Location: Center City near midnight.
The serpent’s head smashed into the passenger window. Oww! Phantom heard the woman officer scream in pain.
Within the garbage truck, Phantom heard a communications device sound. “Sam, this is Centurion. Dr. Morrow has created a force field within the patrol car. We can’t get him out. Collect your trash ASAP. We will need to bring the whole freakin car back to the Citadel in your truck.
Ffstt. Ffstt. Thuk! Thuk!
Arrows flew across the sky and struck both the tires on the opposite side from where the driver was standing. The tires deflated and the garbage truck leaned slightly to the side.
The hooded bowman parkour down the side of the building next to the cruiser with the drugged police officer. He snatched the police radio off the officer’s belt. The bowman to the alley, then drove on a motorcycle in the direction that the third patrol car had gone.
The flying bumper twist around like a boomerang. It flew back towards the "trash serpent" at breakneck speed....
...and then suddenly changed course towards "The Trash Man," and hit him instead. Unfortunately the blow was not enough to stagger the man, let alone bring him down.
...and then suddenly changed course towards "The Trash Man," and hit him instead. Unfortunately the blow was not enough to stagger the man, let alone bring him down.
Officer Perkins ran out of his car. He opened the trunk of his patrol car pulling out his shotgun. He aimed the shotgun at the garbage truck driver.
Ka-Boom!
Unfortunately Carl Perkins was still shaken from the collusion he was in. His aim was off, missing the ambushing Crusher.
Phantom blocked out all the distraction around him focusing on what he had heard. “Sam, this is Centurion. Dr. Morrow has created a force field within the patrol car. We can’t get him out. Collect your trash ASAP. We will need to bring the whole freakin car back to the Citadel in your truck.
“. . . not happening . . . “, Phantom says in a deep and ominous whisper as he pulls back on the trigger of his M203 Grenade Launcher.
FWUUMPH!
FWUUMPH!
The grenade streaked across the sky. It flew into the cab of the garbage truck.
DA-BOOM!
The communications device ceased emitting sound. The steering wheel was gone and the seats were on fire.
The man in the black mask and jacket stayed next to the patrol car watching the fight intently.
Officer Alice Walker struggled in the grip of the trash serpent. She drew her pistol but was unable to find a shot.
Ka-Blam!
She fired in desperation and the shot missed.
Officer Milford rose up from the other side of the car. He fired his service revolver at the trash serpent. His aim was true but it wasn’t enough to drop the debris beast.
The trash serpent yanked Officer Walker from the patrol car. It carried her over and dropped her in the back of the garbage truck.
The Garbage Man stretched his hands again. This time a debris dragon rose from the garbage truck. It attacked Officer Milford. He was able to roll with most of the blow. He grunted in pain but moved away from the trash monster.
Current Conditions:
Phantom Hit Points: 23 Power Points: 61 Invulnerability: 5
Right FN Five-seveN Pistol: 20 rounds
Left FN Five-seveN Pistol: 20 rounds
AR-57 Assault Rifle: 49 rounds
M406 High-Explosive Round Grenades: 3
<Due Date: August 31th, Actions, Goal, Reply?>
---------------------------------------------------
Street Patrol: Issue 12: On Target.
> PHANTOM’S IC RESPONSE <
BLAM!
The AR-57 round struck the garbage man in the head. The man was unfazed. The round shattered against his skull.
CREAK!
The front bumper to patrol car came off. It floated in the air briefly, and then spun toward the serpent. It missed the bobbing and weaving head of the trash beast.
SMASH!
The serpent’s head smashed into the passenger window. Oww! Phantom heard the woman officer scream in pain.
Within the garbage truck, Phantom heard a communications device sound. “Sam, this is Centurion. Dr. Morrow has created a force field within the patrol car. We can’t get him out. Collect your trash ASAP. We will need to bring the whole freakin car back to the Citadel in your truck.
“ . . . not happening . . . “, Phantom says in a deep and ominous whisper as he pulls back on the trigger of his M203 Grenade Launcher.
FWUUMPH!
> PHANTOM’S GOAL(S) <
Phantom doesn’t know who is who; or what is what, so he’s simply falling back onto his military training. He quickly assesses his surrounding environment, assigns threat levels, establishes primary and secondary targets, and at the same time begins to plan a route for an emergency egress.
His primary target ( the one he just fired on with his grenade launcher ) at the moment is the interior cab area of the garbage truck. He wants to take that out first hoping that it will not only eliminate the trash-powered freak’s mode of transportation, but also wipe out communications between the garbage-based mutant and the rest of his group ( group = the person(s) that were communicating with him just moments ago ).
After firing his grenade launcher Phantom will reload it immediately ( I'm assuming that doesn't require an action? ).
> PHANTOM’S OOC RESPONSE <
I was just wondering, Tom – if for some reason our characters should find that they wanted to stay together as a group after all is said and done – would that actually be an option or did you want to keep them running separately?
And in case I have forgotten to mention it – I’m really looking forward to the rest of this story arc – I think you’ve done a great job with the campaign thus far Tom and the rest of the players have made it a real joy to come back to week after week.
Talk to you all soon,
-Kev
> PHANTOM’S IC RESPONSE <
BLAM!
The AR-57 round struck the garbage man in the head. The man was unfazed. The round shattered against his skull.
CREAK!
The front bumper to patrol car came off. It floated in the air briefly, and then spun toward the serpent. It missed the bobbing and weaving head of the trash beast.
SMASH!
The serpent’s head smashed into the passenger window. Oww! Phantom heard the woman officer scream in pain.
Within the garbage truck, Phantom heard a communications device sound. “Sam, this is Centurion. Dr. Morrow has created a force field within the patrol car. We can’t get him out. Collect your trash ASAP. We will need to bring the whole freakin car back to the Citadel in your truck.
“ . . . not happening . . . “, Phantom says in a deep and ominous whisper as he pulls back on the trigger of his M203 Grenade Launcher.
FWUUMPH!
> PHANTOM’S GOAL(S) <
Phantom doesn’t know who is who; or what is what, so he’s simply falling back onto his military training. He quickly assesses his surrounding environment, assigns threat levels, establishes primary and secondary targets, and at the same time begins to plan a route for an emergency egress.
His primary target ( the one he just fired on with his grenade launcher ) at the moment is the interior cab area of the garbage truck. He wants to take that out first hoping that it will not only eliminate the trash-powered freak’s mode of transportation, but also wipe out communications between the garbage-based mutant and the rest of his group ( group = the person(s) that were communicating with him just moments ago ).
After firing his grenade launcher Phantom will reload it immediately ( I'm assuming that doesn't require an action? ).
> PHANTOM’S OOC RESPONSE <
I was just wondering, Tom – if for some reason our characters should find that they wanted to stay together as a group after all is said and done – would that actually be an option or did you want to keep them running separately?
And in case I have forgotten to mention it – I’m really looking forward to the rest of this story arc – I think you’ve done a great job with the campaign thus far Tom and the rest of the players have made it a real joy to come back to week after week.
Talk to you all soon,
-Kev
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GM Reply
It only take movement for Phantom to reload his grenade launcher.
If the Street Patrol PCs want to create a team they can. It doesn't have to be all or none either. It can be 2, 3, or all 4 chosing to become a team. It is up to you, I can easily adjust my campaign materials.
Thanks
Tom
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I feel bit uncomfortable addressing the stuff in this email; since it almost feels as if it were meant as a private one-on-one kind of a thing, but since it was forwarded to me I guess I will . . .
JOHN WROTE:
Just read Kevin’s response for Street Patrol. If I remember right he doesn’t have a rulebook, but thought with some advise he could get the effect he’s looking for.
- That might have been a slight miscommunication on my part – I have the 2.0 rulebook, but not the 2.1 version.
JOHN WROTE:
Just read Kevin’s response for Street Patrol. If I remember right he doesn’t have a rulebook, but thought with some advise he could get the effect he’s looking for.
- That might have been a slight miscommunication on my part – I have the 2.0 rulebook, but not the 2.1 version.
JOHN WROTE:
Grenades do 1d10 at truck that size needs probably 40 hp just to disable?
- Actually Tom has been kind enough to give me a small measure of latitude with designing ‘custom firearms’ ( thanks Tom ); which he of course approves of or modifies, which may have slightly different game stats then the very general and vague list in the V&V rulebook. The stats I initially work up for these weapons are based entirely on a combination of the V&V rules and on the real-world stats for these firearms. Here are the stats that Tom and I seemed to have agreed upon for the M203 Grenade Launcher and the M406 High-Explosive round its using:
M203 Grenade Launcher: +3 to hit, grenade type = damage, Ax5 range, single shot weapon, not capable of automatic fire. The M203 is a single shot 40 mm grenade launcher designed to attach to the bottom rail of several different weapons.
M406 High-Explosive Round: Often called the "H-E" round, this round is intended to produce kills and casualties on point and group targets, as well as destroying bunkers and doors. Although the round has a 2” Blast Radius like all other grenades, the round is designed to concentrate most of its damage within the area around the initial strike point. Anything caught within the 0” to 1” Blast Radius of this round will suffer 2d8-1 damage, 1d6-1 ( minimum of 1 ) if within the 1” to 2” Blast Radius.
I’ll start working on a broader, more complete list for us to work from in the future, Tom. This way we’ll have the stats and stuff already worked out, and all we’ll have to do is just refer back to it from time to time when Phantom changes up his weaponry.
JOHN WROTE:
If he makes a "Special Attack" on the head, he'll be getting the same effect Archer was going for on the tires/legs - plus cutting th the communication was excellent - hope it works - if nothing else it ought to give Bonesnapper a better chance to sneak up on Trashman
TOM WROTE:
You are correct John, I was treating Kevin's targeting the cab as a special attack in that area. So it should get the desired effect you are mentioning.
- A Special Attack roll sounds right – I probably should have been a little clearer in my response – sorry about that. I guess I’ve just gotten used to Tom being able to just read between the lines and knowing where I’m going with stuff – that’s my fault – shouldn’t go around making assumptions – my apologies again. My main goal with the grenade attack was to wipe-out his communications ( i.e. radio ) and the driving controls ( e.g. steering wheel, accelerator pedals, shifter, etc. ), and not actually the vehicle or the engine. So again – you’re right – a Special Attack does seem in order. In the event of a missed Special Attack, would the ‘area effect’ nature of the grenade still do damage to the vehicle?
Thanks again for bringing this stuff to my attention guys – I’ll try to put more detail into my future responses.
Talk to you guys soon,
-Kev
Grenades do 1d10 at truck that size needs probably 40 hp just to disable?
- Actually Tom has been kind enough to give me a small measure of latitude with designing ‘custom firearms’ ( thanks Tom ); which he of course approves of or modifies, which may have slightly different game stats then the very general and vague list in the V&V rulebook. The stats I initially work up for these weapons are based entirely on a combination of the V&V rules and on the real-world stats for these firearms. Here are the stats that Tom and I seemed to have agreed upon for the M203 Grenade Launcher and the M406 High-Explosive round its using:
M203 Grenade Launcher: +3 to hit, grenade type = damage, Ax5 range, single shot weapon, not capable of automatic fire. The M203 is a single shot 40 mm grenade launcher designed to attach to the bottom rail of several different weapons.
M406 High-Explosive Round: Often called the "H-E" round, this round is intended to produce kills and casualties on point and group targets, as well as destroying bunkers and doors. Although the round has a 2” Blast Radius like all other grenades, the round is designed to concentrate most of its damage within the area around the initial strike point. Anything caught within the 0” to 1” Blast Radius of this round will suffer 2d8-1 damage, 1d6-1 ( minimum of 1 ) if within the 1” to 2” Blast Radius.
I’ll start working on a broader, more complete list for us to work from in the future, Tom. This way we’ll have the stats and stuff already worked out, and all we’ll have to do is just refer back to it from time to time when Phantom changes up his weaponry.
JOHN WROTE:
If he makes a "Special Attack" on the head, he'll be getting the same effect Archer was going for on the tires/legs - plus cutting th the communication was excellent - hope it works - if nothing else it ought to give Bonesnapper a better chance to sneak up on Trashman
TOM WROTE:
You are correct John, I was treating Kevin's targeting the cab as a special attack in that area. So it should get the desired effect you are mentioning.
- A Special Attack roll sounds right – I probably should have been a little clearer in my response – sorry about that. I guess I’ve just gotten used to Tom being able to just read between the lines and knowing where I’m going with stuff – that’s my fault – shouldn’t go around making assumptions – my apologies again. My main goal with the grenade attack was to wipe-out his communications ( i.e. radio ) and the driving controls ( e.g. steering wheel, accelerator pedals, shifter, etc. ), and not actually the vehicle or the engine. So again – you’re right – a Special Attack does seem in order. In the event of a missed Special Attack, would the ‘area effect’ nature of the grenade still do damage to the vehicle?
Thanks again for bringing this stuff to my attention guys – I’ll try to put more detail into my future responses.
Talk to you guys soon,
-Kev
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GM
You are correct on the potential for damaging the truck with the area attack if you miss.
Here is how I resolve. It is a special attack so there will be two dice rolls to hit.
If the first roll hits but the second doesn't then the cab is missed but the grenade is in the same square as the truck so it gets the area damage.
if the first roll misses, I don't roll the second roll, I determine how many squares is missed by. First roll is a 1d8 to determine direction. An 1 is north of the truck and moving clockwise around the square from there. The second is the distance missed. I use the distance modifier chart to determine dice. A distance from 241 to 480 is -4, so I would use a 1d4 to roll. The roll is how many squares it missed by. I would then resolve the area damage for the square it lands in.
Thanks
Tom