CT1 IP3 Free Action: Turn PAN Wireless Off
CT2 IP2 Free Action: Re-boot Comm
Ok, so turning Wireless Off doesn't affect the MARKs that a potential hacker would have on James' link, and gear, correct, only the potential hacker would not be able to Attack/Sleaze/Spoof Command/etc. while Wireless is turned off?
I don't have any bright ideas for what to do with CT2 IP2 Free Action, so we'll drop that. I'd like to say that I just had a mix-up moment with my action economy here, but truth is, I keep thinking that rebooting is Free. Unless I'm GMing matrix stuff. Then I never forget
James will go Full Defense again, taking a -10 hit to his Initiative.
For Spirit Defense I have: REA (7) + INT (9) + AGI (11) + Combat Sense (4) = 31 dice. Wow. . .
Defense:
31d6t5 14James isn't worried about the ork with the blood in his eyes and his puny uzi. Page 179 of the
CRB says you still get Full Defense dice, and page 286 says Combat Sense applies to all melee or Ranged attacks, so that should be good to go as well. If I'm missing something, I may rethink this, as I'm counting on a better-than-average roll already here. Against #4's Suppressive Fire I have: REA (7) + Edge (5) + AGI (11) + Combat Sense (4) - Suppressive Fire Hits (6) - Environmental Mods (4) - Subsequent Attacks (1) = 16 dice.
Defense:
16d6t5 7Got lucky.
Also, by my count the ork spent 3 rounds on CT1 IP2 and 6 rounds on CT2 IP1, putting him at 15 rounds of ammo. That'll shrink the Suppressive Fire area by 4 meters to 6 meters total. If it's centered on James he can move 3 meters in either direction to exit the Suppressive Fire zone. His Running Rate of 22 meters a turn breaks down to 5.5 meters if broken into 4 passes (but James went Full Defense costing him a pass) or just over 7 meters if broken into 3. Let me know if I'm off on this. I understand that James will need to make another Defense Test when he moves out of the zone -- or at least that's my understanding of the rules. Walking on the other hand, puts him at just shy of 3 meters for 4 passes and just over 3 meters at 3 passes.
Bonus Free Action: James will look up at the ork and in his calmest, most deadpan, and most chilling voice say,
"Stop that."Do you mean #6 Action Unknown unless James makes an Observe in Detail?
James' corrected Initiative: 12.
It's doubtful that the ork will heed James' warning and throw his gun down, and I guess that I could use a Simple Action to Take Cover, and then move out of the Suppressive Fire zone without taking an additional Defense Test. That sounds promising, but I think James is going to take the two adages that the best offense is a good defense and that the best defense is a good offense as simultaneously true.
CT3 IP2
Simple: Throw CS/Teargas grenade through the hatch in the conning tower and into the hull of the sub
Simple: Take Cover
Free: Ready HE Grenade (This is the last one from the team inventory)
For Throwing the grenade I have: AGI (11) + Throwing Weapons (4) + Aerodynamic Spec (2) - Suppressive Fire Hits (6) = 11 dice.
Throw grenade inside sub:
11d6t5 3Let's see what the ork thinks about another grenade coming his way. Hopefully, that'll stop the Suppressive Fire he has going.
CS/Teargas has Penetration 0, Power 8, and a Speed of 1 CT. GM's call on how the cramped quarters of a sub affects things, if at all. 10 meter radius, but again cramped quarters of a sub, so unsure how that will play out. 1000 cubic meters seems particularly nasty, but so does a gas grenade inside a sub.