This is my proposed dice thread. I'd use it for sure, but it may be helpful to other teammates as well. You don't have to worry about keeping up with it since we could link it in every post.
(1d100)[64] vs WS of 35, +10 for short range, +10 for aim. (1d100)[92] (1d100)[74] (1d100)[43] (1d100)[97] (1d100)[94] (1d100)[32] (1d100)[43] (1d100)[47]
Further Acid Spitters, on Delta-Rho's side: (1d100)[88] (1d100)[86] (1d100)[5] (1d100)[71] (1d100)[53] (1d100)[7]
Behind cover, your legs and body are covered. Meaning any result of 31-70 has to penetrate that first. That is, after swapping, right.
8 remaining Spitters: (1d100)[91] vs WS of 35, +10 for short range, +10 for aim. (1d100)[11] (1d100)[85] (1d100)[40] (1d100)[36] (1d100)[26] (1d100)[15] (1d100)[38]
The less fortunate Delta-Rho, rolls:
6 remaining Spitters: (1d100)[48] (1d100)[7] (1d100)[36] (1d100)[83] (1d100)[74] (1d100)[42]
Also, Rippers:
Four try and leap the rail, to get at yer soft bits (which, in it self, is a bit of a challenge on a tech-priest):
(1d100)[99] vs. 40, +10 for running start (1d100)[38] (1d100)[1] (1d100)[66] (1d100)[54]
One unfortunate critter makes a heroic effort, but breaks it's fragile spine as it collides headlong with the railing. Another falls short, but two manage to get inside striking range.
Weapon skill 30, +10 for charge: (1d100)[8] (1d100)[39]
If succesful, this is how they work. As they rip and tear, they collectively rip apart protection to finally disembowel their prey. As such, they roll a measly 1d5+1 damage. Plus one for each consequtive hit (which I'll have so much fun keeping track of.
So ...... these first two cannot penetrate. Except on a perfect roll. For which eventuality:
(3d10)[9][1][10](20) + 5 WP + 1 Power Well + 1 Staff
Damage healed to follow.
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Overbleed a bit, had 27. I Overbleed...3 times. So, healing Rho twice, and Wormwood once.
Rho Heals: (1d10+5)[8], (1d10+5)[8]
Wormy Heals: (1d10+5)[13]
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The Reevaluation of Evangelion (Adeptus Evangelion: BL) Beyond the Grace of the Emperor (Dark Heresy) The Vision of Light (Exalted 2.5E) The Fall of the Realm (Exalted 2.5E)
Fate Point reroll for Tech Use, +10 makes 53 target number.
(1d100)[100]
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Half Action, Parry: (1d100)[10] against WS 32, ****.
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Alrighty, rolling for hitting. I had braced and aimed and then let loose full auto. Given all those that's at least +40 so I'm looking at 100 or below to hit.