It penetrates,
then detonates. The damage ends up being 3d5 + (1d3)d5, but there's not a very good chance at all of hitting more than one enemy with it. Looking back, I gave a straight total instead of the separate numbers last time you used it, so that's a mistake on my part.
*quickly sketches* At best, the far imp will only take 5 raw damage, and it has 6 health plus natural armor 1.
I think I like leaving the raw calculations in, it helps me to keep track of damage to armor and health better, and I'm going to try something new with the to-hit column - instead of a modifier, I'll try putting a target number. Just remember that it goes both ways - if you only need a 5 to hit something, it only needs a 5 to hit you back.
You quickly switch to Crowd Control mode. An imp claws at you, but misses. An imp claws you for (4+3=7, -2=5) damage. An imp claws you for (4+3=7, -2=5) damage. The far imp throws fire, and lands a direct hit! You take (2+3=5, x2=10, -2=8) damage. Your armor is beyond repair! [Splash damage is applied to Imps #4, #5, #6].
You fire your shotgun. Imp #4 takes [(2-1)+(3-1)] 3 damage. Imp #4 vanishes in a cloud of dust. Imp #5 takes [(3-1)+(5-1)] 6 damage. Imp #6 takes [(2-1)+(3-1)] 3 damage. Imp #7 takes [1-1] 1 damage.
INVENTORY:
82 HP
Armor Rating 0
0 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Completely Ruined Heavy Armor (Worn)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
116 Bullets
11 Shells
196 Experience Points (20 for killing Imp #4 + 2 for extra damage dealt to Imp #4)
87.5 Rage Points
0 Over Points
Enemy | HP | Armor | To-Hit | Weapon/Attack | In Inventory |
Imp #4 | Dead | 0% | - | Claws | No Items |
Imp #5 | 15% | 0% | 8 | Claws | No Items |
Imp #6 | 60% | 0% | 8 | Claws | No Items |
Imp #7 | 25% | 0% | 14 | Claws, Fire | No Items |
Imps can't be killed by other imps (though they certainly can be reduced to 1 HP that way), and they are focused enough on their goals to not start infighting while the original threat is present.