JIC: 1d20;1d100
Paranoia Thought Text
Ugh, can this idiot not shut up?...Wow. I can't believe he's just laying everything out like this...Ya, Ya can we just get on will killing the guy. I don't want us to end up like the girl on the wall...Ya, That's not going to happen...it better not...Oh now John is talking...damn it that all talk too much...Crap. Turrets. Wolf stands impassively looking at the man as he rattles off his plan in its entirety. Wolf rolls his eyes at the overly dramatic actions of the good doctor.
When the turrets drop from the ceiling Wolf is immediately engaging them. He yells at his wolves, "Fang reduce their numbers! Shadow Find me a way around the Forcefield!" Wolf keeps an eye on the bottom screen in his helmet that shows Shadow's POV.
If Shadow is able to get around the Forcefield Wolf will ricochet a shot around it off of Shadow's own forcefield. Take action from where its needed if it is needed. Ricochet Strike: 1d20+6; Damage: 1d4*10; 1MD will be dealt to Shadow's FF.
Combat:
APM: 12
Init: 1d20+29
Consumable Expenditures:
NE-6SL Speed loader: 7/9
NE-6SL: 2/6 remaining
Personal FF Active: 160/160
All shots are at the turrets.
Action 1: Dual Pistol Shot; Right Strike: 1d20+6; Damage: 1d4*10; Left Strike: 1d20+6; Damage: 1d4*10
Action 2: Dual Pistol Shot; Right Strike: 1d20+6; Damage: 1d4*10; Left Strike: 1d20+6; Damage: 1d4*10
Action 3: Dual Pistol Shot; Right Strike: 1d20+6; Damage: 1d4*10; Left Strike: 1d20+6; Damage: 1d4*10
Action 4: Dual Pistol Shot; Right Strike: 1d20+6; Damage: 1d4*10; Left Strike: 1d20+6; Damage: 1d4*10
Action 5: Dual Pistol Shot; Right Strike: 1d20+6 Nat 20; Damage: 1d4*10 x2 = 60 MD; Left Strike: 1d20+6; Damage: 1d4*10
Action 6: Dual Pistol Shot; Right Strike: 1d20+6; Damage: 1d4*10; Left Strike: 1d20+6; Damage: 1d4*10
Action 7: Reload Right Pistol: Speedloader
Action 8: Reload Left Pistol: Speedloader
Action 9: Dual Pistol Shot; Right Strike: 1d20+6; Damage: 1d4*10; Left Strike: 1d20+6 Crit; Damage: 1d4*10 x2 = 40MD
Action 10: Dual Pistol Shot; Right Strike: 1d20+6; Damage: 1d4*10; Left Strike: 1d20+6; Damage: 1d4*10
Action 11: Dual Pistol Shot; Right Strike: 1d20+6; Damage: 1d4*10; Left Strike: 1d20+6; Damage: 1d4*10
Action 12: Dual Pistol Shot; Right Strike: 1d20+6; Damage: 1d4*10; Left Strike: 1d20+6; Damage: 1d4*10
Auto-Dodge: 1d20+18; 1d20+18; 1d20+18; 1d20+18; 1d20+18; 1d20+18; 1d20+18; 1d20+18; 1d20+18; 1d20+18; 1d20+18; 1d20+18
Fang takes an aggressive stance at the start of combat. Traversing his Gatling gun up to hammer the turrets now threatening the Roughnecks. Fang mostly focuses on atticking with a couple of actions dedicated to dodging incoming fire.
Fang:
APM: 6
Init: 1d20+4
Action 1: NE-700 burst; Strike: 1d20+2; Damage: 4d6*10
Action 2: NE-700 burst; Strike: 1d20+2; Damage: 4d6*10
Action 3: NE-700 burst; Strike: 1d20+2; Damage: 4d6*10
Action 4: NE-700 burst; Strike: 1d20+2; Damage: 4d6*10
Action 5: Dodge: 1d20+6
Action 6: Dodge: 1d20+6
Shadow dips off to the side. Using the the tremor sensors to get a feel for the vibration bouncing back from the Forcefield Shadow works his way around the forcefield to locate and opening.
Shadow:
APM: 6
Init: 1d20+4
Action 1: Move to find a clear line to the doctor. Dodge: 1d20+6
Action 2: Move to find a clear line to the doctor. Dodge: 1d20+6
Action 3: Move to find a clear line to the doctor. Dodge: 1d20+6
Action 4: Move to find a clear line to the doctor. Dodge: 1d20+6
Action 5: Dodge: 1d20+6
Action 6: Dodge: 1d20+6