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> Salted Wounds [OOC], a Deep Black Sea game
Gilga
post Oct 12 2018, 03:45 PM
Post #526


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Okay: Movement action move to hall.
Simple action: Fire Ares Predator 8P +1 AP (loaded with gel rounds) at guy with shotgun.
Agility 10, skill 9 + smartlink 1
Fire Predator: 20d6t5 7

Simple action: Recklessly cast levitate F4 on the guy with the combat axe:
Levitate: 13d6t5 4
Drain (vs 5): 15d6t5 6
no drain.

Free action "Cry asshole"

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Jack_Spade
post Oct 12 2018, 07:42 PM
Post #527


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You forgot to spend an action on opening the door.
You can decide if you want to cast a spell or shoot

Anyway: Assault and Battery are using the Shield Walk Small Unit Tactic: (SL p.193)
Assault Teamwork SMT: 13d6t5 6
BatterySMT: 21d6t5 10 Limit 8

Assault Defense: Defense: 21d6t5 8
Not hit

Just in case you try the levitate instead: Resist spell: Resist: 12d6t5 5
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Gilga
post Oct 12 2018, 08:12 PM
Post #528


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Can you explain what the maneuver does?

He throws 21 dice for defense without full defense wow!
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Gilga
post Oct 12 2018, 08:13 PM
Post #529


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I'll go for the spell it seems more effective by the way. (considering that he won't be able to dodge while levitated... )
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Jack_Spade
post Oct 12 2018, 08:18 PM
Post #530


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SHIELD WALK
Hits required: 3
Description: Also called “The Meat Shield” or “Walking Phalanx,” this maneuver is designed for those who have a large stature or robust build, carry a ballistic (or other kind of) shield, wear heavy armor, or all of the above while moving in formation. The main idea is for those on the outside of the formation to use their bodies, shields, and armor to cover their teammates as they maneuver. Shield Walk is essentially a variation of Slicing the Pie (p. 102, Run & Gun). To employ Shield Walk, the team must line up behind the shield-bearers in order to use them as cover. There are limitations to this maneuver. Only three team members can stack up behind a single shield-bearer. To allow more team members to take advantage, another shield must be brought into play, and even then only one person can engage a target from one side at a time. For example, one team member can attack on the right sode, another on the left side, while the third (in the center) cannot attack but still gains the defense bonus. A failed maneuver test simply means that the positioning was off or that the formation was broken for some reason, and no bonuses are gained.

Benefits: If successful, the team members behind the shield-bearers get to add the shield’s armor rating as their own. Each team member also gets an additional number of defense dice equal to the number of net hits on the maneuver test.
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Gilga
post Oct 12 2018, 08:21 PM
Post #531


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But we come from 3 different angles? how can they use this maneuver? Their shield has to face somewhere no? or am I misunderstanding the layout again...
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Jack_Spade
post Oct 12 2018, 08:34 PM
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At the moment there is only you an they are two people. The guy with the shield just has to move his arm to defend himself from you and any other opponent appearing.

If you want to flank them you can try to do a SMT maneuver of your own to counter his maneuver and reducing their net successes.
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Thanee
post Oct 12 2018, 08:57 PM
Post #533


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What is this SMT stuff? Don't think I have the book (SL?), it is in. (IMG:style_emoticons/default/spin.gif)

I'm mostly a little irritated by the teamwork test... can you just use that for free within combat? Or is that something special from there...

Question: Is there a window in the door from staircase to corridor? Can I use stealth to ambush the guy with the shield (the other one, obviously, can see everyone within a given radius with his radar sense), i.e. by hiding and shooting through the window? If so, what action would that be (if any)?

Bye
Thanee
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Jack_Spade
post Oct 12 2018, 09:13 PM
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Small Unit Tactics were introduced in Run&Gun p.94 and expanded in Street Lethal p.191:

There is no window in the staircase door.
You assume that there is no sharing of data and sensor feeds

If bnc uses the TAG action she could highlight one or two of them through the wall and allow you a shot with reduced blind fire mods

By the way, it would be great if Anna and Sharkboy could declare which flat they used for their entry
(here is the map again for reference: http://i68.tinypic.com/11aizus.png)

5 doors to the south and 5 to the north, one to the west (behind which Nova waits for her turn). The two runners stand in front of the middle door on the northern side.
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Thanee
post Oct 12 2018, 09:18 PM
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QUOTE (Jack_Spade @ Oct 12 2018, 11:13 PM) *
You assume that there is no sharing of data and sensor feeds


That is no assumption, since one of them cut his wireless connection. (IMG:style_emoticons/default/wink.gif)

Anyways, just wondering, whether there is any useful approach here, other than "open door, fire". (IMG:style_emoticons/default/biggrin.gif)

Bye
Thanee
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Thanee
post Oct 12 2018, 09:29 PM
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Aha, okay. Just checked the R&G stuff... so it is a free action to do that teamwork test for small unit tactics. Seems pretty useful. (IMG:style_emoticons/default/smile.gif)

SR5 does not have a hard limit of one free action per pass, right? Because he already used one free action for cutting his wireless connection...

Anyways, since I do not really have any better idea right now, I will just go with the shoot 'em approach...

Bye
Thanee
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Jack_Spade
post Oct 12 2018, 09:52 PM
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There is a one free action limit per phase, but the Perfect Time quality allows you a second free action

Also, that's what I meant about reading carefully what I wrote: His weapon icon has vanished from the matrix because he shut off wireless on his gun. His commlink is working just fine - otherwise he couldn't be tagged as I suggested.

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Jack_Spade
post Oct 12 2018, 10:11 PM
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28 bnc (jumped into James) -- outside at the kitchen window of the appartement (bnc is in the van): Fried the Warhawk of the second Merc.
27 (E3R8) Merc 1 (Assault Shotgun) -- in front of appartement: Shot through wall at Anna
27 (E3) Anna -- in a neighbouring appartement: Tried to levitate Battery
24 (E7) Nova -- in the staircase: Shot at Battery
23 Merc 2 (Ruger Super Warhawk, Riot Shield) -- in front of appartement: Activated Astral Perception and Weapon Focus
22 Aeraziel (Wraith's Spirit) -- in astral space
17 Sharkboy -- in a neighbouring appartement
15 bnc's Rotodrone -- outside at the lving room window of the appartement:
13 Wraith -- Downstairs flat:

?? Ritual Mage -- in the appartement (assumed)
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Thanee
post Oct 12 2018, 11:46 PM
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@Luckace: Your spirit could use Fear from the astral space on the 2nd merc (who just popped up there with astral perception). (IMG:style_emoticons/default/smile.gif)

Bye
Thanee
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Gilga
post Oct 13 2018, 04:18 AM
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wow, I just realized that Anna's gun is completely useless. I'll need to develop some other skill - pistols seems underwhelming.

Let's assume that Anna takes the apartment to the right, and Shark takes the one to the left?
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Thanee
post Oct 13 2018, 06:27 AM
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Pistols have the advantage of being small and easy to hide, but do not have the stopping power of bigger guns, obviously.

Against over the top opponents like these two... yeah, pistols are pretty useless. Better use your spells here.

Bye
Thanee
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Gilga
post Oct 13 2018, 07:00 AM
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Waste of time to even shot the gun yes... perhaps the stunbolt would be as inefficient as the sniper rifle (IMG:style_emoticons/default/wink.gif)


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Thanee
post Oct 13 2018, 07:26 AM
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Yep, stunbolt seems like your best bet here.

Bye
Thanee
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Luckace
post Oct 13 2018, 09:33 AM
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@thanee: Right, the guy is now dual natured, so fear would hit with no need to materialize. Thanks for pointing that out!
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Jack_Spade
post Oct 13 2018, 12:06 PM
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28 bnc (jumped into James) -- outside at the kitchen window of the appartement (bnc is in the van): Fried the Warhawk of the second Merc.
27 (E3R8) Assault (Assault Shotgun) -- in front of appartement: Shot through wall at Anna
27 (E3) Anna -- in a neighbouring appartement: Tried to levitate Battery
24 (E7) Nova -- in the staircase: Shot at Battery
23 Battery (Ruger Super Warhawk, Riot Shield) -- in front of appartement: Activated Astral Perception and Weapon Focus
22 Aeraziel (Wraith's Spirit) -- in astral space: Using Fear on Battery
17 Sharkboy -- in a neighbouring appartement
15 bnc's Rotodrone -- outside at the lving room window of the appartement:
13 Enemy Spirit -- in the astral outside the appartment
13 Wraith -- Downstairs flat:

?? Ritual Mage -- in the appartement (assumed)


Sharkboy is up
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Volker
post Oct 13 2018, 03:01 PM
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The drone currently has neither autosofts nor commands, meaning it will not perform any actions when it's its turn.
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Luckace
post Oct 13 2018, 03:11 PM
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Logic+Willpoer=12? Damn, this merc is a lot smarter than I had expected (IMG:style_emoticons/default/biggrin.gif)
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Jack_Spade
post Oct 13 2018, 03:13 PM
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Not smarter, but it should be obvious by now that he is a burn out adept focused on defense
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Gilga
post Oct 13 2018, 09:01 PM
Post #549


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Anna will order her spirit to help once she understands a magical threat.

Initiative: 14+3d6 20 I assume it mean he'll either join next round, or have a single action.

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SquirrelDude
post Oct 13 2018, 09:38 PM
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I think it's my turn?

Regardless, I'll try to relieve the gunslinger of his gun.
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