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Deep Black Sea [5e OOC]

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Jack_Spade

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« Reply #375 on: <04-17-15/1454:56> »
Yes and yes.
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Volker

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« Reply #376 on: <04-17-15/2317:11> »
Ah, sorry, I really have to re-read the rules for combat. I haven't used them in ages, and thought it wouldn't be important playing the decker. So do I also assume right that those guys are alle under cover and won't get hit by my bullets, right?
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Jack_Spade

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« Reply #377 on: <04-18-15/0136:59> »
Yeah, they all have cover. You can keep that roll for the next combat round. The HMG has enough ammo to suppress for several rounds. Unless one of the intruders does something truly heroic, they can't get by Krestov's cover to the HMG
talk think matrix

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Revenant Kynos Isaint Rex

Volker

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« Reply #378 on: <04-18-15/0437:48> »
Muahahahahaharr!
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Jack_Spade

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« Reply #379 on: <04-20-15/1702:50> »
If I remember correctly, Torrent has a third initative pass.
Only Intruder Laser 1 will come after that, so I'd appreciate it if you could take him out. It's one thing less to keep track off. ;)
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SquirrelDude

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« Reply #380 on: <04-20-15/2059:46> »
I'll go ahead and roll initiave for the next round

Round 2 Initiative: 4d6+13 23
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Jack_Spade

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« Reply #381 on: <04-22-15/1629:23> »
Fyi:

The maneuver I referred can be found in Run&Gun p.125:

RUN FOR YOUR LIFE/ DIVE ON THE GRENADE
Interrupt Action (–5 Initiative Score)
There are few things as frightening as the distinctive sound of a grenade bouncing into your vicinity or watching a swirling ball of mana headed your way and set to go boom. By the time you realize a whole lot of trouble is on the way, there are very few options available. This action covers two of those options. There is a third, far more dangerous, option for incoming grenades
covered by the Right Back At Ya! Action. Immediately after a Throwing Weapons Attack or Area-Effect Indirect Combat Spell Spellcasting Test, a character can make an immediate Interrupt Action to flee. The character chooses a direction to move and can use any amount of available Movement to move away from the incoming attack. (Note that the gamemaster is not obligated to determine or declare the final location of the attack in the case of a fleeing character. A bad bounce can still get a grenade on the character’s tail.) In the case of diving on the grenade, the character moves toward the grenade, still limited by available remaining Movement, and can choose to make a Drop Prone Free Action when reaching the grenade. The sacrifice
means the character takes all the grenade damage and eliminates the blast. In the case of a gas grenade, this action cuts the effective radius in half.
talk think matrix

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Revenant Kynos Isaint Rex

SgtBoomCloud

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« Reply #382 on: <04-22-15/2048:12> »
Yep.  I felt it went beautifully last round with that :)

That being said, Krestov is not going for that move on the grounds of threat assessment:  if he were to absorb the damage of the grenade(s), that would leave the HMG open for eradication, thereby removing the one element keeping them from fighting at full force.  So he stays.

A note: the way I see it, safety at the cost of 5 initiative isn't that bad right now.  Since it seems like you guys are gonna be trading off potshots from cover, a simple use of movement you aren't using anyway to re-setup on your turns isn't a big deal :)

Jack_Spade

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« Reply #383 on: <04-24-15/1114:23> »
@Volker
Don't worry about the turret. Flashbangs only do stun damage to witch it is immune.
talk think matrix

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Revenant Kynos Isaint Rex

Volker

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« Reply #384 on: <04-24-15/1353:16> »
Good to know ;-)

Question is: does bnc know?
« Last Edit: <04-24-15/1356:58> by Volker »
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Sabato Kuroi

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« Reply #385 on: <04-24-15/1822:26> »
Can I have a list of current Initiative scores?

Also, how much is our cover bonus? Is it +2 dice?

Volker

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« Reply #386 on: <04-25-15/0134:10> »
INI score should be:


Intruder 4: 23

Intruder 5: 23

Torrent: 22

bnc: 21

Intruder Laser 1: 19

Intruder 6: 19

Intruder Laser 2: 18

Intruder 2: 16

Krestov: 14



Slobbertooth: ??
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Sabato Kuroi

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« Reply #387 on: <04-25-15/0454:03> »
Thanks Volker!

Slobber's score is 23
My current score is 12 (total defense)
Krestov's is 9?(Dive on the grenade)

Intruder 4 and 5 threw stun grenades right?
So now it's Slobber-bnc-intruders-Torrent-Krestov and then next pass, right?
« Last Edit: <04-25-15/0458:11> by Sabato Kuroi »

Jack_Spade

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« Reply #388 on: <04-25-15/0618:45> »
Krestov did not dive on those grenades but instead keeps defending the gun.

And Full Defense won't help you against a grenade, just sayin...

@Sabato Kuroi

You have good cover, meaning the +4 to defense. But as mentioned, that's irrelevant when faced with a grenade...
« Last Edit: <04-25-15/0726:13> by Jack_Spade »
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

Sabato Kuroi

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« Reply #389 on: <04-25-15/0726:16> »
But it is going to help me against the lasers and the bullets :P