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Fat Gandalf's Bar & Lounge (OOC chat) - Chapter Four

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Whew! Good. Only one hit. Remember to roll that Pilot: Veritech Hover Tank like you did last time. =)
 
Sherwood? Mario's in-game spoiler states that he's in tank mode.
 
I had forgotten about the Piloting roll, and yes, I am in Tank mode. Is there something else I'm missing?
 
Does his '+2 to dodge' from Combat Driving count here? If so, he's gotten clear of all the attacks.
 
Hmmm. I had thought that the bonus would only apply in Transport mode, but if it does work for Tank mode, I'm all for being wrong on this one!
 
Re: Tank mode. Ah! I missed that (this is what I get for running two games at once). My pardon! =)

Re: Combat Driving/Combat Flying applying to dodging in combat in VHT tank mode. I'm afraid it doesn't apply here. After rereading it over and over, the benefits to these skills take place while attempting aggressive and dangerous maneuvers while in a vehicle "mode". I'm talking about the kind of driving/flying civilians are taught to avoid but fighter pilots and race car drivers are taught to embrace. Hairpin turns, bootlegger reverses, loop-de-loops, etc.

Concerning vehicle "modes," these get the green light - VHTs in transport mode, veritechs in helicopter or guardian or jet mode, Shirley's Corvette "Baby", etc. I say all get the bonuses. Destroids or Battloid modes do not qualify as they lack a vehicle shape as described by those skills. Nor does the VHT in Tank Mode with its top speed of 8 mph (I mean, how many dangerous and aggressive daredevil maneuvers can you make at speeds easily topped by someone riding a bicycle?). So I think Sherwood is right in that the skill works in transport mode only, but while in in that mode, it basically works all of the time.

Furthermore, I would also add a roleplaying element. Folks with Combat Driving/Flying can attempt dodges or maneuvers that are out of the realm of folks who lack those skills. Remember Han Solo flying through the asteroid field in The Empire Strikes Back? Less-skilled pilots could not survive in that environment even in their smaller and more agile T.I.E. Fighters. Use your imagination. =)

I'll add all this to Shop Talk for future reference. =)
 
Sounds good to me, my friend. I am not upset that the Combat Driving doesn't apply, as I agree that the bonus shouldn't apply to the slow as mud Tank mode. Looking forward to seeing how the rest of this fight plays out.
 
Same here. Just need a response from Kaerri for Elinor's reaction and off we go!
 
And maybe Mario can get a good roll in on my second cannon shot of the round.
 
"Second cannon shot"? That can't be right...

Round 1 - Mario fired the MPAT round and critically hit with a natural 19, blowing away two pods at once.
Round 2 - Mario fired an APFSDS round and missed with a 4.

O.K. It is currently the bottom of Round 2. After Kaerri declares Elinor's response to the Beastmaster's critical plasma pistol shot, it will be Round 3 and Mario's turn. However... Mario has fired his main gun twice this round. According to Masters Saga Sourcebook, that's the maximum rate of fire for the VHT's main gun; twice per round.
 
Ah, yes. I miscounted. You are correct. I'll be stuck with my dinky 1d4x10 Eu-11 in Battloid mode, or the Tri-Laser in Tank mode but leaving me without my arm shields.

Do you allow a character to both attempt to dodge and parry, just in case the dodge doesn't work to take the hit on the shield? That will be useful to know for Mario in the very near future.
 
Dodge and parry in the same defense? Uh, no. If I allowed anything like that, you guys would definitely have known about it by now. That would be overkill and take waaay too long to roll all that for every attack.
 
Kaerri, the Battlemaster has rolled a natural roll good enough for a critical hit on Elinor's Valkyrie... He's got a Strike total of 29.
A little in-game information early here - the Beastmaster's incoming wargoth-missile has a total Strike roll of 14; Cera's readied intercepting shot with Elinor's HEAP SRM has a Strike of 14 doing 50 M.D.C. to the wargoth-missile which will destroy it. Remember to subtract that missile from Elinor's loadout please.

Rolling to dodge, with an action point. Yay for Cera!
 
Hold on, I have to go pick my jaw up off the floor now...
 
Way to go! Perhaps that has broken our swing of bad luck. I just need to hear the damage total for Mario and I'll be ready to post my next action.
 
I wouldn't be too certain of that, Sherwood; Mario is going to have to make a decision on his upcoming action. =)

As usual, I will post when able.
 
Heya gang! Please read in-game first...

Mario's VHT takes 70 M.D. damage.

Initiative order (Round 3 - enemies are 900 feet away):
Mario: 25 (!!) (Battloid mode - fired a silver bullet and God knows where it went.)
Toph: 18 (Battloid mode - fired on Beastmaster with her ion cannon and hit for 30 M.D.C..)
Elinor and Cera: 13 (Guardian mode - Elinor fired GU-11 and missed. Cera is providing wargoth interference.)

Go go, Mario! =)
 
Tri-laser shot at the Regult pod. +10 to hit, for 1d6x10 damage.

Critical Strike! Booyah! Total of 80 MDC damage.
 
Sherwood Sherwood

Dannigan says, "Mario will need to take an action to get to either cover point. Sorry, I forgot to remind everyone of that in today's post, but it was in an earlier OOC post." (He got out of bed to make sure this got posted tonight. ;) ) "So, this action he can either fire, or get to the cover, but not both."
 
Kaerri sez, "I'd keep that roll!"
 
So, I can't maneuver and fire at the same time? I'll just fire, then.
 
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