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urbwar
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Post by urbwar »

ok, I just posted in the other thread with my to hit and damage rolls.

BASHMAN: How do I roll for Burnout using the rollers? I need to check that since it's a limitation on my attack power
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Post by BASHMAN »

urbwar wrote:ok, I just posted in the other thread with my to hit and damage rolls.

BASHMAN: How do I roll for Burnout using the rollers? I need to check that since it's a limitation on my attack power
instead of using the "BASH" button, use the "Dice" button and imput 1d6.
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Post by Harrigan »

Saker wrote:The Sky Marshall and probably the Major too have been waiting for you to ask us to roll attacks when we reach our Priority. If we take too much initiative, we can sometimes get ahead of your story line.

Before SM attacks, I need to know the distance between Sky Marshall and the Ratzi's and how far and many are the Ratzi's. I'm thinking to disarm the lot of them, and I need to know how many points to spend in range and area.
Sorry for any confusion here. Range to the four nearby Falke Truppen is 10 squares, and I think we established they were perhaps 3 squares apart from one another. That help?

For the current situation in terms of Priority and HP/HD, see here, btw: http://bashtalk.org/modules.php?name=Fo ... 2620#12620
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Post by Harrigan »

...and just now noticed that SM's post is actually already up. Let's say this -- since it looks like MM is going to incinerate one of them (actually, is that true, Meteor? What will the effect of the eye beams look like so I can describe it correctly...), let's say SM can scoot in close enough to try and disarm the other three.

I'm not 100% sure what you're rolling on in the IC thread there. The disarm *will* require a Called Shot, right? Can you explain the rolling you're doing -- looks like you've bundled in the defense... is that typical?

And ouch on the Burnout, MM. Perhaps explained by him expending so much energy in getting on-scene as fast as he did, or because of the fact that he's coming fresh from a different battle?
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Post by Saker »

I'm not 100% sure what you're rolling on in the IC thread there. The disarm *will* require a Called Shot, right? Can you explain the rolling you're doing -- looks like you've bundled in the defense... is that typical?

Yes. Disarm is a Called Shot +10 to Defense. I bundled it to make it simpler. I needed that difference to be higher than 20 for the AWP to function.
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Post by bigsteveuk »

Blockade
I'm still a little unclear on why you rolled twice if you're not using the burst / area attack, though.
First roll to hit (called shot which has hit a jet pack)
Second roll for dmg
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Post by Harrigan »

BSUK -- cool, but please call out what the specific rolls are for in the future.

Saker, can you combine Attack Weak Point and Disarm Expert?

I'm getting how you've broken things down, though. Just for clarity and consistency's sake, don't bother packaging up the defense value in your roll -- just would like us to all handle it the same way. We can pretty easily take it from there in figuring out if you beat the defense roll by 10, 20, etc.

Couple of questions for Bashman / the group -- for this Arc attack to work, it needs Range as well, correct? In which case, based on what's been described, I'd recommend going with a medium cone -- so no need for range, and I think that could easily hit three of the troopers.

So I'd arrange the Variable Special Attack this way:

Medium Cone (2)
Attack +2 (2) for a total of +4 to hit
Damage +1 (1) for a total of +4 damage
(And then include the +2 for Disarm Expert as well.)

And based on Saker's attack roll of 36, all three troopers must roll Brawn vs. Damage to keep hold of their weapons, yes?

That damage roll (without AWP) was 28, so there are the three (Brawn 1) trooper rolls:

Trooper 1: [bash]1,0,0 = 762552939 [/bash]
Trooper 2: [bash]1,0,0 = 999229606 [/bash]
Trooper 3: [bash]1,0,0 = 1375866815 [/bash]
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Post by Harrigan »

There we go. We'll figure out the correct / preferred mechanics from here, but I'm going to proceed with the thread as though all three troopers were disarmed.

Cool?
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Post by urbwar »

Harrigan wrote: And ouch on the Burnout, MM. Perhaps explained by him expending so much energy in getting on-scene as fast as he did, or because of the fact that he's coming fresh from a different battle?
They way I described the burnout is kind of a short circuit effect. So when he fired at the trooper, the power just shorted out. I kind of like that happening, cause it forces me (and the character) to not just rely on those powers effected by the burnout. It's kind of why I did that. I've all ready got an idea of what I might do next, once Meteor figures out the power isn't working.

So unless I decide to push myself, I can't use it again for the rest of the scene, which is cool with me. Makes things more interesting :)
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Post by Harrigan »

I hear you, urbwar. You'll probably see soon enough that some of the opposition have some similar limiting factors. :)

New IC post is up, pretty much finishing off the page. I'm not going to call for more rolling for Priority, let's just roll with the existing order. After Unknown Soldier's action, we'll reset and start at the top.

A recap:

MM & SM have more or less taken the four flying Germans out who were pelting the GIs. Three of them are only unarmed -- they might get back into it if things get desperate, but for the most part treat them as eliminated / retreated.

American Rubber, Blockade and Lady Paramount are more or less surrounded by the three walking tanks -- one of which is about to be attacked by US.

Cauchemar is behind a warehouse and some heavy crates across from where the now-alerted Germans are swarming around the two flying-wing planes.

Overhead, there are still 20+ flying rocket troops, and it's not clear now what's going on down at the admin building.

Any other questions, fire away.
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Post by Saker »

Cool?
Cool.

I went with Medium Arc (8x1 squares), because I meant to target only 2 of the troopers. Medium Cone is like burst and doesn't require a to hit roll. I thought I could roll higher with the DE +2 dice bonus, which is why I went with Arc. AWP coupled with DE gets applied to the weapons. Unobtainanium easily taken weapons need lots of damge to disarm.

BTW. SM disarmed the troopers, because even if he had only shot them to unconscious, the fall would have certainly killed them. SM hasn't switched to the war-mode of killing yet.

cheers
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Post by Harrigan »

Saker wrote: BTW. SM disarmed the troopers, because even if he had only shot them to unconscious, the fall would have certainly killed them. SM hasn't switched to the war-mode of killing yet.
I figured -- most excellent. Probably unlike Blockade, at least. For my understanding of the rules, though, if you chose an arc, since you're a few squares away don't you also have to add at least Close Range?

urbwar, we didn't settle the matter of the eyebeams. Taking a German out gently, or melting his face? :)

For descriptive purposes, others should also let me know if they're attacking in lethal fashion or not...
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Post by BeardedDork »

how much open space is between Cauchemar and the SS, are they reacting to his detachment or to the heroes in general?
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Post by Harrigan »

About a hundred feet or 20 squares. They are reacting to Winters' gunfire, so are indeed focused on your general direction...
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Post by Saker »

I figured -- most excellent. Probably unlike Blockade, at least. For my understanding of the rules, though, if you chose an arc, since you're a few squares away don't you also have to add at least Close Range?
At the time, I had been trying to hit two troopers three squares away from each other, so 5 squares in total. Medium arc provides for 8 squares at no range. I specified that SM flew closer to them to engage, ie. within 3 squares. That was what was in my mind at least.

From a mechanic point of view, I don't believe you need to add range on an arc.

cheers
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