=> Updated to conform to the rules (I rolled too many attacks and too much damage).
An otherwise perfectly average marine named Eneri (988765) has Fighter-3(Beams-2), Tactics-1, Battledress-2. He has found himself hidden in a niche, maybe 600 meters from the enemy line, without the support of his platoon.
He can't quite remember how he got there, but he knows he's in trouble. Mainly he knows this because of the gauss weaponry he hears buzzing overhead. Peeking out of his niche with his pocket periscope, he sees an oversized (two or three tons) walker unit maybe half a click ahead -- probably with a gauss autocannon.
Eneri pokes around his niche. It looks like an old chamber that has mostly filled in with rubble, but the ceiling was intact until he landed on it, and the whole thing finally caved in. Parts of the chamber are amazingly still intact. For example, that big box in the corner of the room looks strong enough to be a high tech gun-safe. He heads over, and finds the safe firmly closed via a foolproof mechanism -- but it's not locked.
Quite by accident, it looks as though Eneri has stumbled upon a mystery weapon. It's intended to be braced by battledress. Perhaps also by accident, Eneri has stumbled upon what appears to be some form of battledress. And though the building is crumbling with age, this equipment looks to be in good repair. How that can be, Eneri doesn't know.
Code:
AVlBD-17, Advanced Vlight Battle Dress-17, 48 kg, KCr 800
AV 50
EMCage: 35
Flashproof: 35
Radproof: 35
Soundproof: 35
Psishield: 8
Insulated: 58
Sealed: 35
Ult Vl Fusion Gatling Man Portable-19, 38.63 kg, R=2, B=-6, Pen-8 Burn-4
The turret can't resist. Its gunner has Heavy Weapons-4 and Intelligence 10. The Fighting Number is therefore 14. Tactics Mod is 10.
The range is 4.
The walker has Ar 42.
Code:
AOsBU-16, Advanced Oversize Battle Unit-16, 3200 kg, KCr 6000
AV 42
EMCage: 28
Flashproof: 28
Radproof: 28
Soundproof: 28
Psishield: 8
Insulated: 48
Sealed: 28
Code : StHGaCT-16
Name : Std Heavy Gauss Autocannon Turret-16
Range : 5
Damage: (10D) Bullet-10
Mass : 350 kg
Burden: -1
Cost : Cr 120,000
Walker Unit: The Heavy Gauss Autocannon is a support weapon. It attacks up to three targets, with each hit rolling damage twice. Since there's only one target, there is only one attack.
Attack: 4D (19) < 14 + 1 (Burden) + 10 (Tactics Mod). Success.
[SIZE=-2](Attack 2 (doesn't happen): 4D (21) < 14 + 1 (Burden) + 10 (Tactics Mod). Success.)
(Attack 3 (doesn't happen): 4D (12) < 14 + 1 (Burden) + 10 (Tactics Mod). Success.)[/SIZE]
Damage: The autocannon slams into Eneri with ten dice of damage, twice. I 'll use T5's Many Dice rule (p672).
1: Flux (+3) = 5 x 10 dice = 50 points. Armor is penetrated, but no damage. Eneri's Ar is now 45.
2: Flux (+2) = 4.5 x 10 dice = 45 points. No pen (still attacking against Ar 50).
[SIZE=-2]
(doesn't happen) 3: Flux (+0) = 3.5 x 10 dice = 35 points. No pen.
(doesn't happen) 4: Flux (-4) = 1.5 x 10 dice = 15 points. No pen.
(doesn't happen) 5: Flux (+1) = 4 x 10 dice = 40 points. No pen.
(doesn't happen) 6: Flux (-1) = 3 x 10 dice = 30 points. No pen.
[/SIZE]
Result: Eneri's suit is peppered with heavy gauss flechettes, and he notices some burning, but he's unharmed.
Eneri, with a rush of adrenaline, flies directly towards the emplacement, firing the strange weapon on his arm. Now it's clear that this is a kind of fusion gun. But its operation feels nearly effortless; he's impressed with how smoothly both it and the battledress handle. It might have just a bit more power than normal, as well.
Attack. The Fusion Gun is a support weapon as well.
Attack: 4D (13) < 13 (C+S) + 6 (Burden) + 5 (Tactics Mod). Success.
[SIZE=-2]
Attack 2 (doesn't happen): 4D (17) < 13 (C+S) + 6 (Burden) + 5 (Tactics Mod). Success.
Attack 3 (doesn't happen): 4D (8) < 13 (C+S) + 6 (Burden) + 5 (Tactics Mod). Success.
[/SIZE]
Damage: The gun bathes the walker unit in fusion fire, and Eneri sees smoke -- looks like the unit took a little damage. I'll roll Pen first, then Burn.
1: Pen(6,6,6,5), Pen and Burn damage = 4,4,2,2, 3,3,6,6. Ar = 38.
2: Pen(6,5,4,3,2,1), Pen and Burn damage = 1, 4,3,1,1. Ar = 34.
[SIZE=-2]
(doesn't happen) 3: Pen(6,4,4,3,3,3), Pen and Burn damage = 2,1, 1,1,1,1. Ar = 30.
(doesn't happen) 4: Pen(6,3,2,2,2,1,1,1), Burn = 4, 2, Damage = 3, 3. Ar = 26.
(doesn't happen) 5: Pen(6,6,6,5), Pen and Burn damage = 4,3,3,2, 5,4,2,6. Ar = 22.
(doesn't happen) 6: Pen(5,5,4,3,2,1,1), Pen and Burn damage = 1, 5,2,2,1. Ar = 18.
[/SIZE]
Result: The character driving the unit is seriously injured with 27 points of damage total. The unit goes silent; presumably the driver was cooked. Most of the unit's armor is burned away.
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