Page 31 of 71
Posted: Fri Jan 21, 2011 4:56 pm
by Skexis
Skexis takes his shot and tears off after the riding lizard on his next turn.
Posted: Fri Jan 21, 2011 6:20 pm
by paul
Marcus braces, aims and takes upportunity fire in the 2 hexes where the Hilidarian fell waiting for the other person to pop up. He will fire if he sees them drawing a beed on Rokering or Seixs. Using All out attack determined to get that extra +1.
(So he will be aiming, bracing and AOA: determined)
Posted: Fri Jan 21, 2011 6:21 pm
by mojo_billbo
Captain Jack re-slings his tricorder and takes off after Rokering, phaser in hand...
Posted: Fri Jan 21, 2011 6:34 pm
by Jeffr0
Skexis bounds off after Rokerig and easily catches up to him.
Captain Jack is following them, but is having trouble keeping up.
Marcus Kane has whoever's 50 yards north of the camp totally covered. If they stick their heads up, they are in trouble...! It's quiet up there now, though...!
Now what...?
Edit: Skexis's shot goes off and harmlessly impacts the rocks to the north-- nothing happens, but whoever's behind those rocks just got reminded to keep their head down...!
Posted: Fri Jan 21, 2011 8:57 pm
by Flax
"Get the lizards," he says, hoping they realize... "The riding lizards have the stuff."
He cautiously breaks cover, if there's no one to shoot at, and tries to approach the area with cover for him, but not them. (I know, hard if not inpossible.)
Posted: Fri Jan 21, 2011 9:24 pm
by Jeffr0
Fred Mercury lumbers towards the at a rate of 4 yards per second.
[With light encumbrance... sprinting can only increase that to 4.8 yards per second.]
Marcus Kane is covering for Fred....
Everybody else is gone after the riding lizards except for the lizard-girl who is staying safefly behind cover.
Posted: Fri Jan 21, 2011 11:34 pm
by Jeffr0
Fred hasn't gotten very far [but he is far enough away from cover that trying to get to it is futile] when suddenly... a Hilidarian head pops up. Marcus gets opportunity fire [via a Wait maneuver.]
Marcus knew the exact hex where to expect the head to pop up... so yeah... call it aim and wait. [I didn't force you to specify how many hexes you'd cover, so I'm ruling it in your favor.] Maybe 3 seconds of aiming...?
Pistol is at 14 or less. Phaser-2 is at Acc 5. Aiming extra bonus is +2. Range penalty is -8... but... penalty for the cover and the darkness is [GM fudges here] is -4. Bracing bonus is +1. Net to-hit is...
-12 + 8 is -4... so... it's 10 or less.
[10 or less to hit the bad guy... (3d6=15)]
Uh oh. Tough luck.
Hmm... what to do?
The Hilidarian aims at Fred.
Posted: Fri Jan 21, 2011 11:43 pm
by Flax
Fred shoots the Hildarian. He will use full-auto fire, and pepper the whole area. That should get him...
Posted: Fri Jan 21, 2011 11:56 pm
by Jeffr0
Fred... what gun is that? The Phaser Rifle (ROF 5) or the Machine Pistol (ROF 10) or what? Also... what kind of ammo...?
Posted: Sat Jan 22, 2011 12:41 am
by Flax
Phaser rifle is with the rest of the gear (on the lizard?). Primary for the machine pistol, since you said it was within around 50 yards. (It makes little difference unless out to 200+ yards, or he's trying to be extra-quiet.) Also, I think changing the setting to get the different velocities on the gun requires a ready maneuver, but i'm not sure and don't really think it matters a whole lot. (Can't see me using it like that without knowing already.)
Here's the image links again, if you don't want to go all the way back to the sheets.
http://i150.photobucket.com/albums/s112 ... /fred1.jpg
http://i150.photobucket.com/albums/s112 ... /fred2.jpg
Posted: Sat Jan 22, 2011 1:35 am
by paul
Marcus will continue to aim, bracing and AOA: determined.
Posted: Sat Jan 22, 2011 2:41 am
by Jeffr0
[Ah... I forgot to give you your AOA bonus last time, not that it would have mattered. 15 is still not 14 or less.]
Skill is 15.
ROF 10 yields + 2 to-hit. [Hurm. What's the recoil of your Machine Pistol? Also what is the "rapid fire bonus" for it? It might not matter, but....]
Range... 38 yards gives -7 to-hit.
Cover/Darkness is -4.
Spraying fire and Suppression [page B409]-- The first is for making attacks against multiple targets... the second targets a hex and seems not to give any useful bonuses in this case.
With no aim, you do not benefit from the ACC of 2.
I'm only getting a six or less here.
Are you sure you don't want to aim at all...?
AOA Determined would get +4... but you *know* the other guy is aiming at you. Do you want to risk giving up your dodge...?
Posted: Sat Jan 22, 2011 2:26 pm
by paul
Jeffr0 wrote:[Ah... I forgot to give you your AOA bonus last time, not that it would have mattered. 15 is still not 14 or less.]
Skill is 15.
ROF 10 yields + 2 to-hit. [Hurm. What's the recoil of your Machine Pistol? Also what is the "rapid fire bonus" for it? It might not matter, but....]
Range... 38 yards gives -7 to-hit.
Cover/Darkness is -4.
Spraying fire and Suppression [page B409]-- The first is for making attacks against multiple targets... the second targets a hex and seems not to give any useful bonuses in this case.
With no aim, you do not benefit from the ACC of 2.
I'm only getting a six or less here.
Are you sure you don't want to aim at all...?
AOA Determined would get +4... but you *know* the other guy is aiming at you. Do you want to risk giving up your dodge...?
OOC: AOA determine for ranged weapons is only +1
There is no rapid fire bonus excpet the +2 for shooting 10 rounds. The rapid fire rules are different from 3rd edition. the attacker makes 1 roll for all 10 rounds and the margin of sucees based on the weapons recoil determines how many rounds potnetially hit (for example: if the RCL is 2 then they would hit with 1 round if they just make the hit roll, they would hit with 2 if they make the roll by 2, 4 if they make the roll by 4, etc.)
the target makes only 1 dodge. Whatever it makes it by determines how many it defends against. dodge by exactly and you dodge 1, dodge by 2 and it dodges 2, etc....
Posted: Sun Jan 23, 2011 6:53 am
by Flax
(However, if I read the rules correctly, I am allowed to spray into hexes to hit multiple targets, and I can waste some shots to 'skip' between hexes... So, my take is that, I may waste shots, and spray back and forth on the same hex, and get multiple rolls to hit. That's kind of a GM call, sorta like hosing down the area but going back & forth with it, which isn't soecifically covered in the rules. This basically gives me more than one to hit, if you allow it, but no bonus to the rolls.)
Posted: Sun Jan 23, 2011 12:27 pm
by Jeffr0
Flax wrote:(However, if I read the rules correctly, I am allowed to spray into hexes to hit multiple targets, and I can waste some shots to 'skip' between hexes... So, my take is that, I may waste shots, and spray back and forth on the same hex, and get multiple rolls to hit. That's kind of a GM call, sorta like hosing down the area but going back & forth with it, which isn't soecifically covered in the rules. This basically gives me more than one to hit, if you allow it, but no bonus to the rolls.)
This is another Rules Nerd Moment
tm:
Hmm.... The "Spraying Fire" rule on page B409... hmm.... First off, it only allows for spraying left to right OR right to left... you can't do back and forth. If I did allow it, you'd lose your +2 bonus to hit for ROF 10-- you'd be splitting up the shots into at least 3 bursts with some wasted. The recoil rating would go up causing you to hit with fewer shots per "hit".
(Would you really want to try three shots at to-hit 4 or less anyway...?)
No... I want to stick with the standard Rapid Fire rules on B373 for this. Spraying fire is for attacking small groups of dudes that are close together.
...
If that is cool with you then we're back to dealing with your awful to-hit roll some other way.
a) Do you want to give up your dodge this turn for a measly +1 to-hit to make it 7 or less?
b) Do you want to risk aiming to get a pitiful +2 to hit next turn due to your ACC and be rolling 8 or less after this guy shoots at you...?
c) Do you want to try both of the above and have a roll of 9 or less next turn...?