GunMan2
Member
Oh, dam... I knew i was forgetting something. Thx sherwood, but already rolled the dice so i might have to get closer.
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No worries, Psychie It's a game, not a job or a duty. I don't know about you, but the minute I feel a game (any game) is becoming a "punch-in, punch-out" scenario, it's not a game anymore and I take action. Being a busy person often myself, I can relate, lady! =)Sorry I took so long getting back to you about this; I had a busy day yesterday.
That's cool of you! =)
I try to be, especially with how new to the system that GunMan2 is. I'm willing to give a few extra bits of aid to him until he's more comfortable with the game.That's cool of you! =)
Ok thx but how do i delete the damage roll? Or do i have to delete the post?Sorry I took so long getting back to you about this; I had a busy day yesterday.
Yes, the Zentraedi force is still out of range for your Eu-11, but since you already rolled a to-hit, I'll let you edit your post to use the main gun instead. GunMan2 you will need to make a new damage roll to represent which shell you wish to use.
You can just edit the post to show you in your tank mode firing the main gun. Add a roll for the main gun damage for whatever kind of shell you use, and we'll just disregard the earlier damage post.Ok thx but how do i delete the damage roll? Or do i have to delete the post?
Uh, there are Artillery Battle Pods in their number? I didn't realize our Characters wouldn't take note of this and I didn't ask. I need to remind myself in the future to ask our GM how many of each type of Battle Pods we are up against. Because just one Recon Pod (however rare those can be) can change the outcome of a battle.While Pod 6 is still out of gun range, it locks onto Steven's tank with its targeting system and it sends out a quick signal. From somewhere out of sight in the jungle up ahead, a volley of six short range missiles comes flying up over the trees and is soaring straight for your tank. They will hit your main body unless you shoot them down or use your chaff/flare packs to try and spoof them off of you.
GunMan2, unlike Real Life, chaff and flares are a tank-thing (instead of just being an aircraft thing). In Palladium, one button push and your Character uses up one "use" of chaff and flares to baffle incoming missiles. Their chance is 75% (higher than the average Parry chance). Just putting that out there for your benefit, buddy. =)OOC just to be clear for @GunMan2, a missile salvo of 4 or more missiles cannot be dodged, only parried. You can use an action to try and shoot them down, or you can activate your missile defense systems of chaff and flares to try and confuse them to miss.
There are no Artillery Pods in view, but these missiles came from further away in the trees and are out of sight. I will say that the remaining pods up in front of you are standard pods and are not artillery models or the recon model.Uh, there are Artillery Battle Pods in their number? I didn't realize our Characters wouldn't take note of this and I didn't ask. I need to remind myself in the future to ask our GM how many of each type of Battle Pods we are up against. Because just one Recon Pod (however rare those can be) can change the outcome of a battle.
For an intense look, I will say you can still attack/react, but you will have a minus 10% to your Sensory Systems roll for the chaos of combat.Psychie will it use an action for me to try and do a radar search for the other hidden targets out in the trees? I want to see what we're dealing with.
What do you mean by "use your radar?" Either radar picks something up or it doesn't. You know at a glance (ask any FAA tower control operator).Psychie will it use an action for me to try and do a radar search for the other hidden targets out in the trees? I want to see what we're dealing with.
Perhaps I should say that I am making a Perception roll to spot them?What do you mean by "use your radar?" Either radar picks something up or it doesn't. You know at a glance (ask any FAA tower control operator).
First off, and most important, I am sorry you are hurting! Feel better, my friend!So... we appear to have a new enemy that our sensors and Perception checks didn't tag? Or is my muddy-head still getting this wrong? (Sorry if I'm sounding "off;" I'm stressed and my brain isn't on right today, so I've got a rather bothersome-but-not-painful headache that I'm taking things for so it won't become a migraine, and... yeah! Wheee....).
Trying! Thanks, you! *hugs* I have sumatriptan, quality coffee, a pleasant atmosphere, gaming buddies, and best of all - a Kaerri nearby - so this headache doesn't know it, but its hours are numbered! =)First off, and most important, I am sorry you are hurting! Feel better, my friend!
Okay! So the tanks not only have electronic countermeasure capability (as noted earlier in the game), but they do come with a ground-based radar. Unusual, but potentially a life-saver, even if opponents can find ways to hide/spoof it. So that's how you're working it in your game. Cool!Second, your ground radar is limited in range compared to your ability to track airborne targets. Combine that with the rough terrain and yes, these targets were able to hide from your perception and Sensory Systems rolls.
Oh, definitely. But don't only the Tac Corp AJAXs have the ground radar? Everybody else driving anything else in the base game was screwed for lack of it.Actually, the ground radar vs. airborne target radar is in the book. Air targets can be tracked up to 40 miles out, while ground ones have a top range of about 10 miles. But the chaff and flares in the tanks are an add-on that I have done, along with increasing the firepower of the guns.