Turn 1
Re: Turn 1
Hawk
I'll stick with my previously stated action, i.e. a full move (7") towards the minivan, using cover as well as possible.
I'll stick with my previously stated action, i.e. a full move (7") towards the minivan, using cover as well as possible.
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- Ranger Knight
- Posts: 1066
- Joined: Sat Oct 05, 2019 4:19 am
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- Ranger Knight
- Posts: 1066
- Joined: Sat Oct 05, 2019 4:19 am
Re: Turn 1
Okay, unless I missed someone, we can move on to segment 4.
Re: Turn 1
Boots
Since the hostiles have not yet reacted to to Boots move on 12, on Segment 3 he will run another 6" (totaling 17") as a half move and wait for a reaction from the hostiles. If they shoot at him on before the end of segment 4 he will Dodge otherwise at the end of Segment 4 he will move his remaining 5" (totaling 22")
Since the hostiles have not yet reacted to to Boots move on 12, on Segment 3 he will run another 6" (totaling 17") as a half move and wait for a reaction from the hostiles. If they shoot at him on before the end of segment 4 he will Dodge otherwise at the end of Segment 4 he will move his remaining 5" (totaling 22")
Last edited by gurusql on Sun May 01, 2022 4:11 pm, edited 2 times in total.
Re: Turn 1
Kane
Kane is waiting to see what the hostiles do.
Kane is waiting to see what the hostiles do.
Re: Turn 1
Shadow will take another shot at anti tank guy, what would the minus be to hit the weapon instead of him?
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- Ranger Knight
- Posts: 1066
- Joined: Sat Oct 05, 2019 4:19 am
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- Ranger Knight
- Posts: 1066
- Joined: Sat Oct 05, 2019 4:19 am
Re: Turn 1
Your shot slams into his chest and explodes. He drops immediately. Dexterity save [3d6]=9Teflon wrote: ↑Mon May 02, 2022 9:17 pm Ok, im just shooting him no special aiming.
to hit [3d6]=10
if that hits Damage [8d6]=30 ap
His anti-tank weapon drops to the ground, but does not discharge.
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- Ranger Knight
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- Joined: Sat Oct 05, 2019 4:19 am
Re: Turn 1
Okay, if nobody else goes on this round, we move on to segment 5.
Re: Turn 1
Boots
Boots gets to act on segment 5, but will postpone to segment 6 unless attacked before then. Of the three bad guys that are not hurt that Boot knows about (Bad Guy 1 armed with a laser rifle, Bad Guy 2 armed with an assault carbine, Bad Guy 3 armed with several grenades) which is the closest to Boots given that he has moved 22" in their direction and how much farther to HTH range.? (I am assuming about 3 hexes away)
Boots gets to act on segment 5, but will postpone to segment 6 unless attacked before then. Of the three bad guys that are not hurt that Boot knows about (Bad Guy 1 armed with a laser rifle, Bad Guy 2 armed with an assault carbine, Bad Guy 3 armed with several grenades) which is the closest to Boots given that he has moved 22" in their direction and how much farther to HTH range.? (I am assuming about 3 hexes away)
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- Ranger Knight
- Posts: 1066
- Joined: Sat Oct 05, 2019 4:19 am
Re: Turn 1
You are closest to #3. Range is about 10 yards from you.gurusql wrote: ↑Wed May 04, 2022 12:36 am Boots
Boots gets to act on segment 5, but will postpone to segment 6 unless attacked before then. Of the three bad guys that are not hurt that Boot knows about (Bad Guy 1 armed with a laser rifle, Bad Guy 2 armed with an assault carbine, Bad Guy 3 armed with several grenades) which is the closest to Boots given that he has moved 22" in their direction and how much farther to HTH range.? (I am assuming about 3 hexes away)
Re: Turn 1
Kane
Kane will take a quick look around and try and determine if anyone has been injured who needs his help.
Kane will take a quick look around and try and determine if anyone has been injured who needs his help.
Re: Turn 1
Boots
Boots will adjust his Multipower to 4" Running and the rest into protection and will move into HTH range of #3 on Segment 5 (half-move) and then post-pone a 1/2 move waiting for a reaction from the guy with the grenades.
Boots will adjust his Multipower to 4" Running and the rest into protection and will move into HTH range of #3 on Segment 5 (half-move) and then post-pone a 1/2 move waiting for a reaction from the guy with the grenades.
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- Ranger Knight
- Posts: 1066
- Joined: Sat Oct 05, 2019 4:19 am
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- Ranger Knight
- Posts: 1066
- Joined: Sat Oct 05, 2019 4:19 am
Re: Turn 1
Okay, the bad guys all go on segment 6, but your dexterity scores will pre-empt their actions. So, unless someone indicates they are taking an action, I will indicate their actions on my next post.
Re: Turn 1
Boots
Boots with his saved half phase will try and Martial Dodge a ranged attack or Martial Block a HTH attack.
Boots with his saved half phase will try and Martial Dodge a ranged attack or Martial Block a HTH attack.
Re: Turn 1
Hawk
On a 6 Hawk continues with a full move (7") towards the minivan.
On a 6 Hawk continues with a full move (7") towards the minivan.
Re: Turn 1
Kane
Kane will move towards the minivan as well.
Kane will move towards the minivan as well.
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- Ranger Knight
- Posts: 1066
- Joined: Sat Oct 05, 2019 4:19 am
Re: Turn 1
Okay, for segment 6, the two ranged guys shoot at Shadow. Shadow has cover, so you get a bonus +2 to your DCV.
Laser Rifle Guy Laser Rifle Attack [3d6]=7 The shot hits at location: Hit location [3d6]=9 Shoulder hit for: Laser Damage [2d6]=9 9 points armor piercing damage.
Assault Carbine Guy:Assault Carbine Attack [3d6]=13 A complete miss.
Grenade Guy : 1/2 action to draw a grenade, 1/2 action to pull the pin and prepare to throw.
Laser Rifle Guy Laser Rifle Attack [3d6]=7 The shot hits at location: Hit location [3d6]=9 Shoulder hit for: Laser Damage [2d6]=9 9 points armor piercing damage.
Assault Carbine Guy:Assault Carbine Attack [3d6]=13 A complete miss.
Grenade Guy : 1/2 action to draw a grenade, 1/2 action to pull the pin and prepare to throw.