The Accumulation of Capital (Syndicate/MCU)

[x] Switch to automatic and fire a burst of rounds at the mercenaries. (Lower 'to hit' and damage rolls, can hit multiple mercenaries)
[x] Toggle Lights (turns lights on or off).
 
[x] Switch to automatic and fire a burst of rounds at the mercenaries. (Lower 'to hit' and damage rolls, can hit multiple mercenaries)
[x] Toggle Lights (turns lights on or off).
 
That looks like another terminal. We are the one sitting behind a battery. Or in front of the battery, I guess.
 
[x] Switch to automatic and fire a burst of rounds at the mercenaries. (Lower 'to hit' and damage rolls, can hit multiple mercenaries)
[x] Shout "Move in now" to bluff them to look to the sides.
[x] Toggle Lights
(turns lights on or off).
 
Voting will close in an hour or so.

Also, I just wanted to warn you now that I'll be adjusting how damage works in order to stop Agents from being literally immune to assault rifle fire to the face. While a fun idea, it's not exactly what I was aiming for.

Right now, damage taken is calculated by the following formula (damage -toughness*D6 - armour) the new formula will be something like (damage - toughness - armour). I'm not happy with having to change mid fight, but some mental math revealed that I kinda had to.
 
Tutorial XXVIII
OOC: Sorry for the delay, dinner took longer to make than I expected.

[x] Switch to automatic and fire a burst of rounds at the mercenaries. (Lower 'to hit' and damage rolls, can hit multiple mercenaries)
[x] Toggle Lights (turns lights on or off).
[x] Shout "Move in now" to bluff them to look to the sides.
No. of Votes: 4
Navarque
hcvquizibo
Nevill
Asmodemus

Thinking fast as the three mercenaries storm ever closer toward you, you take advantage of a break in their seemingly relentless hailstorm of fire to mentally scroll through your list of rapidly dwindling options. Suddenly, and with the sharpness of winter wind, an idea crystallizes in your mind and your grin fiercely. Flicking your rifle to fully automatic in one heartbeat, you summon the icon for the light controls in another before activating it with a thought.

With a dull *thunk*, the lights above your head shut down as they obey their electronic master and the cavernous room is suddenly plunged into a darkness as deep and primordial as the sea. Before the afterimages of the room are even gone from your eyes, you activate your DART overlay and see the two mercenaries in front of you slowing to a halt as they try to adjust to their new environment. Taking advantage of their confusion, you throw your head back and shout at the top of your lungs to imaginary reinforcement.

"Move in," you try to shout above the din of rattling generators and the ever growing while of the fuel-system, "now!"

A heartbeat passes, and then another, and then you open fire on the mercenaries.
====

I need a roll of 3D6
 
Tutorial XXV
-2 to rolls due to darkness

Merc #1: Rolls 6 (-2=4) versus 7 = Failed!
Merc #2: Rolls 5 (-2=3) versus 7 = Failed!

1D6+2 damage

Merc #1: 7 damage - 2 toughness - 2 armour = 3 wounds (1 wound left)
Merc #2: 8 - 2 toughness - 2 armour = 4 wounds (dead!)

To your immense satisfaction, you see the twin blazing lights that represent the mercenaries jerk and shudder as your hardened rounds tear through them like a knife through tissue paper. In a spray of blood, the trailing merc goes down hard as a bullet cuts across his throat while the leading merc stumbles as he catches a tight cluster of bullets in the chest. To his credit, the surviving mercenary doesn't let up with his storm of fire.

-2 to rolls due to darkness

Merc #1: Rolls 3 (-2=1) versus Literally impossible to fail

Unsurprisingly, none of his rounds manages to even come close to hitting you as the hose of bullets whips around far to your right, but you spot the mercenary taking advantage of the momentary cover provided to lurch towards a nearby piece of cover.

However, before you can dispatch the heavily wounded mercenary with another burst of fire, two things grab your accelerated attention. The first is the clatter of equipment and the heavy stomp of boots ringing from the corridor, and the second is the squeak of rubber-on-concrete as the remaining mercenary steps out behind you.
====


What do you do? - 30-minute vote
[] Spin around and spray the mercenary with a burst of hastily-aimed automatic fire.
[] Charge the mercenary and close to melee range.
[] Fire at the mercenary as a distraction while you reposition
(choose a spot within 3 tiles)
[] Write in?

Remaining DART abilities (can pair one with a combat action):
Toggle Lights
(turns lights on or off).
Overload Lights (cause the lights to overload and explode in a shower of glass and sparks).
Trigger Fire Suppression System (trigger one or both of the CO2 and water-based fire suppression systems).
Overload Battery (cause a specific battery to overload and release deadly arcs of electricity).
Backfire App (Causes the target chipped weapon to backfire and jam).
 
Tutorial XXVI
[x] Charge the mercenary and close to melee range.
[x]Backfire app the mercenary
No. of Votes: 3
Tithed_Verse
Downstreamer
Navarque

Reacting with lightning speed to the unexpected threat, you push yourself away from the cover of the generator and charge at the outflanking mercenary like a bull seeing red. With your DART overlay active, you see theexpression of triumph scrawled across the mercenary's face quickly turn to one of determination as his finger slowly squeezes on the trigger of his rifle. Thinking fast, you activate your DARTs Backfire application and in an instant connect to his rifle's onboard processor before sending through a veritable monsoon of meldware.

Could I get a roll of 2D6?
 
They see me rolling...

What a pansy! :mad:

Edit: oh wait, that was for hacking. Take it on the chin, Agent!
Nevill threw 2 6-faced dice. Reason: Falcon Punch Total: 3
2 2 1 1
 
Last edited:
Tutorial XXVII
3 versus 6 = failure!

A heartbeat later, your meldware smashes against the rifle's security in a battle of intellects fought by researchers half-a-world away and long before this fight. Cracker, Trojan, Burner, and Worm meet firewall, patch, and antivirus, and both sides fight mercilessly for victory by routes crude and subtle. In less time than it takes for nerve signals to cross your brain, the battle is decided and it was not won by you.

With a roar, the mercenary's rifle fires a long burst of rounds.

Roll: 2d6+4 (+4 close)
Merc #1: Rolls 6 (+4=10) versus 8 = Success!

Roll: 1d6+3

Merc #1:8 damage - 3 toughness - 4 armour = 1 wound (5 wound left)

And a series of sledgehammer blows strike you across the chest as the hurried burst of fire stitches a line from your stomach to your left shoulder. Instantly, you feel a warm wetness start to spread from a spot on your bicep and moments later a fierce burning sensation flares into being inside your arm as your borrowed body realises that it's been shot. Within the space of a single heartbeat, your DART reacts to the pain and cuts the receptors in your brain off from the signal entirely; a profound numbness spreading like frost from your shoulder down as it attempts to focus your mind on the task of killing.

Bloodied and pissed off, you turn your wanton charge into a slide and strike, lightning-quick, at the mercenary.
===


Could I get a roll of 3d6?
 
Tutorial XXVIII
Roll: 2D6
Merc #1: Rolls 5 versus 14 = Fail!

Roll: Strength*D6 - toughness - 2x Armour
Merc #1: 16 damage - 2 toughness - 4 armour = 10 wound (0 wounds left)

Turning into the momentum of your slide, you strike at the ghostly mercenary's blazing orange rifle with a lightning-fast chop of your left hand; cutting off the torrent of fire in an instant as augmented muscle and bone slams into polymer and metal with a gunshot-like crack and sends the rifle spinning off into the distance. Before the mercenary can react, you lash out again and kick at the x-ray like outline of his left leg with a booted foot, the heavy blow connecting with a satisfying crunch as the bone shatters in your overlay, causing the mercenary to scream in pain as he half-twists half-falls away and brings his throat into the path of your next blow.

With a sickening crunch of impact, your balled fist slams into the mercenary's throat, crushing his larynx and oesophagus in a heartbeat and shattering vertebrae. Instantly, the mercenary's scream of pain cuts off with a liquid gargle and his limbs lose all coordination as he half-twists and half-falls away a good meter away.

Returning to a standing stance, you pause for a moment as the ghostly image of the mercenary provided by your DART overlay lies quiet and still on the concrete. A little part of you wants to think that he's just unconscious and still alive, that the stillness is just an act to let him get the jump on you with a holdout weapon, but the rational part of your mind tells you that he's dead and that you should move on. As if to confirm the decision, the once blazing light that animated his body goes out as your DART decides he's no longer alive and, to your conflicted distaste, removes him from the threat list. A moment later, the sounds of metal scraping against metal ring out from somewhere near the entrance and a quick check of your CCTV feed reveals movement in the darkened corridor beyond. With a flood of adrenaline, and not a little alarm, you realise that more mercenaries must have arrived to try and stop you, and in a flash, you unsling your rifle and advance to the edge of the generator.

Slowly and carefully, you peer out over the edge of the generators bulky metal body and look into the distance towards the entrance. With a start, you realise that the door has been forced open, and you aim your rifle at the yawning portal and wait for the first sign of movement. For a moment, nothing stirs in the darkness beyond as both your eyes and your DART fail to discern any sign of activity before suddenly, a trio of metal cylinder fly out and clatter onto the concrete in front of the door. Before you can react, a single loud crack rings out and the smoke grenades—and everything within several meters— disappears from view as a blazing orange cloud of light that bursts into existence and floods your DART's with low-level electrical activity.

Crap, you think to yourself.
=====

What do you do?
[] Fire a burst of fire into the cloud of smoke.
[] Flip your rifle to single-shot and wait for your opponents to emerge from the smoke
[] Finish off the remaining mercenary.
[] Write in?

Remaining DART abilities (can pair one with a combat action):
Toggle Lights
(turns lights on or off).
Overload Lights (cause the lights to overload and explode in a shower of glass and sparks).
Trigger Fire Suppression System (trigger one or both of the CO2 and water-based fire suppression systems).
Overload Battery (cause a specific battery to overload and release deadly arcs of electricity).
Backfire App (Causes the target chipped weapon to backfire and jam). [Recharging...]
 

[X] Flip your rifle to single-shot and wait for your opponents to emerge from the smoke
-[X] Trigger Fire Suppression System: trigger both of the CO2 and water-based fire suppression systems.
 
[x] Reposition
-[x] Towards a different generator. You could blow up one of the batteries, but they don't know that. Make them come closer to one.
 
Here's the current state of the room, BTW.
 
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