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4 posters

    Shivak & Spike vs Darth Madbear

    Chris
    Chris


    Posts : 9499
    Join date : 2011-10-26

    Character Information
    Hit points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue35/35Shivak & Spike vs Darth Madbear Empty_bar_bleue  (35/35)
    Action Points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Shivak & Spike vs Darth Madbear

    Post  Chris Thu Jan 01, 2015 10:09 pm

    Shivak and Spike barely make it halfway across the parking lot on Balmorra, when they alert to a commotion from nearby civilians.  Shivak and Spike can see a pair of Sith Troopers pushing their way past the bystanders and straight for them.  

    Shivak & Spike vs Darth Madbear Sith_s10

    They are followed by a rather wicked looking Sith Warrior.

    Shivak & Spike vs Darth Madbear Sith_w10

    The bystanders clear away very quickly.  Balmorrans have learned to stay out of the way when Sith appear.  

    Map is updated

    Shivak & Spike vs Darth Madbear Duel_m16

    No one has surprise, you all see each other and intentions are plain.... your drink will have to wait!

    Roll initiative = initiative dice + initiative rating (intuition + reaction)

    Target Numbers are always 5 (barring unusual modifiers)  count your 5s and add to your initiative rating
    whit10
    whit10


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    Shivak & Spike vs Darth Madbear Left_bar_bleue19/19Shivak & Spike vs Darth Madbear Empty_bar_bleue  (19/19)
    Action Points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue1/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (1/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  whit10 Thu Jan 01, 2015 11:40 pm

    Shivak's Initiative:

    Roll(10d6)+0:
    6,4,3,6,1,6,2,6,5,2,

    5 hits (+ Initiative?) + 2 passes, 15 +2 passes?
    navyik
    navyik


    Posts : 5030
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    Shivak & Spike vs Darth Madbear Left_bar_bleue68/68Shivak & Spike vs Darth Madbear Empty_bar_bleue  (68/68)
    Action Points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  navyik Fri Jan 02, 2015 9:44 am

    13 dice = 4 hits
    Chris
    Chris


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    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  Chris Fri Jan 02, 2015 11:07 am

    whit10 wrote:Shivak's Initiative:
    5 hits (+ Initiative?) + 2 passes, 15 +2 passes?

    correct

    navyik wrote:13 dice = 4 hits

    add the hits to your initiative score for the total, so it should be 13 + 4 = 17
    *also, please note how many "passes" or "IPs" you get. Spike gets +3 from his reflexes = 4 total

    study it will always be sort of a redundant roll. if your initiative is 10, you roll 10d + 10


    Initiative:

    IP1 (initiative pass 1)

    Spike 17
    Shivak 15

    IP2

    Spike 17
    Shivak 15

    IP3

    Spike 17
    Shivak 15

    IP4

    Spike 17


    *I will update after Matt posts his initiative rolls
    MAS
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    Shivak & Spike vs Darth Madbear Left_bar_bleue60/112Shivak & Spike vs Darth Madbear Empty_bar_bleue  (60/112)
    Action Points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  MAS Fri Jan 02, 2015 3:04 pm

    GM - could we get a number or color mark or something to differentiate the shooters, please?

    The notation of 8 (10) means that if wired reflexes are active, it is 10 instead of 8, correct?

    It is a free action to activate Wired Reflex - can that be done prior to making the roll?

    Shooter 1:
    Result of the throw of dice "8d6" :

    2 + 5 + 2 + 5 + 6 + 1 + 4 + 4 = 29

    If wired reflexes are active:
    Result of the throw of dice "2d6" :

    5 + 4 = 9

    3 (4)
    IP=3



    Shooter 2:
    Result of the throw of dice "8d6" :

    1 + 4 + 1 + 5 + 2 + 3 + 3 + 1 = 20

    Result of the throw of dice "2d6" :

    5 + 1 = 6

    1 (2)

    IP =3


    Sith:
    Result of the throw of dice "9d6" :

    2 + 5 + 3 + 5 + 4 + 4 + 1 + 5 + 1 = 30

    Result of the throw of dice "1d6" :

    2

    3 (3)

    IP = 2


    Let me know if I am off the rails here!
    whit10
    whit10


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    Shivak & Spike vs Darth Madbear Left_bar_bleue19/19Shivak & Spike vs Darth Madbear Empty_bar_bleue  (19/19)
    Action Points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue1/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (1/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  whit10 Fri Jan 02, 2015 3:35 pm

    I thought wired reflexes and Adept Improved Reflexes were "always on"?
    MAS
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    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  MAS Fri Jan 02, 2015 3:54 pm

    Says in the description of wired reflexes that they have to be activated, and that it is a free action.
    whit10
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    Shivak & Spike vs Darth Madbear Left_bar_bleue1/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (1/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  whit10 Fri Jan 02, 2015 4:40 pm

    wow... talk about a rather useless ability then.  That would mean that Initiative checks would always be just the straight roll and then you have to waste an action with it after activating reflexes.  That's kind of odd

    If that's the case with Improved Reflexes as well, my initiative check (and Alan's) are both wrong. The more I think about, that's really stupid. Not my call though
    navyik
    navyik


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    Shivak & Spike vs Darth Madbear Left_bar_bleue68/68Shivak & Spike vs Darth Madbear Empty_bar_bleue  (68/68)
    Action Points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  navyik Fri Jan 02, 2015 7:57 pm

    Matt, you don't add the numbers together, you count "hits" (or 5's and 6's) and then add how many hits you get to your initiative score.
    Chris
    Chris


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    Shivak & Spike vs Darth Madbear Left_bar_bleue35/35Shivak & Spike vs Darth Madbear Empty_bar_bleue  (35/35)
    Action Points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  Chris Fri Jan 02, 2015 8:02 pm

    MAS wrote:Says in the description of wired reflexes that they have to be activated, and that it is a free action.

    Yes, you are right. I hadn't read that detail. It makes some sense, logically, that you couldn't live in that hyper-speed world all the time (but then adepts shouldn't have it "always on" either).

    I will think about it, but it just seems needlessly cumbersome. Initiative\combat would go something like this:

    baddie with wired reflexes rolls regular initiative (likely the same action #, just 1-3d less on the test)
    1st round, uses free action to activate wired reflexes, then rolls extra 1-3d, GM has to adjust initiative order, baddie now has all passes


    Adept reflexes just says in a not-very-specific way

    Im proved Reflexes
    Cost: Variable, see below
    This power increases the speed at which you react, just like wired
    reflexes.


    I think we either make life easy for everyone and just say they are effectively "always on" for combat, like they are activated by an adrenalin surge or something.

    or

    Everyone has the same bookkeeping (mostly on the GM) and everyone has to spend their Free Action on their first IP and roll the extra dice

    or

    Everyone spends their 1st Free Action (effectively as an interrupt) when they roll Initiative, roll all their dice at once
    Chris
    Chris


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    Shivak & Spike vs Darth Madbear Left_bar_bleue35/35Shivak & Spike vs Darth Madbear Empty_bar_bleue  (35/35)
    Action Points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  Chris Fri Jan 02, 2015 8:05 pm

    MAS wrote:GM - could we get a number or color mark or something to differentiate the shooters, please?

    The notation of 8 (10) means that if wired reflexes are active, it is 10 instead of 8, correct?

    It is a free action to activate Wired Reflex - can that be done prior to making the roll?

    Shooter 1:
    Result of the throw of dice "8d6" :

    2 + 5 + 2 + 5 + 6 + 1 + 4 + 4 = 29

    If wired reflexes are active:
    Result of the throw of dice "2d6" :

    5 + 4 = 9

    3 (4)
    IP=3



    Shooter 2:
    Result of the throw of dice "8d6" :

    1 + 4 + 1 + 5 + 2 + 3 + 3 + 1 = 20

    Result of the throw of dice "2d6" :

    5 + 1 = 6

    1 (2)

    IP =3


    Sith:
    Result of the throw of dice "9d6" :

    2 + 5 + 3 + 5 + 4 + 4 + 1 + 5 + 1 = 30

    Result of the throw of dice "1d6" :

    2

    3 (3)

    IP = 2


    Let me know if I am off the rails here!

    close, like Alan said, just add the number of hits to the Initiative score

    Sith Trooper Gold
    4 +9 = 13

    Sith Trooper Red
    2 + 9 = 11

    Sith Warrior
    3 + 9 = 12


    Last edited by Chris on Fri Jan 02, 2015 8:12 pm; edited 2 times in total
    Chris
    Chris


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    Shivak & Spike vs Darth Madbear Left_bar_bleue35/35Shivak & Spike vs Darth Madbear Empty_bar_bleue  (35/35)
    Action Points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  Chris Fri Jan 02, 2015 8:10 pm

    Chris wrote:
    Initiative:

    IP1 (initiative pass 1)

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

    IP2

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

    IP3

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

    IP4

    Spike 17



    map is updated

    Spike is up (I have a feeling I will be saying this often)

    Given Matt's observation, no one has a Free Action in the first IP

    Shivak & Spike vs Darth Madbear Duel_m17
    navyik
    navyik


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    Shivak & Spike vs Darth Madbear Left_bar_bleue68/68Shivak & Spike vs Darth Madbear Empty_bar_bleue  (68/68)
    Action Points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  navyik Fri Jan 02, 2015 8:21 pm

    Some baddies wont have them. Som PC's may even not. Activation gives them a LITTLE more hope.

    What about surprize rounds; auto adrenaline activation may not activate them until after a surprize round if They're the one who is surprized?

    You could go auto active otherwise...
    MAS
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    Action Points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  MAS Fri Jan 02, 2015 8:24 pm

    Good stuff, I am tracking -
    navyik
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    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  navyik Fri Jan 02, 2015 8:32 pm

    Spike delays for Shivaks action, lets see how his little mind trick works on goons...
    Chris
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    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  Chris Fri Jan 02, 2015 8:34 pm

    navyik wrote:Some baddies wont have them. Som PC's may even not.  Activation gives them a LITTLE more hope.
    What about surprize rounds; auto adrenaline activation may not activate them until after a surprize round if They're the one who is surprized?  

    good thoughts, that is part of the testing process, I suppose

    Chris
    Chris


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    Shivak & Spike vs Darth Madbear Left_bar_bleue35/35Shivak & Spike vs Darth Madbear Empty_bar_bleue  (35/35)
    Action Points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  Chris Fri Jan 02, 2015 8:41 pm

    navyik wrote:Spike delays for Shivaks action, lets see how his little mind trick works on goons...

    just to point it, since delaying works differently than in d20\PF.....


    A character can delay an action until a later Action Phase. During
    the Declare Actions part of that Action Phase, the character must declare
    that he is intervening. Characters who have held an action and
    intervened in this manner go before anyone who is normally taking
    his action during that Action Phase.

    The character delaying an action in this manner does not lose his
    original Initiative Score. Once that Initiative Pass is over, the character’s
    Initiative Score applies to any additional passes that occur.


    however

    A character can also delay his action until the next Initiative Pass.
    If he had an action in that Initiative Pass, then he automatically loses
    it (in place of the delayed action—you only get one action per pass).
    whit10
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    Shivak & Spike vs Darth Madbear Left_bar_bleue1/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (1/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  whit10 Fri Jan 02, 2015 9:31 pm

    I enthusiastically vote for having reflexes automatically active or what not. This game already has significant pitfalls for spell casters and the like, gun guys have most of the advantages.

    ...and I think that's a pretty stupid rule

    Honestly, if we face baddies that don't have cyber-ware or magic (the force) then they won't last long against us.
    whit10
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    Action Points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue1/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (1/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  whit10 Fri Jan 02, 2015 9:34 pm

    ...so who's turn is it? Can Shivak "activate" his reflexes (this still irritates me) and then also pull out hte lightsaber AND cast a spell?
    navyik
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    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  navyik Fri Jan 02, 2015 10:09 pm

    Ok, just delaying so shivak can go first this pass. Spike will go right after him in this first pass. go ahead faceman, 'talk' to them.
    Chris
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    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  Chris Fri Jan 02, 2015 10:26 pm

    whit10 wrote:I enthusiastically vote for having reflexes automatically active or what not.  This game already has significant pitfalls for spell casters and the like, gun guys have most of the advantages.

    ...and I think that's a pretty stupid rule

    Honestly, if we face baddies that don't have cyber-ware or magic (the force) then they won't last long against us.

    vote noted, but it affects both guns and mages equally, as far as I can tell

    I do agree, but Alan makes a good point in terms of balance

    I agree and there won't be many (but some monsters)

    whit10 wrote:...so who's turn is it?  Can Shivak "activate" his reflexes (this still irritates me) and then also pull out hte lightsaber AND cast a spell?

    Yes, Shivak is up b\c Spike delayed

    if you look at page 146, you will see that drawing (Readying) a weapon is actually a Simple Action, not a Free one.  so no, you cannot draw a weapon and cast a spell (complex) in the same IP.  For a Lightsaber, this includes igniting it.
    whit10
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    Shivak & Spike vs Darth Madbear Left_bar_bleue1/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (1/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  whit10 Sat Jan 03, 2015 3:01 am

    Fine, draw and ignite the lightsaber. I can't believe they only allow you a complex action....

    navyik
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    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  navyik Sat Jan 03, 2015 3:27 am

    well that is disappointing. We'll have to have a little talk later.

    Free: activate reflexes.

    Pistols + reaction quickdrawing his verpine flechette pistol
    16 dice=6 hits.

    Without time for the gun kata, his stance is broad and unballanced, but he draws and fires.

    Firing 2 wide short bursts at the sith warrior:
    Includes range and recoil penalties.
    13 dice = 2 hits defender at -2
    12 dice = 4 hits defender at -3

    Damage is 8 + net hits AP is +2(which is less penetration).
    Chris
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    Shivak & Spike vs Darth Madbear Left_bar_bleue35/35Shivak & Spike vs Darth Madbear Empty_bar_bleue  (35/35)
    Action Points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  Chris Sat Jan 03, 2015 9:46 am

    whit10 wrote:Fine, draw and ignite the lightsaber.  I can't believe they only allow you a complex action....


    ok, just so we are clear and being accurate with the new system

    Free = activate reflexes
    Simple = Ready Weapon, ignite lightsaber

    you do still have 1 simple action left. you could use it as a Simple or take another Free, if you want. again, see pg 146-147

    During his Action Phase, a character may take up to two Simple Actions or one Complex Action.
    An extra Free Action may be taken in place of a Simple Action (so the character would get two Free
    Actions and one Simple Action, or three Free Actions, instead of one Free and two Simple Actions).


    some options might include movement
    Chris
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    Action Points:
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    Post  Chris Sat Jan 03, 2015 10:21 am

    navyik wrote:well that is disappointing.  We'll have to have a little talk later.

    Free: activate reflexes.

    Pistols + reaction quickdrawing his verpine flechette pistol
    16 dice=6 hits.

    Without time for the gun kata, his stance is broad and unballanced, but he draws and fires.

    Firing 2 wide short bursts at the sith warrior:
    Includes range and recoil penalties.
    13 dice = 2 hits defender at -2
    12 dice = 4 hits defender at -3

    Damage is 8 + net hits  AP is +2(which is less penetration).

    Just as a favor to me and the other players during these test fights, while we are learning the rules, can you give more detail as to how you come to your numbers?  I have to look everything up, since I am learning, so it might help everyone get used to the rules to see the detail. Especially since the rules are not well organized, as we have noticed.   thanks!

    Spike had 16d with his Verpine (same as Ares slivergun, from your sheet, with gas vents3)

    he is 16 hexes or 32m from the Sith Warrior, which is long range -3d (firearms range table pg 151)
    damage 8P(f) AP +2

    I am confused by this notation in the ammo section:

    Flechette rounds raise the
    DV of weapons by +2. They also raise the effective
    value of Impact armor (AP +5). Flechettes
    are resisted with Impact armor.
    Guns with flechette ammo already figured
    into their Damage Code have an (f ) notation
    following the Damage Code.


    does this also mean that the AP +2 is already including the +5 for flechette ammo?  most other Hvy pistols are AP -1 (not counting ammo modifiers) and 5P damage.  The Ares seems to most closely resemble the Ruger SWH at 6P (-2).  I don't understand why the AP isn't +3 or +4 if it is already figured in.  Look at the variations with the Roomsweeper, for example.

    anyways....

    16d
    recoil for bursts = The first burst fired in an Action Phase inflicts a –2 recoil
    modifier, the second inflicts an additional –3 recoil


    1st shot =  -2 cancelled by gv
    2nd shot = -5 reduced to -2 by gv
    both shots -3 range

    I get Spike's first shot at 13d = same as you
    2nd shot at 11d (16 -3 range, -2 burst) = how did you come up with 12d?  (did I miss something?)

    let's resolve this before we ask Matt to roll anything
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    Post  navyik Sat Jan 03, 2015 10:44 am

    Sorry, I put custom grups on all my pistols for additional recoul comp. Looks like I got tangled up in my lines of text and failed to note it at the bottom of the page. It IS noted as RC4 in my weapons chart, however. I will correct it.

    The AP +2 comes straight from the pistol chart in the core book. In the pistol description it says that the flechette is already factored in.

    Numbers I used should be correct.
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    Post  Chris Sat Jan 03, 2015 11:10 am

    navyik wrote:Sorry, I put custom grups on all my pistols for additional recoul comp. Looks like I got tangled up in my lines of text and failed to note it at the bottom of the page. It IS noted as RC4 in my weapons chart, however. I will correct it.

    The AP +2 comes straight from the pistol chart in the core book. In the pistol description it says that the flechette is already factored in.

    Numbers I used should be correct.

    Ok, makes sense!

    I know the AP+2 comes from the chart, I was just wondering why that number seems wrong. It seems like it should be AP+3 or +4

    navyik wrote:
    Firing 2 wide short bursts at the sith warrior:
    Includes range and recoil penalties.
    13 dice = 2 hits defender at -2
    12 dice = 4 hits defender at -3

    Damage is 8 + net hits  AP is +2(which is less penetration).

    ok that is right then

    Matt - you need to make 2 defense rolls vs Spike's 2 attacks against the Sith Warrior

    you roll Reaction to defend against ranged attacks normally

    you can use a Full Round Defense, as an interrupt and add your Dodge, but that consumes his next Complex action
    you can't add Missile Parry to Reaction, since he doesn't have his lightsaber "ready" yet

    Full Defense with a Readied lightsaber allows you to add +Dodge dice for improved defense
    or
    Full Defense with a Readied lightsaber you can Deflect and Redirect, but you have to split your Dodge + Lightsaber dice into 2 pools  (blasters only, obviously)
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    Post  whit10 Sat Jan 03, 2015 11:28 am

    the other simple action would just be to activate the Adept power Armor....
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    Post  Chris Sat Jan 03, 2015 11:32 am

    whit10 wrote:the other simple action would just be to activate the Adept power Armor....  

    don't be silly, you don't need to activate that lol!

    wired reflexes specifically say they take a free action and adept reflexes say they work like wired.
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    Post  whit10 Sat Jan 03, 2015 11:38 am

    actually, I'm surprised that's the case. (mutters under breath about being able to draw and cast in OTHER games, grumble, grumble)
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    Post  MAS Sat Jan 03, 2015 3:32 pm

    Alan, target clarification requested.

    There are 2 Sith Soldiers (red and green) and a Sith Hunter (no color outline). Which is your intended target?
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    Post  navyik Sun Jan 04, 2015 2:12 am

    The one with the lightsaber.
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    Post  MAS Sun Jan 04, 2015 9:12 pm

    Shivak & Spike vs Darth Madbear 97VP


    vs attack #1
    Result of the throw of dice "6d6" :

    6 + 3 + 5 + 5 + 2 + 4 = 25

    3 hits


    vs attack #2
    Result of the throw of dice "6d6" :

    5 + 5 + 6 + 1 + 6 + 3 = 26

    4 hits
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    Post  Chris Sun Jan 04, 2015 10:13 pm

    lol! awesome meme!

    MAS wrote:

    vs attack #1
    Result of the throw of dice "6d6" :

    6 + 3 + 5 + 5 + 2 + 4 = 25

    3 hits


    vs attack #2
    Result of the throw of dice "6d6" :

    5 + 5 + 6 + 1 + 6 + 3 = 26

    4 hits

    you are faking it like a champ!  

    I am guessing that you missed the part below about the defender at -2, then -3, since you rolled the same # of dice each time for your Reaction check.  (we are all learning)

    navyik wrote:
    Firing 2 wide short bursts at the sith warrior:
    Includes range and recoil penalties.
    13 dice = 2 hits defender at -2
    12 dice = 4 hits defender at -3

    Damage is 8 + net hits  AP is +2(which is less penetration).

    the initial -2 is b\c Spike fired a "wide burst" which makes it harder to dodge
    the additional -1 is for reacting to the 2nd attack in the same IP, before your action which refreshes your dice pools.  this -1 is cumulative for each additional attack.  so for instance, if you get fired upon by multiple opponents, it gets harder and harder to dodge.

    For the sake of simplicity, let's just remove the last 2d and 3d from your previous rolls, since we can see the sequence (and I hate to waste good rolls)

    1st Reaction save is now
    6 + 3 + 5 + 5

    which is still 3 hits and more than Spike's 2 hits on his attack roll

    The nimble Sith Warrior weaves through the spray of flechette shards!

    2nd Reaction save is now
    5 + 5 + 6

    3 hits! but not quite enough to completely avoid Spike's 4 hits

    The Sith Warrior continues to slip and duck, but he gets caught in a hail of carbon-fiber flechettes.  

    Damage is 8P (8 boxes of Physical) + 1 per net hit.  Spike got 4 hits, -3 on reaction = a hit for 8P damage  (extra hits cause extra damage)

    The Sith Warrior now rolls his Body + Impact Armor (2nd # after the \ )  +2 because Flechette rounds are weak against armored opponents.   The Sith Warrior currently is facing 8 boxes of damage


    study GM NOTE..... I can roll for Josh if he is busy with family stuff
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    Post  MAS Mon Jan 05, 2015 3:39 pm

    Body 4 + Impact Armour 4 + 2 =

    Result of the throw of dice "10d6" :

    6 + 5 + 2 + 1 + 5 + 1 + 1 + 3 + 4 + 4 = 32

    3 hits
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    Post  Chris Mon Jan 05, 2015 3:54 pm

    MAS wrote:Body 4 + Impact Armour 4 + 2 =

    Result of the throw of dice "10d6" :

    6 + 5 + 2 + 1 + 5 + 1 + 1 + 3 + 4 + 4 = 32

    3 hits

    flechette shards flay exposed skin, ripping the Sith Warrior for 5 boxes of damage!
    mark them as damage and let me know the new wound modifier, since that affects initiative as well

    Chris wrote:
    Initiative:

    IP1 (initiative pass 1)

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


    Trooper Gold, then Sith, then Trooper Red are now up
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    Post  MAS Mon Jan 05, 2015 5:50 pm

    How many meters is a hex?

    Also, I noticed that all of the icons are taking up more than one hex?

    From the rules -

    "To walk or run, the character must declare it during the Declare Actions part of his Action Phase. Walking does not take up any action, but running requires a Free Action. Once a mode of movement has been declared, the character moves in that mode until his next Action Phase."


    So I have to state now what movement mode I am in for the whole round, correct?



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    Post  Chris Mon Jan 05, 2015 6:01 pm

    MAS wrote:How many meters is a hex?

    Also, I noticed that all of the icons are taking up more than one hex?

    From the rules -

    "To walk or run, the character must declare it during the Declare Actions part of his Action Phase. Walking does not take up any action, but running requires a Free Action. Once a mode of movement has been declared, the character moves in that mode until his next Action Phase."


    So I have to state now what movement mode I am in for the whole round, correct?

    hexes are 2m, just like in SW
    yes, the models are a bit large, but that is just for visual ease, I can shrink them a bit if you prefer, but I thought it was still clear which hex they occupied.

    wording is trickier here, since things don't have common usage with d20. A combat round, the whole round, includes 4 Initiative Passes, all characters get to act in 1 initiative pass, during their Action Phase. then some, depending on cyberware\adept powers, might get more Actions during subsequent Initiative Passes. My understanding is that your movement mode only lasts until your next Action in the next IP, not for the whole combat round, which is 4 IPs long.

    To use d20 lingo...... I look at the 4 IPs as effectively 1 turn, consisting of 4 rounds (instead of 1 turn = 10 rds). Initiative gets re-rolled each turn, which can alter the sequence of Actions during the IPs. Initiative also gets modified by injury or other effects.

    let me know if you guys interpret that differently
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    Post  navyik Mon Jan 05, 2015 10:34 pm

    It is complicated; movement rate is based on per round, 10 per round for humans. That gets divided between passes.
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    Post  Chris Mon Jan 05, 2015 11:11 pm

    navyik wrote:It is complicated; movement rate is based on per round, 10 per round for humans.  That gets divided between passes.

    yeah, I mis-read it the first time I glanced at it, since it almost says 2 different things in different places

    Movement Rate
    The movement rates for each metatype are noted on the Movement
    Table. This rate is the distance the character moves by that method per
    Combat Turn (not per Initiative Pass).

    If a character mixed his modes of movement during a Combat
    Turn and it becomes important to know exactly how far the character
    moved in a particular pass, simply divide his Movement Rate by the
    number of passes in that turn.


    to me that is still a bit murky, but their example clarified my questions

    Twitch the elf samurai is chasing down an opponent. He’s an elf, so his Running Rate
    is 25 meters per Combat Turn. This particular Combat Turn is three Initiative Passes
    long, so he moves (25 ÷ 3) 8 meters per pass. If Twitch stopped running for one pass
    to help up somebody his opponent knocked over, then he would only be moving 16
    meters that Combat Turn.


    Walking = no action at all (truly free)
    Running = Free Action
    Sprinting = Simple action, Str + Running, each hit adds +2m

    so... because of Alan, there will always br 4 IPs, so everyone's movement rate gets divided by 4 and if you are walking, you can walk in each IP, even if you don't have an action.  that doesn't seem right, but I think it is.

    we may need to house-rule a fix here, that just seems overly cumbersome and dumb

    it makes sense for those people with multiple IPs, but for someone with 1 action, they should just get to take their movement, during their Action Pass and be done with it.  "oh, I am going to dive for cover... but I can only go 2m at a time.... ouch, I keep getting shot because I am moving like a snail.....oh, I am dead before I got to cover" drunken
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    Post  MAS Tue Jan 06, 2015 11:47 am

    Ok, so my intent for trooper gold is to RUN for the cover of the light blue car, while firing a burst at the red guy (Spike or Shivak?)

    If I am understanding this correctly, this can be done concurrently, because I see modifiers for shooting while moving...

    So, he can RUN 6.25 meters, or 3.25 hexes on this IP.

    Firing an automatic or burst weapon is a complex action. Running incurs a -2 dice penalty to the action.

    My question now is - What IP does the actual attack take place on?
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    Post  navyik Tue Jan 06, 2015 12:39 pm

    FULL burst is complex. Short burst or long burst is simple.
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    Post  MAS Tue Jan 06, 2015 3:01 pm

    navyik wrote:FULL burst is complex. Short burst or long burst is simple.

    Cool. Question still stands - Im not certain in what IP the attack takes place.
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    Post  navyik Tue Jan 06, 2015 4:29 pm

    Any or all of them. I think the system breaks a split second down into parts.

    So you're running for cover and shooting during all of your passes while I'm also shooting at a moving target in each of my passes.

    Cool Its like slow motion; very matrixy.
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    Post  MAS Tue Jan 06, 2015 4:51 pm

    So long story short, and GM please confirm, I roll the attack action now, correct?
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    Post  Chris Tue Jan 06, 2015 4:54 pm

    **sorry, in court all morning, just getting back now***

    Yes, Matt can now take Gold's action, then Sith, then Red.  

     I reposted, below, the entire Combat Turn.   We are currently in Initiative Pass 1.

    Chris wrote:
    Initiative:

    IP1 (initiative pass 1)

    Spike 17  --- delayed for Shivak, then fired 2 bursts (2 simple actions) at Sith Warrior, Free action  activated Reflexes
    Shivak 15  ----  Free action activated reflexes, Ready Lightsaber (draw and ignite, Simple), never took other Simple
    Trooper (Gold)  13  << up now
    Sith Warrior 12
    Trooper (Red) 11


    Matt gets to take the Action Passes for all 3 of his guys now.  Each one has already used their Free action to activate their reflexes.  Each one has either 2 Simples or 1 Complex action to take, on their Action Pass, during this IP.

    Once Red Trooper has finished, we will go to IP 2, at which point Spike's dice pools refresh and he can again take 2 simple or 1 complex action + a free action (and maybe walking, which is no action at all)

    Does this answer your question?

    Chris wrote:
    IP2

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

    IP3

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

    IP4

    Spike 17



    map is updated

    Shivak & Spike vs Darth Madbear Duel_m17
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    Shivak & Spike vs Darth Madbear Left_bar_bleue60/112Shivak & Spike vs Darth Madbear Empty_bar_bleue  (60/112)
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    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
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    Post  MAS Tue Jan 06, 2015 5:00 pm

    I think I am tracking, lol!

    Will post actions in a bit, have to knock out some admin stuff.
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    Post  MAS Tue Jan 06, 2015 10:21 pm

    Trooper Gold:

    RUN towards cover of light blue car = -2 dice
    FIREARMS + AGILITY = 12 dice
    Firing 2x NARROW BURST = -2, -3
    Targeting red guy

    Burst 1 =
    Result of the throw of dice "8d6" :

    2 + 1 + 4 + 3 + 3 + 5 + 4 + 5 = 27

    2 Hits


    Burst 2 =
    Result of the throw of dice "7d6" :

    3 + 6 + 4 + 5 + 1 + 6 + 4 = 29

    3 hits

    DV +2 from NARROW BURSTs.




    Sith Hunter

    RUN towards cover of far side on white car = -2 dice
    PISTOL + AGILITY = 9 dice
    Single shot at Purple guy

    Heavy Blaster Pistol -
    Result of the throw of dice "7d6" :

    6 + 3 + 1 + 5 + 2 + 6 + 2 = 25

    3 hits





    Trooper Red:

    RUN towards cover of far side on white car = -2 dice
    FIREARMS + AGILITY = 12 dice
    Firing 2x NARROW BURST = -2, -3
    Targeting Purple guy

    Burst 1 =
    Result of the throw of dice "8d6" :

    5 + 3 + 6 + 2 + 6 + 2 + 1 + 5 = 30

    4 Hits

    Burst 2 =
    Result of the throw of dice "7d6" :

    2 + 2 + 1 + 4 + 1 + 6 + 5 = 21

    2 Hits

    DV +2 from NARROW BURSTs.
    Chris
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    Post  Chris Wed Jan 07, 2015 12:16 am

    MAS wrote:Trooper Gold:

    RUN towards cover of light blue car = -2 dice
    FIREARMS + AGILITY = 12 dice
    Firing 2x NARROW BURST = -2, -3
    Targeting red guy

    Burst 1 =
    Result of the throw of dice "8d6" :

    2 + 1 + 4 + 3 + 3 + 5 + 4 + 5 = 27

    2 Hits


    Burst 2 =
    Result of the throw of dice "7d6" :

    3 + 6 + 4 + 5 + 1 + 6 + 4 = 29

    3 hits

    DV +2 from NARROW BURSTs.




    Great job on your first attempt!  cheers

    Let's talk our way through Trooper Gold, just to make sure we are on the same page.

    I see 2 simple actions - firing 2 narrow bursts
    + free action - run

    but you already spent your free action - activate reflexes when you rolled initiative.  This only eats the Free action in the first IP, in subsequent IPs, you would have it as usual

    if you read the burst rules carefully, the penalties are -2, then -5

    The first burst fired in an Action Phase inflicts a –2 recoil
    modifier, the second inflicts an additional –3 recoil (neutralized by recoil compensation,
    if any).


    if you use your other simple action to sprint (Str + running) then that adds +2m per hit to your run speed.

    However, the FN HAR assualt blaster rifle has a built-in RC (recoil compensation) of 2, which means you ignore the first -2 worth of recoil penalties.  Likely a PC would have greater RC, like Alan does Wink

    FN HAR also has a range of 50m, so no range penalties.

    If you read the character sheet I sent you (I hope I remembered cyberware), Sith Troopers both have Smartgun links which add +2d to their shots

    So really, your first shot is at 12d (+2 smartgun, -2 for running) if you use your other simple to sprint.  -2 recoil, negated by RC2
    or you could not move and fire 2 bursts at 14d and 11d, no run -2, +2 smartgun, RC 2 and only the -3 for the 2nd burst

    what is your run speed?  you might ask....

    well the GM failed to tell you what race any of your guys belong to, so let's just assume a human-equivalent with 10m walk and 25m run speeds.  they would run at 25/4 or 6.25m in each IP, this is 3 hexes per IP, with the extra 1m getting lost (I suppose).  This gives great value to using a simple action to gain +2m per hit in any given IP, you could potentially double your speed per pass.

    so.... with that information, you are back to the beginning with Trooper Gold drunken

    maybe just do Trooper Gold for now, let's see if we can navigate his action, then move on to Sith Warrior.  There is still the Defense rolls, possible damage calculations and soak rolls.

    Target was red guy - so that is Spike


    map updated with letters\numbers for movement

    Shivak & Spike vs Darth Madbear Duel_m18
    MAS
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    Posts : 3602
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    Character Information
    Hit points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue60/112Shivak & Spike vs Darth Madbear Empty_bar_bleue  (60/112)
    Action Points:
    Shivak & Spike vs Darth Madbear Left_bar_bleue0/0Shivak & Spike vs Darth Madbear Empty_bar_bleue  (0/0)
    Character Sheet:

    Shivak & Spike vs Darth Madbear Empty Re: Shivak & Spike vs Darth Madbear

    Post  MAS Wed Jan 07, 2015 4:23 pm

    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




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