MAS wrote:Trooper Gold:
RUN towards cover of light blue car = -2 dice
FIREARMS + AGILITY = 12 dice
Firing 2x NARROW BURST = -2, -3
Targeting red guy
Burst 1 =
Result of the throw of dice "8d6" :
2 + 1 + 4 + 3 + 3 + 5 + 4 + 5 = 27
2 Hits
Burst 2 =
Result of the throw of dice "7d6" :
3 + 6 + 4 + 5 + 1 + 6 + 4 = 29
3 hits
DV +2 from NARROW BURSTs.
Great job on your first attempt!
Let's talk our way through Trooper Gold, just to make sure we are on the same page.
I see 2 simple actions - firing 2 narrow bursts
+ free action - run
but you already spent your free action - activate reflexes when you rolled initiative. This only eats the Free action in the first IP, in subsequent IPs, you would have it as usual
if you read the burst rules carefully, the penalties are -2, then -5
The first burst fired in an Action Phase inflicts a –2 recoil
modifier, the second inflicts an additional –3 recoil (neutralized by recoil compensation,
if any).if you use your other simple action to sprint (Str + running) then that adds +2m per hit to your run speed.
However, the FN HAR assualt blaster rifle has a built-in RC (recoil compensation) of 2, which means you ignore the first -2 worth of recoil penalties. Likely a PC would have greater RC, like Alan does
FN HAR also has a range of 50m, so no range penalties.
If you read the character sheet I sent you (I hope I remembered cyberware), Sith Troopers both have Smartgun links which add +2d to their shots
So really, your first shot is at 12d (+2 smartgun, -2 for running) if you use your other simple to sprint. -2 recoil, negated by RC2
or you could not move and fire 2 bursts at 14d and 11d, no run -2, +2 smartgun, RC 2 and only the -3 for the 2nd burst
what is your run speed? you might ask....
well the GM failed to tell you what race any of your guys belong to, so let's just assume a human-equivalent with 10m walk and 25m run speeds. they would run at 25/4 or 6.25m in each IP, this is 3 hexes per IP, with the extra 1m getting lost (I suppose). This gives great value to using a simple action to gain +2m per hit in any given IP, you could potentially double your speed per pass.
so.... with that information, you are back to the beginning with Trooper Gold
maybe just do Trooper Gold for now, let's see if we can navigate his action, then move on to Sith Warrior. There is still the Defense rolls, possible damage calculations and soak rolls.
Target was red guy - so that is Spike
map updated with letters\numbers for movement