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    Shivak & Spike vs Darth Madbear

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    Chris

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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Wed Jan 07, 2015 8:29 pm

    MAS wrote:Good breakdown. I left the smartlink bonus out because that requires both smartlink cyberware (present on sheet) and a smartlink equipped weapon, which wasnt part of the weapon description. We'll move forward under the assumption that the weapon is properly smartlink enabled.

    His free action already being made, trooper gold will

    Simple action, sprint to cover:

    STR + Athletics, 12 dice -
    Result of the throw of dice "12d6" :

    5 + 1 + 4 + 2 + 4 + 2 + 6 + 1 + 6 + 6 + 6 + 2 = 45
    5 hits

    Simple action, fire 1 narrow burst at spike:

    +2 smartgun, -2 for running  -2 recoil, negated by RC2, Firearms + Agility = 12 dice
    Result of the throw of dice "12d6" :

    1 + 1 + 5 + 6 + 1 + 6 + 6 + 6 + 1 + 1 + 4 + 4 = 42

    5 hits
    narrow burst grants +2 DV


    ok, very good.

    5 hits on sprinting = 10m or 5 more hexes, for a total of 8 hexes. Can you please give me a letter\# hex for your movement?

    5 hits coming at Spike!

    Spike needs to roll his Reaction to avoid
    or
    Declare an interrupt, Full Defense, and roll Reaction + dodge, using his next complex action
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    MAS
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    Re: Shivak & Spike vs Darth Madbear

    Post  MAS on Wed Jan 07, 2015 8:48 pm

    Looks like that will get me to 5V. No worries if that does not count as cover.
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    Re: Shivak & Spike vs Darth Madbear

    Post  navyik on Wed Jan 07, 2015 9:21 pm

    Spending edge. 8 dice + 4 edge. Rule of 6 applies.

    6,5,3,4,2,6,4,5,2,6,3,1

    5 hits + 3 extra dice:

    2,4,1

    No damage to soak, 3 edge remaining.

    Spike turns his profile to a lean stance called "Razor's edge." His focus draws the energy out of the suddenly chilled air around him. His magnetism pulsing a dull hum that repells the blasts that come nearest.

    (Spending edge= force?)
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Wed Jan 07, 2015 10:41 pm

    navyik wrote:Spending edge.  8 dice + 4 edge.  Rule of 6 applies.

    6,5,3,4,2,6,4,5,2,6,3,1

    5 hits + 3 extra dice:

    2,4,1

    No damage to soak, 3 edge remaining.

    Spike turns his profile to a lean stance called "Razor's edge."  His focus draws the energy out of the suddenly chilled air around him.  His magnetism pulsing a dull hum that repells the blasts that come nearest.

    (Spending edge= force?)

    nicely played!  that would have hurt.

    Edge = Force Point

    Ok, Sith Warrior is up.... remember his 6 boxes of wounds, which is (I think) now a -3 to all his dice pools

    map with the letters\#s was saved at work, but I think this is right

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    MAS
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    Re: Shivak & Spike vs Darth Madbear

    Post  MAS on Thu Jan 08, 2015 9:20 pm

    The Sith Hunter eschews the normal foolishness of immediately engaging a Jedi in Melee, and lays down fire as he moves towards cover.




    Sith Hunter -

    Simple action, sprint to cover around white car:

    STR + Athletics, 9 dice -
    Result of the throw of dice "9d6" :

    3 + 5 + 6 + 3 + 5 + 6 + 4 + 5 + 3 = 40

    5 Hits

    Simple action, fire Single Shot (heavy pistol) at spike:
    Agility+Pistol, 9 dice, -2 running = 7 dice

    Result of the throw of dice "7d6" :

    4 + 5 + 3 + 4 + 6 + 1 + 5 = 28

    3 hits


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    Re: Shivak & Spike vs Darth Madbear

    Post  navyik on Thu Jan 08, 2015 9:41 pm

    8 dice, 1 hit plus a glitch. My hit can still count uf I have a glitch).


    Last edited by navyik on Thu Jan 08, 2015 9:47 pm; edited 1 time in total
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    Re: Shivak & Spike vs Darth Madbear

    Post  navyik on Thu Jan 08, 2015 9:46 pm

    Did matt include the Sith hunters damage box modifiers?
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    Re: Shivak & Spike vs Darth Madbear

    Post  MAS on Thu Jan 08, 2015 9:47 pm

    navyik wrote:Did matt include the Sith hunters damage box modifiers?

    No. Standy by.
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    Re: Shivak & Spike vs Darth Madbear

    Post  MAS on Thu Jan 08, 2015 9:51 pm

    To my understanding, having taken 5 boxes of damage, all of the Sith Hunter's dice pools are now reduced by 1, correct?
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    Re: Shivak & Spike vs Darth Madbear

    Post  whit10 on Thu Jan 08, 2015 10:08 pm

    Just a quick note.. I bungled my build a bit so I had to revise a couple things. It wouldn't have impacted anything so far and the corrected character will be used for this fight... lots to figure out here.
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    Re: Shivak & Spike vs Darth Madbear

    Post  navyik on Fri Jan 09, 2015 9:18 am

    -1 is how I read it too, Matt.
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Fri Jan 09, 2015 11:15 am

    MAS wrote:The Sith Hunter eschews the normal foolishness of immediately engaging a Jedi in Melee, and lays down fire as he moves towards cover.




    Sith Hunter -

    Simple action, sprint to cover around white car:

    STR + Athletics, 9 dice -
    Result of the throw of dice "9d6" :

    3 + 5 + 6 + 3 + 5 + 6 + 4 + 5 + 3 = 40

    5 Hits

    Simple action, fire Single Shot (heavy pistol) at spike:
    Agility+Pistol, 9 dice, -2 running = 7 dice

    Result of the throw of dice "7d6" :

    4 + 5 + 3 + 4 + 6 + 1 + 5 = 28

    3 hits


    Sith Warrior can move 6m or 3 hexes at running speed + 10m (5 hits x 2m) for sprinting = 8 hexes (let me know if position on new map is ok)

    I think the -1 is also correct, so just knock off the last die rolled which was a 5 and a hit.  Sith got 2 hits on his attack roll

    Spike scored 1 hit on his Reaction, but glitched!  

    Glitch rules are very vague, intentionally.  Here is what they say

    Glitches
    If half or more of the dice pool rolled come up as 1s, then a glitch
    results. A glitch is a mistake, error, fumble, or random fluke that causes
    the action to go wrong in some way. It’s possible to both succeed in a
    task and get a glitch at the same time. For example, a character who
    rolls a glitch when jumping over something may knock the item over,
    or land on a nail she didn’t see on the far side. The exact nature of
    the glitch is up to the gamemaster, though we recommend you choose
    a negative effect that is dramatic or entertaining, but not disastrous.
    The nature of the glitch can be tempered against the number of hits
    achieved: 6 hits and a glitch would be a minor setback, while 1 hit and
    a glitch would be a severe annoyance.


    Spike contorts his body, trying to dodge the blaster fire, but loses his balance and falls prone.  The 1 hit does count, but Sith scored 2 hits, so he tags Spike as he falls.

    What is the DV of the heavy blaster pistol?  I think it is 6P -2AP, but just checking what I told you

    Spike will need to roll his Body + Armor (1st # for blasters) -2 to try and soak 6P  (assuming those #s are correct)

    map is updated, let me know if positions are ok

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    Re: Shivak & Spike vs Darth Madbear

    Post  navyik on Fri Jan 09, 2015 12:48 pm

    6,3,4,6,6,4,1,5,5,1,2,4,2

    5 hits to soak.

    I would point out that the most common Heavy blasters do 5 dmg. Only the warhawk does 6. Just sayin'...


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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Fri Jan 09, 2015 1:08 pm

    DV of the pistol and notwithstanding possibly 1 box of damage....

    Trooper Red is up
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Fri Jan 09, 2015 2:48 pm

    navyik wrote:8 dice, 1 hit plus a glitch.  My hit can still count uf I have a glitch).

    should have been 7d?

    since it was the 2nd attack Spike reacted to without a refresh, but little matter, I haven't been asking for rerolls, just noting changes
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    Re: Shivak & Spike vs Darth Madbear

    Post  MAS on Fri Jan 09, 2015 10:21 pm

    Positions look good.




    Trooper Red dashes towards cover at 19/I, seeking to fully establish the team's base of fire. He squeezes off a narrow burst at the criminal Shivak as he bolts...

    Simple action, sprint to cover:

    STR + Athletics, 12 dice -
    Result of the throw of dice "12d6" :

    3 + 2 + 6 + 6 + 2 + 2 + 3 + 3 + 2 + 6 + 3 + 1 = 39

    3 Hits

    Simple action, fire 1 narrow burst at spike:

    +2 smartgun, -2 for running -2 recoil, negated by RC2, Firearms + Agility = 12 dice
    Result of the throw of dice "12d6" :

    6 + 5 + 6 + 1 + 3 + 1 + 5 + 4 + 2 + 4 + 4 + 3 = 44

    4 hits

    narrow burst grants +2 DV
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Fri Jan 09, 2015 10:38 pm

    MAS wrote:Positions look good.




    Trooper Red dashes towards cover at 19/I, seeking to fully establish the team's base of fire. He squeezes off a narrow burst at the criminal Shivak as he bolts...

    Simple action, sprint to cover:

    STR + Athletics, 12 dice -
    Result of the throw of dice "12d6" :

    3 + 2 + 6 + 6 + 2 + 2 + 3 + 3 + 2 + 6 + 3 + 1 = 39

    3 Hits

    Simple action, fire 1 narrow burst at spike:

    +2 smartgun, -2 for running  -2 recoil, negated by RC2, Firearms + Agility = 12 dice
    Result of the throw of dice "12d6" :

    6 + 5 + 6 + 1 + 3 + 1 + 5 + 4 + 2 + 4 + 4 + 3 = 44

    4 hits

    narrow burst grants +2 DV

    cheers I think you nailed the mechanics!

    ok, 4 hits coming at Shivak

    options:
    Reaction + Missile Parry (since Shivak readied his lightsaber on his last action)

    Full Defense Interrupt - costs next Complex action
    Deflect only:
    Reaction + Missile Parry + Dodge

    Deflect and Redirect, splitting dice pools in half:
    Reaction + Missile Parry + Dodge \ 2 to deflect
    Reaction + Missile Parry + Lightsaber \ 2 to redirect
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    Re: Shivak & Spike vs Darth Madbear

    Post  MAS on Fri Jan 09, 2015 10:52 pm

    Chris wrote:

    cheers I think you nailed the mechanics!


    As long as it is exactly the same as something I did once prior, lol!
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Sat Jan 10, 2015 12:26 am

    MAS wrote:
    Chris wrote:

    cheers I think you nailed the mechanics!


    As long as it is exactly the same as something I did once prior, lol!

    lol! true, true. It just comes from practice. We can all rattle off basic d20 stuff from memory.....

    5th lvl fighter has BAB of +5 +4 (str 18) + 1 (wpn focus) + 2 charging (-2 AC).... can move 60 ft in a straight line and make 1 attack, etc etc

    this is why doing a test fight with a version of your own character is so helpful. Alan is learning the actual rolls, modified by range, rate of fire, dice splitting, etc that he will really use in live play. Josh has changed Shivak many, many times, tinkering with the build.

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    Re: Shivak & Spike vs Darth Madbear

    Post  whit10 on Sat Jan 10, 2015 12:33 am

    ...and is still unhappy with it.

    anyway,  Reaction plus missile parry

    9 dice

    Roll(9d6)+0:
    6,1,2,6,4,1,5,5,3,

    4 hits.. no damage?
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Sat Jan 10, 2015 10:31 am

    Chris wrote:
    Initiative:

    IP1 (initiative pass 1)

    Spike 17
    Shivak 15
    Trooper (Gold)  13
    Sith Warrior 12
    Trooper (Red) 11

    complete



    IP2

    CURRENT IP

    Spike 17
    Shivak 15
    Trooper (Gold)  13
    Sith Warrior 11 * -1 due to injury *
    Trooper (Red) 11


    IP3

    Spike 17
    Shivak 15
    Trooper (Gold)  13
    Trooper (Red) 11

    IP4

    Spike 17



    map is updated

    Spike is up  

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    Re: Shivak & Spike vs Darth Madbear

    Post  navyik on Sat Jan 10, 2015 10:46 am

    Remaining prone as if he had intended it, spike snaps an auto blaster out with his arm slide, (free action), and fires two short bursts at the out-in-the-open goldie. No penalties.

    56643613534635332=7 hits for 7dmg -1 AP

    66526565413561361=10 hits for 7 dmg -1 AP
    -1 to defend.

    DAMN! Twisted Evil
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Sat Jan 10, 2015 11:24 am

    navyik wrote:Remaining prone as if he had intended it, spike snaps an auto blaster out with his arm slide, (free action), and fires two short bursts at the out-in-the-open goldie.  No penalties.

    56643613534635332=7 hits for 7dmg -1 AP

    66526565413561361=10 hits for 7 dmg -1 AP
     -1 to defend.

    DAMN!  Twisted Evil

    looks like you are firing at your full 17d

    I found the arm sling

    Hidden Arm Slide: Attached to the forearm and worn under
    clothing, this slide can accommodate a pistol-sized weapon. With a
    wireless signal or correct sequence of arm movements, the slide releases
    the weapon/object right into the wearer’s hand. This takes only
    a Free Action.


    questions:

    navyik wrote:
    I would point out that the most common Heavy blasters do 5 dmg. Only the warhawk does 6. Just sayin'...

    1 - by the damage, the autoblaster looks to be bigger than a pistol - Translation - what is an "auto blaster"?

    2 - what is range on the autoblaster, RC, etc?   range penalties (no gun stance), -2 first burst, -5 2nd burst

    3 - related to above, Spike fired his Flechette last time, it takes a Free Action to drop that first

    4 - are you interpreting the object being placed in Spike's hand as being "readied"?

    Read y Weap on
    A character may ready a weapon by spending a Simple Action. The weapon may be a firearm, melee
    weapon, throwing weapon, ranged weapon, or mounted or vehicular weapon. Readying entails
    drawing a firearm from a holster
    , drawing a throwing or melee weapon from a sheath, picking up
    any kind of weapon, nocking an arrow in a bow, or generally preparing any kind of weapon for use.
    A weapon must be ready before it can be used.


    I am just asking b\c this arm sling would seem to negate the whole issue of drawing\readying for anything pistol-sized (read lightsabers) and allow folks to draw\ready as a Free Action.
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    Re: Shivak & Spike vs Darth Madbear

    Post  navyik on Sat Jan 10, 2015 11:41 am

    It is just a heavy pistol with narrow burst fire only. Dmg is 5 (7 burst). I just needed to call it something, so I went with "autoblaster." It is a ruger thunderbolt from the arsenal book. There may be drawbacks to the armslide as well. It uses my free action. I cant 'drop' it. And I can draw other pistols without an action by using quickdraw. I might argue that I cant quuckdraw with the armslide. There are qualities and MA maneuvers that allow ready weapin as a free action. Also, there are rules to quickdraw non-pistols for extra BP.
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    Re: Shivak & Spike vs Darth Madbear

    Post  navyik on Sat Jan 10, 2015 12:04 pm

    I did not attempt this, but I wiuld argue that based on other dual pistol rules, I should be able to use 2 slides in the same free action.

    As a followup to the reflexes discussion, I should also point out that the Dm is isung varying levels of reflexes. Matt has a combined 8 passes per turn, where Jish and I have 7.

    The extrapasses would likewise allow us to fight against large numbers. 10 rookie stormtroopers might have 10 actions vs. Our 7. Mechanically, This is how Han Solo can chase a whole squad down the corridor.
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Sat Jan 10, 2015 12:06 pm

    navyik wrote:It is just a heavy pistol with narrow burst fire only. Dmg is 5 (7 burst). I just needed to call it something, so I went with "autoblaster." It is a ruger thunderbolt from the arsenal book. There may be drawbacks to the armslide as well. It uses my free action. I cant 'drop' it. And I can draw other pistols without an action by using quickdraw. I might argue that I cant quuckdraw with the armslide. There are qualities and MA maneuvers that allow ready weapin as a free action. Also, there are rules to quickdraw non-pistols for extra BP.

    Ok, I understand the damage. I don't necessarily agree that you can't drop the item, if you read armsling below, it says it "releases" the item into your hand. I don't think it remains attached in any way.

    Chris wrote:
    I found the arm sling

    Hidden Arm Slide: Attached to the forearm and worn under
    clothing, this slide can accommodate a pistol-sized weapon. With a
    wireless signal or correct sequence of arm movements, the slide releases
    the weapon/object right into the wearer’s hand.
    This takes only
    a Free Action.


    questions:

    2 - what is range on the autoblaster, RC, etc?   range penalties (no gun stance), -2 first burst, -5 2nd burst

    Ok - what about the other combat modifiers? I assume you are probably right, but the point of the test fights is learning the system..... range? recoil?

    range looks medium -1
    recoil -2, -5

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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Sat Jan 10, 2015 12:09 pm

    navyik wrote:I did not attempt this, but I wiuld argue that based on other dual pistol rules, I should be able to use 2 slides in the same free action.

    As a followup to the reflexes discussion, I should also point out that the Dm is isung varying levels of reflexes.  Matt has a combined 8 passes per turn, where Jish and I have 7.  

    The extrapasses would likewise allow us to fight against large numbers.  10 rookie stormtroopers might have 10 actions vs. Our 7. Mechanically, This is how Han Solo can chase a whole squad down the corridor.

    I am not sure I would agree with that, it sounds like 2 Free Actions, since it takes arm motions or whatever to activate it.  And why even do that, if you can just Quickdraw + Fire them anyways?

    I am not sure what your point is about the reflexes?  Yes, I am using different reflex levels on purpose for this test.  I would expect this will often be the case in fights.

    I agree about Han Solo vs scrubs. Certainly there will fights like that too!
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    Re: Shivak & Spike vs Darth Madbear

    Post  navyik on Sat Jan 10, 2015 12:13 pm

    Sorry, the ruger has a special chamber recoil comp (2), gas vent (2), and custom grip (1). No recoil penalty. You are correct on range. I should have had a -1. So 16 dice; same results in this pass.
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    Re: Shivak & Spike vs Darth Madbear

    Post  navyik on Sat Jan 10, 2015 12:17 pm

    Chris wrote:
    navyik wrote:I did not attempt this, but I wiuld argue that based on other dual pistol rules, I should be able to use 2 slides in the same free action.

    As a followup to the reflexes discussion, I should also point out that the Dm is isung varying levels of reflexes.  Matt has a combined 8 passes per turn, where Jish and I have 7.  

    The extrapasses would likewise allow us to fight against large numbers.  10 rookie stormtroopers might have 10 actions vs. Our 7. Mechanically, This is how Han Solo can chase a whole squad down the corridor.

    I am not sure I would agree with that, it sounds like 2 Free Actions, since it takes arm motions or whatever to activate it.  And why even do that, if you can just Quickdraw + Fire them anyways?

    I am not sure what your point is about the reflexes?  Yes, I am using different reflex levels on purpose for this test.  I would expect this will often be the case in fights.

    I agree about Han Solo vs scrubs.  Certainly there will fights like that too!

    Not a complaint, just saying that the baddies won't always have them. So there is still some game ballance in having to "activate."
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Sat Jan 10, 2015 12:30 pm

    navyik wrote:
    Not a complaint, just saying that the baddies won't always have them.  So there is still some game ballance in having to "activate."

    Sure, no problem. Most "monsters" don't have any reflexes either. There will certainly be scrub fights, no doubt. Stormtrooper grunts = orcs lol!

    And this is just a test for the mechanics. I wanted to see some guys with cyberware, rifles, heavy armor. I wanted Matt to have multiple characters to run, since Josh has had 2 test fights and you had 1 already.

    Back to the action.....

    navyik wrote:Remaining prone as if he had intended it, spike snaps an auto blaster out with his arm slide, (free action), and fires two short bursts at the out-in-the-open goldie. No penalties.

    56643613534635332=7 hits for 7dmg -1 AP

    66526565413561361=10 hits for 7 dmg -1 AP
    -1 to defend.

    DAMN! Twisted Evil

    GOLD Trooper has the above shots coming at him
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    Re: Shivak & Spike vs Darth Madbear

    Post  MAS on Sat Jan 10, 2015 12:59 pm

    Gold Trooper damage resistance test -

    Body+ Armor = 17 dice

    Result of the throw of dice "17d6" :

    2 + 6 + 1 + 5 + 6 + 5 + 5 + 5 + 6 + 2 + 3 + 3 + 4 + 1 + 5 + 1 + 6 = 66

    8 hits
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Sat Jan 10, 2015 1:08 pm

    MAS wrote:Gold Trooper damage resistance test -

    Body+ Armor = 17 dice

    Result of the throw of dice "17d6" :

    2 + 6 + 1 + 5 + 6 + 5 + 5 + 5 + 6 + 2 + 3 + 3 + 4 + 1 + 5 + 1 + 6 = 66

    8 hits

    Great roll! but we need to make sure the Trooper actually gets hit first

    Roll Reaction first to try to buy down or negate Spike's hits

    2 reaction rolls, 2nd roll is at -1

    the damage of 7P is going to go up, depending on the # of net hits after your Defense roll

    sequence = attack roll, defense roll, determine DV (damage value), soak roll
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    Re: Shivak & Spike vs Darth Madbear

    Post  MAS on Mon Jan 12, 2015 4:40 pm

    Chris wrote:
    MAS wrote:Gold Trooper damage resistance test -

    Body+ Armor = 17 dice

    Result of the throw of dice "17d6" :

    2 + 6 + 1 + 5 + 6 + 5 + 5 + 5 + 6 + 2 + 3 + 3 + 4 + 1 + 5 + 1 + 6 = 66

    8 hits

    Great roll!  but we need to make sure the Trooper actually gets hit first

    Roll Reaction first to try to buy down or negate Spike's hits

    2 reaction rolls, 2nd roll is at -1

    the damage of 7P is going to go up, depending on the # of net hits after your Defense roll

    sequence = attack roll, defense roll, determine DV (damage value), soak roll

    Trooper Gold Reaction, 7 dice -

    Result of the throw of dice "7d6" :

    6 + 5 + 5 + 4 + 4 + 1 + 6 = 31
    4 hits
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Mon Jan 12, 2015 5:17 pm

    Chris wrote:
    Roll Reaction first to try to buy down or negate Spike's hits

    2 reaction rolls, 2nd roll is at -1

    the damage of 7P is going to go up, depending on the # of net hits after your Defense roll

    sequence = attack roll, defense roll, determine DV (damage value), soak roll

    navyik wrote:Remaining prone as if he had intended it, spike snaps an auto blaster out with his arm slide, (free action), and fires two short bursts at the out-in-the-open goldie.  No penalties.

    56643613534635332= 7 hits for 7dmg -1 AP

    66526565413561361=10 hits for 7 dmg -1 AP
     -1 to defend.

    Trooper Gold Reaction, 7 dice -

    Result of the throw of dice "7d6" :

    6 + 5 + 5 + 4 + 4 + 1 + 6 = 31
    4 hits [/quote]

    1st attack had 7 hits - 4 from Gold's reaction roll = 3 hits
    base DV is 5 + 2 for narrow burst + 3 net hits = a damage value (DV) of 10p

    MAS wrote:Gold Trooper damage resistance test -

    Body+ Armor = 17 dice

    Result of the throw of dice "17d6" :

    2 + 6 + 1 + 5 + 6 + 5 + 5 + 5 + 6 + 2 + 3 + 3 + 4 + 1 + 5 + 1 + 6 = 66

    8 hits

    10P - 8 hits from the soak roll = 2 boxes of damage.

    Question to Matt - did you subtract (-1) from the soak roll as indicated in Alan's attack roll?  if not, remove that last die roll of 6, which would give you 7 hits = 3 boxes of damage.



    ok, that was the 1st defense roll, against the 1st shot

    navyik wrote:Remaining prone as if he had intended it, spike snaps an auto blaster out with his arm slide, (free action), and fires two short bursts at the out-in-the-open goldie.  No penalties.

    56643613534635332=7 hits for 7dmg -1 AP

    66526565413561361=   10 hits for 7 dmg -1 AP
     -1 to defend.


    I still need the 2nd defense roll at -1 for the 2nd attack you try to dodge in the same Action Pass
    followed by a 2nd body + armor -1 soak roll
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    Re: Shivak & Spike vs Darth Madbear

    Post  MAS on Mon Jan 12, 2015 6:51 pm

    Did notate the -1, so 3 damage.




    Defense roll

    Reaction, -1 dice for previous damage, 6 dice =

    Result of the throw of dice "6d6" :

    1 + 6 + 5 + 1 + 3 + 1 = 17

    2 hits

    Damage resistance, -1 dice for previous damage, 16 dice =

    Result of the throw of dice "16d6" :

    4 + 5 + 5 + 3 + 5 + 3 + 2 + 5 + 4 + 1 + 5 + 3 + 5 + 6 + 1 + 6 = 63

    8 hits (BAM!)





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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Mon Jan 12, 2015 9:09 pm

    MAS wrote:Did notate the -1, so 3 damage.




    Defense roll

    Reaction, -1 dice for previous damage, 6 dice =

    Result of the throw of dice "6d6" :

    1 + 6 + 5 + 1 + 3 + 1 = 17

    2 hits

    Damage resistance, -1 dice for previous damage, 16 dice =

    Result of the throw of dice "16d6" :

    4 + 5 + 5 + 3 + 5 + 3 + 2 + 5 + 4 + 1 + 5 + 3 + 5 + 6 + 1 + 6 = 63

    8 hits (BAM!)

    Excellent!

    the second attack had 10 hits - 2 on defense = 8 net hits

    damage 5P + 2 narrow burst + 8 = 15P damage
    15 - 8 soak roll = 7 more boxes of damage

    10 boxes of total damage against Trooper Gold ( I think he is close to down )

    Shivak is up
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    Re: Shivak & Spike vs Darth Madbear

    Post  whit10 on Mon Jan 12, 2015 10:43 pm

    ok, I'm a little fuzzy on what all has happened (been trying to follow along)...

    Shivak summons up his force training and touches the Red trooper's mind...

    "I'm am your friend, you must defend me!"

    Cast Control Actions: Complex Action

    Spell casting (6) + Force (4) + Power Focus (2) = 12 Dice:

    Roll(12d6)+0:
    5,2,1,3,5,6,2,2,5,4,3,6

    5 hits.  

    Drain: F ÷ 2 = 2

    Roll(12d6)+0:
    2,5,5,5,2,3,5,5,1,4,5,6

    7 hits... wow!

    I think that negates the drain completely?
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Tue Jan 13, 2015 11:07 am

    whit10 wrote:ok, I'm a little fuzzy on what all has happened (been trying to follow along)...

    Shivak summons up his force training and touches the Red trooper's mind...

    "I'm am your friend, you must defend me!"

    Cast Control Actions: Complex Action

    Spell casting (6) + Force (4) + Power Focus (2) = 12 Dice:

    Roll(12d6)+0:
    5,2,1,3,5,6,2,2,5,4,3,6

    5 hits.  

    Drain: F ÷ 2 = 2

    Roll(12d6)+0:
    2,5,5,5,2,3,5,5,1,4,5,6

    7 hits... wow!

    I think that negates the drain completely?

    Ok, a couple things.....

    When a magician casts a spell, the player first chooses the Force of the
    spell and then rolls her Spellcasting + Magic dice. Other sources of
    power (foci, spirit spellcasting aid)

    to cast, you roll Spellcasting + your Magic (mana, not adept powers) dice.
    you don't roll the Force of the spell

    The Force determines 2 things

    1) max # of possible hits - in this case a Force of 4 means that the max # hits is 4. you rolled 5 hits, but only 4 actually count

    2) Drain - I think you did that correctly, so you have 0 drain

    Your roll should have been Spellcasting 6 + Magic (mana) 3 + Focus 2
    the great thing about pasting the diceroller, is that we can see which dice belong to which part

    Spell casting (6) + Force (4) + Power Focus (2) = 12 Dice:

    Roll(12d6)+0:
    5,2,1,3,5,6..........,2,2,5,4...............3,6

    in a real game, you should reroll, but I haven't been making anyone reroll, so we will just eliminate that last 4 in the 2nd group, to represent 3 dice of Magic instead of 4 dice from Force.  That doesn't change the end result of 5 hits, only 4 of which actually count, with 0 drain

    Matt - Trooper Red has a mental compulsion burrowing into his mind

    Mental Manipulations: For Mental Manipulation spells, the
    caster makes an Opposed Spellcasting + Magic Test against the target’s
    Willpower (+ Counterspelling, if available). If the caster scores more hits,
    she controls the target as noted in the spell description.


    Red Trooper has no Counterspelling.  

    Sith Warrior could use Counterspelling as a Free Action, if he were the target, as an interrupt.  Sith Warrior could declare, during his turn, as a Free Action, that he will protect others with his Counterspelling, but that didn't happen in the first IP.
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    Re: Shivak & Spike vs Darth Madbear

    Post  whit10 on Tue Jan 13, 2015 11:27 am

    Thanks for the clarification... I thought I might have done that wrong.

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    Re: Shivak & Spike vs Darth Madbear

    Post  MAS on Tue Jan 13, 2015 10:30 pm

    Sorry guys, utter chaos here. Jeep went into the shop, started a new job, and heading to Indy to give a presentation tomorrow. Apologies if I am slowing things down, I'll check in again Thursday night.

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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Wed Jan 14, 2015 1:53 am

    MAS wrote:Sorry guys, utter chaos here. Jeep went into the shop, started a new job, and heading to Indy to give a presentation tomorrow. Apologies if I am slowing things down, I'll check in again Thursday night.

    no problem, I can sub in

    Red Trooper resists with Willpower
    Roll(4d6)+0:
    3,1,1,1,+0


    critical glitch!

    Red Trooper also suffers the same drain as Shivak, as his feeble mind is overloaded by the spell. drain of 2P, since he has no magic rating

    Willpower again
    Roll(4d6)+0:
    2,1,3,5,+0

    1 hit, so Trooper Red also took 1 box of physical damage and is now under the sway of Shivak's suggestion.
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Wed Jan 14, 2015 2:07 am

    Trooper Gold is barely up, but not out

    Trooper Gold will fire a wide burst at Spike, -3d for injuries, +2 smartgun, -2 running, -2 recoil, +2 RC + 12d = 9d

    Roll(9d6)+0:
    3,1,5,4,3,1,5,6,5,+0

    4 hits at Spike -2 defense dice for wide burst

    Trooper Gold will then run around the back of the car for cover str + running -3d injury = 9d
    Roll(9d6)+0:
    3,6,3,6,4,4,1,2,1,+0

    2 hits = 2 extra hexes +3 normal = 5 total

    map updated, with token to show control of red trooper

    4 hits coming at Spike

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    Re: Shivak & Spike vs Darth Madbear

    Post  navyik on Wed Jan 14, 2015 9:20 am

    Trooper gold also gets -2 for ranged attack vs. Prone target...

    625645 reaction (-2 for wide burst) = 4 hits

    Love the smiley face on red!
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Wed Jan 14, 2015 11:26 am

    navyik wrote:Trooper gold also gets -2 for ranged attack vs. Prone target...

    625645 reaction (-2 for wide burst) = 4 hits

    Love the smiley face on red!

    ah prone, good catch.  removing the last 2 dice doesn't affect Gold's roll which Spike barely dodges anyways

    Sith Warrior

    A rage boils up within him as he watches his flunkies going down.  Sith Warrior uses a wrist sheath, to quick draw his lightsaber (free action). He calls upon the Dark Side to fuel his hatred (Edge).  Sith Warrior will make a running charge attack against Spike.  Sith can move 3 hexes at his normal speed and then will make a Str + Running + Edge -1 wound check, invoking the Rule of 6

    Result of the throw of dice "16d6" :

    2 + 5 + 4 + 5 + 6 + 2 + 5 + 6 + 5 + 3 + 3 + 5 + 5 + 2 + 6 + 6

    10 hits, + 4 sixes to reroll

    Result of the throw of dice "4d6" :

    5 + 3 + 6 + 3

    2 more hits, 1 more 6

    Result of the throw of dice "1d6" :

    2

    so that is 12 hits, for 12 more hexes, +3 for normal running = 15 which I think gets him to Spike

    Lightsaber + Agility +2 charging +3 prone +1 wpn focus + 1 reach (like katana) -1 wound

    Result of the throw of dice "18d6" :

    2 + 2 + 4 + 3 + 6 + 4 + 5 + 3 + 3 + 1 + 5 + 6 + 5 + 4 + 4 + 4 + 6 + 6

    7 hits vs Spike

    Spike can roll Reaction + either Wpn Skill (if he had a melee wpn drawn) or dodge or unarmed
    -1 to his dice because this is the 2nd attack he has defended against (Trooper Gold)

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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Wed Jan 14, 2015 11:46 am

    just a small fix here, since we are testing (otherwise it would stand as my error)


    Chris wrote:
    navyik wrote:Remaining prone as if he had intended it, spike snaps an auto blaster out with his arm slide, (free action), and fires two short bursts at the out-in-the-open goldie.  No penalties.

    56643613534635332= 7 hits for 7dmg -1 AP

    66526565413561361=10 hits for 7 dmg -1 AP
     -1 to defend.

    Trooper Gold Reaction, 7 dice -

    Result of the throw of dice "7d6" :

    6 + 5 + 5 + 4 + 4 + 1 + 6 = 31
    4 hits

    1st attack had 7 hits - 4 from Gold's reaction roll = 3 hits
    base DV is 5 + 2 for narrow burst + 3 net hits = a damage value (DV) of 10p

    MAS wrote:Gold Trooper damage resistance test -

    Body+ Armor = 17 dice

    Result of the throw of dice "17d6" :

    2 + 6 + 1 + 5 + 6 + 5 + 5 + 5 + 6 + 2 + 3 + 3 + 4 + 1 + 5 + 1 + 6 = 66

    8 hits

    10P - 8 hits from the soak roll = 2 boxes of damage.

    [/quote]


    Spike's DV is 10P = 5p gun + 2 narrow burst + 3 net hits

    pg 149, compare armor

    If the attack causes Physical damage, compare the modified
    Damage Value to the modified Armor Value. If the DV does not exceed
    the Armor, then the attack inflicts Stun rather than Physical damage.


    also

    pg 153

    Narr ow Bursts
    Narrow bursts cause more damage to the target. Increase the attack’s DV by +2. Note that
    this DV modifier does not apply when comparing the DV to the armor rating.


    which means the comparison here is actually 8P vs his armor value of 12

    the first hit only caused 3 boxes of stun, not physical damage

    The 2nd hit had a whopping DV of 15P damage -2 narrow burst = 13P, which still exceeds hi AV 12 and did in fact cause 7 boxes of P damage.

    Gold has 7P and 3S damage, not 10P
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    Re: Shivak & Spike vs Darth Madbear

    Post  navyik on Wed Jan 14, 2015 4:20 pm

    Using full defense including GYMNASTICS 2x (+1, +1), Spike rolls away from the raging lunatic with the big red glowing phallus!

    10 dice gets him 3 hits

    Edge after the fact gets him 4 more dice for a single 6: 1 more hit.

    Rule of 6 on that yields a 5.

    5 hits total to defend


    Armor 7 (or 10 vs. Lasers). Body 5
    Either 12 or 15 dice

    4 hits or 5 vs. Lasers to soak dmg.
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Wed Jan 14, 2015 6:21 pm

    navyik wrote:Using full defense including GYMNASTICS 2x (+1, +1), Spike rolls away from the raging lunatic with the big red glowing phallus!
    10 dice gets him 3 hits
    Edge after the fact gets him 4 more dice for a single 6:  1 more hit.
    Rule of 6 on that yields a 5.
    5 hits total to defend

    Armor 7 (or 10 vs. Lasers).  Body 5
    Either 12 or 15 dice

    4 hits or 5 vs. Lasers to soak dmg.

    or Gymnastics!  right, I forgot about that option

    ok 7 hits on attack roll - 5 hits on defense = 2 net hits

    Spike twists and contorts on the ground, but cannot escape the Sith Warrior's Big Red Swartz

    Lightsaber is (str/2 + 3) -4AP
    same as Katana stats with monofiliment whip AP
    str 6\2 + 3 = DV 6P +2 net hits + 2 critical strike adept power = 10P and -4 AP, use the same armor rating as for blasters\bullets, the higher value, but -4, so probably 6 (10-4) armor + 5 body = 11d to soak, if I am reading it right

    DV > armor value, so it is physical damage

    * full defense uses up Spike's next Complex Action *
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    Re: Shivak & Spike vs Darth Madbear

    Post  Chris on Wed Jan 14, 2015 6:27 pm

    ooops! damn rules, another error on my part

    Chris wrote:just a small fix here, since we are testing (otherwise it would stand as my error)

    the first hit only caused 3 boxes of stun, not physical damage

    The 2nd hit had a whopping DV of 15P damage -2 narrow burst = 13P, which still exceeds hi AV 12 and did in fact cause 7 boxes of P damage.

    Gold has 7P and 3S damage, not 10P

    When Gold Trooper took 7P of damage, the damage inflicted exceeded his body 5 score

    Knockdown
    Characters who take damage may be knocked down by the attack. If a
    character takes a number of boxes of damage (Stun or Physical) from
    a single attack that equal or exceed his Body, then the attack automatically
    knocks him down.
    Characters who take 10 or more boxes of
    damage in a single attack are always knocked down.


    So Spike's well aimed blast not only hurt Gold, but also should have knocked his butt over!

    there is a lot of technical aspects, but I like all these details in combat. armor converting lesser damage to stun, knockdowns, how Edge plays into the game, complex action interrupts, etc
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    Re: Shivak & Spike vs Darth Madbear

    Post  navyik on Wed Jan 14, 2015 8:08 pm

    2 total hits is 1 net hit.  Otherwise 1 hit would still deal +1 extra dmg.

    Also, I thought crit strike only worked for unarmed combat?
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    Re: Shivak & Spike vs Darth Madbear

    Post  navyik on Wed Jan 14, 2015 8:15 pm

    DAMN!
    affraid
    Soaking 11 dice:
    Edge again! 4 dice
    515622521261615
    7 hits
    Rule of 6 =3 dice
    211

    7 hits to soak.

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    Re: Shivak & Spike vs Darth Madbear

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