Gilga, Big Guns, Saithor, sorry to lose you from current mayhem, but hubba hubba on London!
ScytheKnight - welcome!
With your IC preceding the current moment where the big ghoul attack happens, my next IC will quickly flash back to Al greeting you, then move up to my own actions in the coming struggle for survival!
First up, though, OOC for the fight:
Aria - you've got all my defensive rolls back in post 1184.
I think my IC going into this was pretty clear we were assuming an ambush here, but I'll admit I brain-farted the possibility the would come from inside the tanks. So if you decide a surprise roll is needed, those are there too.
Actions: Al will use movement to link up with Spike in the center (hopefully the time they take to climb out of the tanks will give him a couple seconds to set up where he wants to be), and free actions to call anyone else that wants to make a circle there to join us (back to wall may be better, but I can't leave Spike alone in the center, nor can I put myself at what would effectively be the furthest point from where I told Ichiro to go).
Each pass, his two simple actions will be Aim (for extra die) then Single Shot (pump action).
Limit will be 4.
No light or recoil mods in my current configuration.
Will only shoot at any ghoul once, since I know there will be a follow up shot from my back-up drone.
Remington 990 shotgun is on Narrow Spread, so just one target.
Target gets -1 on defense, and since these are feral I am assuming no serious armor, which will make the DV 13P.
First some initiative rolls:
Oh, damn it - Invisible Castle is down.
I don't have time with this, so I am going to roll real dice!!!!
11+2d6
3 1 = 15
5 1 = 17
2 1 = 14
4 3 = 18
Okay, that's four turns, at two passes per turn - enough to empty my 8-cartridge clip.
Shotgun - naturally take any negative mods (in melee combat?) off one end of the line...
Agility + skill + spec + aim = 12 dice
5 5 2 4 5 4 6 3 3 2 5 4 = 5 hits
3 2 6 3 4 3 1 6 4 4 3 2 = 2 hits
6 4 3 6 4 5 6 3 2 6 4 5 = 6 hits
1 1 6 5 2 2 5 5 2 2 4 6 = 5 hits
2 5 2 6 6 3 5 5 6 3 6 6 = 8 hits
4 3 6 2 6 3 1 3 3 4 5 6 = 4 hits
5 6 6 3 3 5 6 4 4 6 3 1 = 6 hits
4 5 3 5 6 2 1 6 2 3 2 4 = 4 hits
That empties my buckshot clip.
If there are more, will melee with shotgun butt.
Accuracy is 3.
Damage is 6P, no AP mod, no Reach.
Agility + skill + specialization = 11 dice
6 2 4 5 5 2 6 2 2 1 1 = 4 hits
3 2 6 6 1 4 4 6 3 4 4 = 3 hits
2 1 2 3 4 5 5 5 6 1 2 = 4 hits
Spike's initiative
9+2d6
4 5 = 18
3 3 = 15
4 1 = 14
5 4 = 18
Spike's attack
DV is 7P.
AP is -1, but as I said, I am assuming they are not armored.
Agility + skill = 10 dice
Limit is 6
6 2 1 6 5 4 4 5 4 3 = 4 hits
6 2 6 1 2 1 6 5 1 3 = 4 hits
3 1 6 3 2 4 5 4 2 3 = 2 hits
5 5 3 4 6 3 3 2 6 6 = 5 hits
1 4 4 3 1 1 6 4 3 2 = 1 hit
2 5 3 4 5 4 5 6 4 3 = 4 hits
1 4 2 6 5 5 4 2 6 3 = 4 hits
1 4 4 4 1 6 3 2 1 3 = 1 hit
Finally, do we have a very rough idea of how many ghouls there are?
Dimensions of the room?
How many exits?