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[OOC] Honest to god milk runs, Part 3- (Wreckanize Rale)

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Byte

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« Reply #180 on: <05-26-15/1147:28> »
Ah, cool. I'm seriously 50-50 on what I want to do. I'll either drop the flash you gave me around the corner here, or I will back off even more... It's already obvious I have no chance in hell to kill my opponent without some seriously good luck or help.
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« Reply #181 on: <05-26-15/1229:17> »
That's just like... your opinion, man.

Nevyn

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« Reply #182 on: <05-29-15/1806:22> »
are we still playing?

Is the action to @Poindexter?
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Poindexter

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« Reply #183 on: <05-29-15/1808:47> »
Sorry, sorry, I been sick.
I'll get something up real soon and we'll be back on.
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« Reply #184 on: <05-29-15/1850:41> »
Ahhh - me too.. Still am really.
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Poindexter

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« Reply #185 on: <05-31-15/1728:15> »
Ok, so FP kicks in the door, drops the flashpack just inside and backs up some. not actually taking cover, just staying behind the doorframe, without entering the house. Now that the door is open, he can see Bandana behind the base of the stairs, holding a shotgun. He also sees three junkies scurrying along the ground for the backdoor as well as another junkie, standing with no cover AT the base of the stairs, pointing a pistol at you with terror in his eyes.

Destiny does some things you can't see.

Bandana's actions are,
Simple: Take cover (behind stairs)
Simple: Fire at FP. Shotgun blast at the Ork (Agi 3 + Longarms 2): 5d6t5 3
So, we'll need a defense roll (He's using a medium spread at close range, so you'll get -3 on that roll) and maybe a soak roll from FP.
Bandana's using flechettes, so the base dmg is 11P, AP +4

Blowjob does some things you can't see.

And we're at...
FP 10
Destiny Dixie 7
Bandana Dixie 2
Blowjob Dixie 1
Viso 1
Junkies 1


Action is to Viso!
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« Reply #186 on: <06-01-15/0920:53> »
o: FP is dodging that, as much as he'll be able to:
Dodge gunfire (Rea 6 + Int 4 + Gym 4) (-3 Shotgun Spread): 11d6t5 6

I think that this is a good enough dodge.
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« Reply #187 on: <06-01-15/1434:15> »
I never noted what was loaded into the Predator V, so I'll default to regular ammo.

Since the Predator is already drawn, I'm going to shoot Bandana.  I'm not sure what sort of cover he has or if you prefer to add cover to defense rolls or subtract it from the shooter's rolls, I'll note all of that...

Complex Action: Semi-Auto 3 Round Burst at Bandana, pre-edged: 7 Hits or 5 if the Cover is subtracted from my dice pool.  As a 3 round burst, he loses 2 dice from his defense pool.
Free Action, Directed at Junkie: "DON'T DO IT, DON'T BE STUPID!!! Failtimidate

Ares Predator V: 8P Base Damage, -1 AP.
That's just like... your opinion, man.

Poindexter

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« Reply #188 on: <06-01-15/1650:50> »
o: FP is dodging that, as much as he'll be able to:
Dodge gunfire (Rea 6 + Int 4 + Gym 4) (-3 Shotgun Spread): 11d6t5 6

I think that this is a good enough dodge.

Can one use the dodge action when one is out of initiative?
I'm not sure I remember. Does it just take 5 off your count next turn?
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« Reply #189 on: <06-01-15/1707:36> »
Complex Action: Semi-Auto 3 Round Burst at Bandana, pre-edged: 7 Hits or 5 if the Cover is subtracted from my dice pool.  As a 3 round burst, he loses 2 dice from his defense pool.

Ares Predator V: 8P Base Damage, -1 AP.

Defense Roll (Rea 4 + Int 3 + Cover 4 - Burst 2): 9d6t5 3

So he's gotta soak 12P, which is more than his adjusted armor, so it stays P.

Soak 12P (Body 4 + Armor 12 - AP 1): 15d6t5 9

WOW, that's a freakin SOAK roll! So he takes 3P.

Action is to the junkies. The three on the floor are crawling east toward the kitchen. The one with the gun makes a composure roll.
Composure (Wil 2 + Cha 3): 5d6t5 2
and fails. He drops the gun and runs east toward the kitchen.

Need new Initiative from everyone for Rnd 3.

Blowjob 14
Bandana 12
Destiny 12
Junkies 7
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« Reply #190 on: <06-01-15/1713:12> »
Dodge is free but adding the skill costs -5 initiative and introduces a limit.

SR5 p174 Example.
p188 Ranged Defense.
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« Reply #191 on: <06-01-15/1721:44> »
Initiative, pass 3: 3d6+10 21

I think with the -5 init I get 16. But then what? 11? or 6?
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Poindexter

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« Reply #192 on: <06-01-15/1728:25> »
Dodge is free but adding the skill costs -5 initiative and introduces a limit.

SR5 p174 Example.
p188 Ranged Defense.

Yeah, I know all that. My question was, can you DO the -5 initiative when your initiative score is 0? Either A) No you can't. Or B) Yes you can, it just takes 5 off your initiative roll next turn.

I can't find a ruling in the book, so I'm gonna go with B.
Need initiative from everyone, and FP will be getting -5 on his from the dodge.

Aaaaaaactually...
Just got a PM from someone far more knowledgeable than I and I've been doing something wrong. Dodge is a defense option for melee combat only. The only two defensive actions available for ranged attacks are Normal (Rea + Int) and Full Defense (Rea + Int + Will) which gives -10 initiative.

ALSO... You technically don't lose the 10 off your init score until the end of the pass, when everyone loses it at the same time, so my initial question of "can you spend it when you're at zero" is a moot point, cause FP was still technically at initiative count 10 when he was attacked.

Don't bother re-rolling or anything like that. We'll just say he avoided the shotgun blast and move on from there, more knowledgeable from here on out. Also, DO NOT take any penalty on your initiative.
« Last Edit: <06-01-15/1735:18> by Poindexter »
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« Reply #193 on: <06-01-15/1817:49> »
Initiative = 12

Also... that Soak Roll... WHY DOES OROKOS HATE ME!?!

Finally:

Quote
Just got a PM from someone far more knowledgeable than I and I've been doing something wrong. Dodge is a defense option for melee combat only. The only two defensive actions available for ranged attacks are Normal (Rea + Int) and Full Defense (Rea + Int + Will) which gives -10 initiative.

I'm going to need the source for that, like errata or something (not because F-U, GM, but more for my own information, since we run Missons tables and allow folks to dodge gunfire).  When looking at interrupt actions for Block, Parry, and Dodge... Block and Parry SPECIFY using the associated skill to block/deflect an incoming melee attack.  Dodge does not specify, it says that they use their gymnastics skill to dodge incoming attacks.  There is no mention of 'melee'.  Page 168 Core Rulebook.

Besides being the RAW, this also makes sense.  You can't block or parry bullets.  But you sure can dive and duck out of the way of them.

Also, for future instances of interrupts:

Quote from: Page 167
When a character uses an Interrupt Action, such as Full Defense, he takes an action out of turn, but only if he has enough Initiative Score left in the Combat Turn to pay the price for the action.
« Last Edit: <06-01-15/1822:02> by Jayde Moon »
That's just like... your opinion, man.

Nevyn

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« Reply #194 on: <06-01-15/1824:17> »
P191: This does not appear to be exclusive; "Any character... looking for a short-term boost to his melee defense can use a Dodge Interrupt Action...."

p188 mentions ACTIVE DEFENSES (p190) in the RANGED COMBAT section. Everything in that (Active Defenses) section raises UC or Melee specifically - but if they're referenced in Ranged Combat then are they for ranged combat?
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