Arts.

Quick contest ST-4 (12) vs. opponent's higher of ST or HT (ST=12)... success means *swing* crushing damage to neck with the usual x1.5 damage there... (3d6=11, 3d6=4)

Not successful....

[GM rules that there is no such thing as critical success in a Quick Contest. This is pass/fail if I understand it right.]

Skexis's opponent is very afraid and tries to break away...!

[ST (16 + 5) = 21 vs. ST 12 for the opponent to break away... (3d6=10, 3d6=13)]

He can't...!

Skexis repeats the neck snap...

[12 vs. 12 for neck snap by Skexis on opponent (3d6=16, 3d6=12)]

but can't quite twist the dudes neck off-- he's slippery.

[21 vs. 12 to break away... (3d6=8, 3d6=12)]

Dude still can't break away... and...

[12 vs 12 for neck snap... (3d6=11, 3d6=7)]

That's 3 seconds of combat now...

Hmm... calms down... and seems to think of a new strategy. He *evaluates* Skexis in order to get a to-hit bonus later...

[12 vs 12 Neck Snap! (3d6=13, 3d6=12)]

Skexis cannot seem to snap this stupid neck. [It should be practically a 50-50 thing....]

Dude takes one more evaluate and then... Skexis tries one last time...!

[12 vs 12 neck snap... (3d6=8, 3d6=12)]

There!

Swing crushing damage is going to be... 2d+2.

[Damage (2d6+2=7)]

7*1.5 is 10.5. This should incapacitate him.

10 or less for knockdown/stunning check...

He drops his gun.

[10 or less to stay conscious... (3d6=7)]

He struggles a bit... but... he should lose consciousness any moment now.

Posted: Sun Jan 16, 2011 2:51 am
by paul
Jeffr0 wrote:
Flax wrote:(Cutting is x1.5)
Yes... but cutting attacks to the neck are x2.

(And Skexis's 5 point claws are *just* cutting for the extra 2.5 damage here.... Good, but not epically awesome.)

So I'm pretty sure I did this right.
OOC:You are correct all cutting attacks to the neck are X2 and the opponent who gets hit in the neck dies their head is taken off.

Marcus notices Flax and Skexis are not with the group when they arrive. He says to Captian Jack,"What took you so long? Where are Zed and the Cat?"

Posted: Sun Jan 16, 2011 3:04 am
by mojo_billbo
"Well, while I brought Rocky and his sister over here, they decided to sneak around and see who is trying to crash our little party here in the desert." explains Captain Jack.

He keeps look around for an ambush, ready to fire, and alert.

Posted: Sun Jan 16, 2011 2:12 pm
by Jeffr0
Oh yeah... that...

While Skexis finishes off his foes, everything is eerily quiet. (No die rolls needed; they're dog meat-- er... I mean cat meat.)

Then... you hear a small "bang" and a flare drops down out of the sky, illuminating the immediate camp area.

From the north, gun fire errupts. [Marcus Kane could have noticed this earlier, but failed the Tactics roll.]

The initial bursts of fire seem random for now.

Posted: Sun Jan 16, 2011 2:54 pm
by paul
Marcus whispers,"Get down" as he squats down behind a rock looking to the north and watching for movement. "Zack check to the south. Rocky you and your sister watch the east and west."

Posted: Sun Jan 16, 2011 11:25 pm
by mojo_billbo
Captain Jack starts to look south, keeping an eye to my south east and south west for movement, looking for opportunity targets..

Posted: Mon Jan 17, 2011 2:57 am
by Skexis
Skexis draws his phaser and takes cover.

Posted: Mon Jan 17, 2011 2:43 pm
by Flax
*Sigh*
"There they are. I was wondering when the bloodthirsty guys who want to kill us for no reason went, they must have had a flat or something, they're late."
He takes cover and tries to do it quickly. (OOC: If he's near the mounts, he'll try to take cover there, if he's near the lizard-people, near there. Staying by at least some of the party is good.)

Posted: Tue Jan 18, 2011 1:21 am
by Jeffr0
Energy Rifles from... oh... 50 yards to the north of the camp... each target Flax and Skexis.

Each get a burst of three shots.

To-hit ... base skill 13... that's -8 to-hit... but if they aim, it is +8 to-hit... wah.... The camp is illuminated by the flare.... Skexis is +1 to be hit because of his size. Flax is moving toard cover where Marcus and co are-- speed is well... he's bulky... so we'll give him a -1 for speed mods.

Let's see how bad this is.... (You guys do get a dodge roll.)

[12 or less... burst of three shots... then a dodge at 8 or less... (3d6=9, 3d6=14)]

Looks like Fred took 3 hits from the energy rifles.

[Energy rifles @ 14 or less to hit with burst of 3... then a dodge @ 9 or less... (3d6=17, 3d6=11)]

Oh my goodness....Critical failure by the shooter!

[Critical miss result... (3d6=13)]

Okay... not 100% sure what that result means here.... (Wait... I got it. Heh heh. This is good.)

But Skexis is still alive.

Fred...? 3 hits 5d(2) damage... DR will be 15 in that case....

[Energy rifle hits... (5d6=18, 5d6=18, 5d6=16)]

Fred takes a total of 7 hits of damage... it burns! His suit is hot and glowing now...!

7 hits is greater than half Fred's hit points, so call it a major wound.

[HT roll 10 or less to avoid knock down and stunning... (3d6=7)]

Woah... that could have been bad... but Fred is still moving along... standing up... and conscious. He should be able to make it to cover next turn.

Posted: Tue Jan 18, 2011 1:34 am
by paul
Marcus tries to pinpoint where the shots came from. He will aim in the 3 hexes in the approximate area where the shots came from. He will aim and use opportunity fire if possible.