[roll0] on Area Knowledge (Vermont) 12
[roll1] on Current Affairs (Regional) 8
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[roll0] on Area Knowledge (Vermont) 12
[roll1] on Current Affairs (Regional) 8
Can do. Doing the old faithful of reaction+Diplomacy - if the skill roll succeeds then the lowest the reaction roll can be is Good. I don't think our reputation works on the Funny Platoon, given we made that settler-focused and, well, the Funny Platoon know who we are anyway but have their own angles.
Reaction: [roll0]
Diplomacy 15: [roll1]
Sean practices his skills on the prisoner (taking some extra time assuming a high-ish effective TL and "ordinary" wounds):
[roll0] on Physician 12? (10 skill, +2(?) extra time)
Reputation 1: [roll0] on 10-
Reaction: [roll1]
With the -2, that's Diplomacy 13: [roll0]
Since the Rangers were leaving, Tariq has switched from manufacturing underbarrel grenade launchers to something the theam does not have a substitute for... an RPG-7!
[roll0] on Engineer (Small Arms) 16 (12 skill, +1 attentive, -1 an expensive invention, +1 for TL, +1 for some extra parts and +2 for some extra time) taking [roll1] x120 min
[roll0] bugs
Tariq will have the first slightly buggy prototype some time early tomorrow.
[roll0] Sean's reaction with stations inside the state
Then we try to reach stations outside of the state:
[roll1] the guy's Electronic Operations (Comm)
[roll2] Sean's reaction with stations outside of the state
A HEAT round for RPG-7 costs $150 modified by TL7 and includes x3 CPS. A training round would cost $50, probably still at TL7. So, let's have Tariq make it...
Spending $80 of assorted parts and chemicals (related) for a total effective cost of $160, which is x4 of the final price tag of $40 (10% of $400 the training round costs). Using no extra time.
[roll0] on Engineer (Small Arms) 17 (12 skill, +1 attentive, +1 for $400 invention, +1 for TL7, +2 for extra parts) taking [roll1] x10 min
Rolling for bugs: [roll0]
So, Tariq makes two of them in about 20 minutes, bug-free. Sean then tests the invention with one round:
[roll0] on Guns (LAW) 16 (14 skill, +3 acc, +2 aim, +1 determined, +4 hex, -8 range)
...and maybe learns what the grenade launcher's bug is...
Making a thermobaric warhead for an RPG-7 grenade:
[roll0] on Explosives (Demolition) 20 (19 skill, +1 attentive) using $320 worth of materials and [roll1] x20 min of time
Rolling for bugs: [roll0]
Tariq makes 4 perfect thermobaric warheads in some 40 minutes. Sean is absolutely amazed and since this is so many so fast asks Tariw to make some more rocket tails too (one we have from the unspent training round).
Spending $80 of assorted parts and chemicals (related) for a total effective cost of $160, which is x4 of the final price tag of $40 (10% of $400 the training round costs). Using no extra time.
[roll0] on Engineer (Small Arms) 17 (12 skill, +1 attentive, +1 for $400 invention, +1 for TL7, +2 for extra parts) taking [roll1] x10 min
Rolling for bugs: [roll0]
That's one perfect rocket tail and we make a break to have a lunch. Tariq will try to make more later today and Sean takes his two.
[roll0] normally recognized on 10-, but maybe people here at the base would have another target number or should just know
[roll1] reaction roll (an extra +3 if the reputation applies)
What I meant was, Sean's Reputation automatically applies, you did not have to roll for it. The militia would obviously know of Sean and his relevantly recent past.
So the reaction bonus +3 increases the roll.
The Union reaction [roll0] and diplomacy [roll1]
[roll0] on Navigation 17
[roll1] on Driving 16
[roll0] on Observation 15 (15 skill, +3 scope, +5 extra time, -8 range)
[roll1] on Stealth 16
[roll2] on Observation 15
[roll3] on Traps (Per) 15
[roll4] on Tracking 13 (modified by tracks age, terrain, and extra +6 if it's group of men)
[roll5] on Search 15
[roll0] on Stealth 16
[roll1] on Traps (Per) 15 (and +1 extra time?)
[roll2] on Observation 15
[roll3] on Tracking 13 (modified by tracks age, terrain, and extra +3/+6 if it's man/group of men; mostly for anything new the NVG guy could not remember, not trying to follow right now unless ignoring seems imprudent)
Weeeell... at least Sean should be able to notice if he has been noticed and cut the exposure rith away (so far, he's not subject to darkness penalties).
[roll0] on Stealth 16
[roll1] on Observation 15
With a skill of 16, that's just a fail by 1, which might not even cause Sean to be noticed depending on how the observing party rolls, given the range, the darkness and the short time which should not allow them the full use of binoculars as those might be pointed elsewhere at the moment.
[roll0] on Perception 11 (15 base, -4 modidier)
[roll0] failing part
[roll0] Dodge 9 (9 base, -2 modifier, +2 extra effort)
[roll0] Hit location
[roll1] Damage