Post by Sutton on Nov 13, 2009 3:56:42 GMT -5
I really don't know why I let this sit idle so long.
Going to assume Miles' shot is a Snapshot, making it a speed 6 action, ending on tick 13.
Tick 18
The Lieutenant mutters something under his breath as he twists sideways and grabs for another magazine from a front-pouch on his vest. I really hope I don't die because Jason's got issues. I REALLY hope so.
Reload Action, Resolves Tick 15.
Tick 15
As the Lieutenant finishes reloading his M4, he sees members of the more organized group raising weapons - and his heart skips a beat as he sees the dreaded shape of an RPG-7. He screams "ARPEEGEE!"[/b] as he swings his gun across to spray some lead in the direction of it's bearer.
Organized Squad -> Making a 6 tick attack action. During this action:
One of the squad's Support Weapons (in this case, an RPG-7) may fire
&
One half of the squad's normal weapons (in this case, 4 cold-war-era FN FAL Para rifles) may fire [5 tick snapshots]. This action will resolve on Tick 9.
These attacks are allocated as follows -
The RPG is targetting our group in general, not a specific character. They'll try and hit the center of our little formation, and let blast effect and shrapnel take us all down.
Two of the rifles will target Lt. Alexander, and the other two will target Anderson and Jason. Each will be firing single rounds, as Recoil 15 for a 5 round burst is a bit much for these peacekeepers.
Lt. Alexander will be firing a Snapshot Burst at the RPG Gunner, which will take 4 ticks (firing at a specific member of a Squad takes one additional tick). Thus, it will resolve on Tick 11.
Tick 13
Both Anderson & Jason have shots resolving this tick. In the interest of saving time, I'll roll them, mkay?
Jason hits the tire of the car with MOS 1; Anderson hits one of the men dead-center [4,4] with MOS 3.
Anderson Damage: 9/x1 + 3 MOS = 12/x1; -2 Armor for the man's Tactical Vest = 10 damage gets through. Moderate Wound, and he's in Shock [though not in danger of bleeding out immediately].
d10 to determine who it is [1-8 are riflemen, with evens firing, 9 is RPG, 0 is reroll] = 7.
Meanwhile, the tire of one of the cars is given a pair of nice new holes, which hopefully will immobilize the vehicle.
Declare your actions moving forward from tick 13 (Though I'm going to roll out tick 11 just because I don't think there are any actions you could do that are that quick and would make things turn out differently with his shot)
Tick 11
The lieutenant puts an impressive 6 MOS into the RPG gunner's leg, for a total of 12 damage - a serious wound, putting the man on the floor in short order. Fortunately for the man's friends, he managed to avoid putting a rocket into the dirt in front of his feet, but it did spoil his shot, not to mention the fact that he is in Shock and Unstable.
Lt Alexander is firing a single round at the RPG gunner, a Snap Shot. Here we run into another one of those optional rules I didn't see the first time around (though I don't think we've ever had it be applicable), Sustained Fire - if you keep firing on the same target without interruption after a shooting them, you get a 1 point reduction to your speed (This is NOT cumulative!). So, overall it is a 3 tick snapshot, and thus will resolve on Tick 8 - just after the peacekeepers fire back.
So, declare any actions you want to make, and then we'll see what happens with their return fire.
EDIT: Fixed a slight name issue on my part (mutters something about how he shouldn't have used another A last name for his character when someone else already had one), no other changes.
Going to assume Miles' shot is a Snapshot, making it a speed 6 action, ending on tick 13.
Tick 18
The Lieutenant mutters something under his breath as he twists sideways and grabs for another magazine from a front-pouch on his vest. I really hope I don't die because Jason's got issues. I REALLY hope so.
Reload Action, Resolves Tick 15.
Tick 15
As the Lieutenant finishes reloading his M4, he sees members of the more organized group raising weapons - and his heart skips a beat as he sees the dreaded shape of an RPG-7. He screams "ARPEEGEE!"[/b] as he swings his gun across to spray some lead in the direction of it's bearer.
Organized Squad -> Making a 6 tick attack action. During this action:
One of the squad's Support Weapons (in this case, an RPG-7) may fire
&
One half of the squad's normal weapons (in this case, 4 cold-war-era FN FAL Para rifles) may fire [5 tick snapshots]. This action will resolve on Tick 9.
These attacks are allocated as follows -
The RPG is targetting our group in general, not a specific character. They'll try and hit the center of our little formation, and let blast effect and shrapnel take us all down.
Two of the rifles will target Lt. Alexander, and the other two will target Anderson and Jason. Each will be firing single rounds, as Recoil 15 for a 5 round burst is a bit much for these peacekeepers.
Lt. Alexander will be firing a Snapshot Burst at the RPG Gunner, which will take 4 ticks (firing at a specific member of a Squad takes one additional tick). Thus, it will resolve on Tick 11.
Tick 13
Both Anderson & Jason have shots resolving this tick. In the interest of saving time, I'll roll them, mkay?
Jason hits the tire of the car with MOS 1; Anderson hits one of the men dead-center [4,4] with MOS 3.
Anderson Damage: 9/x1 + 3 MOS = 12/x1; -2 Armor for the man's Tactical Vest = 10 damage gets through. Moderate Wound, and he's in Shock [though not in danger of bleeding out immediately].
d10 to determine who it is [1-8 are riflemen, with evens firing, 9 is RPG, 0 is reroll] = 7.
Meanwhile, the tire of one of the cars is given a pair of nice new holes, which hopefully will immobilize the vehicle.
Declare your actions moving forward from tick 13 (Though I'm going to roll out tick 11 just because I don't think there are any actions you could do that are that quick and would make things turn out differently with his shot)
Tick 11
The lieutenant puts an impressive 6 MOS into the RPG gunner's leg, for a total of 12 damage - a serious wound, putting the man on the floor in short order. Fortunately for the man's friends, he managed to avoid putting a rocket into the dirt in front of his feet, but it did spoil his shot, not to mention the fact that he is in Shock and Unstable.
Lt Alexander is firing a single round at the RPG gunner, a Snap Shot. Here we run into another one of those optional rules I didn't see the first time around (though I don't think we've ever had it be applicable), Sustained Fire - if you keep firing on the same target without interruption after a shooting them, you get a 1 point reduction to your speed (This is NOT cumulative!). So, overall it is a 3 tick snapshot, and thus will resolve on Tick 8 - just after the peacekeepers fire back.
So, declare any actions you want to make, and then we'll see what happens with their return fire.
EDIT: Fixed a slight name issue on my part (mutters something about how he shouldn't have used another A last name for his character when someone else already had one), no other changes.