USH'S MATRIX GAME- The Dojo

Started by Fire71 pages

I'm doubting between the ingram and the glock18 but what the hell is bulk actulay?

I voulenteer for the mock mission,
i wanna kno if we get guns

i'm thinking we would, for those of us that want them. And as long as both the teams are fairly balanced, i won't mind who is in what team.

We shall deal with bulk soon but basically it is how awkward it is to carry. For one fight in here don't worry about it, Fire.

Yes, you get guns in the mission- you get the same loadout you would get on Assignment, as I said.

It is more a game than a mission, actually.

Do you have a preference of team, Burn?

okie ingram it is

The one where I am needed the most,
the pone where the ppl have the lowest gun score.
Its nice to be needed

Always good to have a niche.

The guards are armied with Glocks, Fire. You go first.

anyone wanna fight,
im bored!

as I see the guard entering the room I jump sideways to a wall walk along the wall I draw my ingram machine gun and shoot 3 Bursts in the first guy and 3 Bursts in the second cop
(attack gun, 1 focus point leaping storm for running along the wall)

Ok, let us analyze this for you all...

Fire's gun skill is 3. For firing at two targets he gets -2 to hit on each one. But for firing three bursts on each one, he gets +2 back- one for each burst beyond the first.

So, he fires at a 3. The Cops have a defensive value of zero, they both dodge to take that to two.

So, Fire would normally need a 3-7 to Hit the cop, and 8 or more to Out him.

However, if he hits, he will get: +2 to the final number for his Coppertop Killer (that has gone down a bit since my original typing of it which I shall edit soon) and +1 for using burst fire against mundanes.

Fire rolls: +1 on the First cop, +3 on the second cop.

That is 4 and 6, both hits. As they are hits, they get their bonuses from Coppertop Killer and burst fire:

So that becomes 7 and 9. First Cop is Hit, second is Out.

One of them falls back wounded and the other is blown back dead, Fire. You just fired eighteen bullets, so you can see that there is a lot of bullet spewing done in this game!

The three cops still standing level their guns and each one fires three shots at you, Fire

(Note- those 'three shots' are single attacks but do more damage)

Your defence, Fire...

I defend, without dodging

Well, they all roll negative, which doesn't give them much hope...

Cop 1: Hurt (5)
Cop 2: Ok
Cop 3: Ok
Fire: 12/0/-1

Your move, Fire.

Note that 'Hit' enemies now have numbers by them- the amount they were hit by. This number reduces from the amount needed to Out them next time they are hit.

as I am between them now, I spread out my arms and shoot 3 bursts at cop 1 and cop 3

sounds like fun, im next in line to play ush's "lets slaughter cops until our fingers bleed from too much typing" game.

Split which way?

damn that needs to be 5 bursts , 2 at cop1 and 3 at cop 3

With 33 bullets in those two attacks, that is still two bullets- and so one burst- too many I am afraid, Fire...

I am sure you will thrash anything this simulation creates for you, Burn!

2 and 2 then (an ammo update might be useful too when you give us the focus, exter and dam)

he he he
thrashing=fun!!!

Nope! People can keep track of their own ammo or find out the hard way. That is deliberate. In future your attacks simply cock up if you are not counting bullets.

Cops dodge, Fire fires with an effective skill of 2 (-2 for two targets, +1 for two bursts)

Fire rolls: -8 (oops!) and +4. +4 is 6, +2 for coppertop killer and plus one for the burst takes that guard Out... other attack is Countered- a plain Miss in fact.

Bad bullet in the chamber you think, Fire. Made the gun kick. Still, your second target is doornailed, as the guards each fire another three bullets at you...