@rednblack We're never going to be able to stay perfectly in order. Tomorrow should be fine.
@GloriousRuse -6 is maybe a little harsh. I'm thinking that you all have full body armor with helmets that have a full suit of vision sensors. That takes care of most of the low-light issues, although I grant that blowing snow could be a notable distraction. I'm not sure how much of an issue wind is at "Near" ranges. Certainly at Far. You all know better than I would.
I suppose this also might be related to how things work in my head vs. what I actually communicate. I was thinking that people getting into position to fire would bring them into the Near range, although I certainly never said as much out loud.
Aside: anyone else having trouble keeping track of which range is "Close" and which is "Near"? The two words are too synonymous for me.
Anyway, let's make the modifier -2 instead of -6. However, I see Swoopy's Firearms skill as 4, not 5. In the end we'll add 3 dice to each roll. Handy trick: you can make multiple rolls at the same time in Orokos. See here:
Extra shooting dice:
2#3d6t5 2 hits 1 hitDerp, if you follow that link you'll see I botched the syntax and left off the t5. I corrected things in the roll above to not confuse the issue.
So Swoopy ends up with 4 hits and 2 hits. However, he needs to reroll a success from each.
Rerolling successes:
2#1d6t5 0 hits 0 hitsHe ends up with 3 hits and 1 hit. Let's see how the bogie fares.
Bogie dodging:
Agility + Logic:
2#7d6t5 1 hit 1 hitSomeone could make the argument that I should roll them separately so that damage inflicted by the first shot could act as a negative modifier on the second shot. To which I say: in the spirit of Anarchy, let's keep the dice less complex rather than more complex.
In either case, Swoopy nails the mutt twice. I presume he's using his Colt M23 rather than his Browning. I don't know what he's packing but we'll call it regular ammo for the moment, with the understanding that he could have switched to it (knowing that the threat was a paracritter) from some other ammo type he might have had previously loaded. Anarchy's lack of action economy - excepting the "one move, one attack" default restrictions - means you have some additional flexibility to do things like this.
Long story short, the mutt takes 10P then 8P for a total of
18P, turning it into a fine red mist that quickly dissipates in the fierce wind.
@GloriousRuse feel free to update your IC post with the results, if you want, or I'll put them in mine.
Now we're on to the bogies.
Bogies#1 is stuck with an arrow, 6P-8P, and promptly retreats.
#2 is going to be electrocuted by the roto-drone.
#3 has 7S pending, also from the roto-drone.
#4 is vaporized by Swoopy, 18P. Haha, gross.
That leaves #2 and #3. They stop their howling and commence their attack run. Their initial target is Ité but Dan-Dan obliges them by running out into the storm. The Captain has not had her turn and so technically has not run out yet, such are the abstractions of turn-based combat.
I'm going to give #2 and #3 attacks, in the course of which they will be shot by Shiriki's drone. #2 is going after Ité and #3 is going after Dan-Dan. I'm going to give them a +2 for a charging attack. Under most circumstances I'm thinking that +1 for charging will be more appropriate for Anarchy, since the dice pools are generally lower than SR5, but in this case the bogies have the Movement power and are fast little fuckers as a result.
Bogie attack:
Agility 5 + Close Combat 3 + Charging 2:
2#10d6t5 3 hits 4 hits@Pap Renvela: You need to dodge 3 hits
@MDMann: You need to dodge 4 hits
Because the howling has stopped, you do
not need to reroll a success on the dodge roll.
Hellhounds do (STR/2)+2 with their bite attack so I'm going to use the same for the bogies. Strength is 4 so 4/2+2 =
4P+net hits for damage in case you don't dodge. It will go against your armor.
A word on Edge: Edge will refresh approximately once per "scene". I'll just tell you in advance that the current scene will end when the radar installation is destroyed. You can ration out your Edge accordingly. Don't forget that the Captain's shadow amps allow you to borrow her 6 Edge.
That said, since you're not in the middle of a thick firefight, you'll have an opportunity to repair your armor (or at least roll to repair your armor) once the bogies are dispersed, so you may want to save your Edge and let your armor do its work. That's up to you.
Another option: someone could use a Plot Point to "Live Dangerously". This would add a Glitch/Exploit die to their dodge test. I'll say that if they roll an Exploit, then they managed to backpedal and buy themselves an extra second or two, during which Shiriki does his thing and zaps the bogies, thus the remainder of the dodge roll is not necessary. Alternatively, if you roll a glitch then Shiriki shoots the bogie while it's clamped on your armor and Shiriki's stick-n-shock grounds out through you. You'll take
3S.
To prevent too much gaming of the system, you'll need to declare and roll the glitch die at the same time as your dodge roll. This can be done in Orokos by separating the two rolling syntaxes with a semicolon. For example, "6d6t5;1d6" gets you this:
Rolling example:
6d6t5 2 hits 1d6 5 (an Exploit!)@Jayde Moon You're free to chop bogie #3 to death on Initiative 0. It will be at -2 to dodge due to stun damage.
I think that's everything. Rolls to Pap, MDMann, and Jayde Moon.