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Dice Robotech - Tales of the UEEF (OOC)

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Indeed! It gives me more options of what I can do with the team when I have more players.
 
Psychie Psychie

Shall we start out linked? And maybe take ourselves 4 or so hour shifts, to make sure neither of us are sleep deprived in case an enemy arrives earlier than expected?
 
Hey everyone! Just to give you all a quick heads-up, I'm taking a plane flight to Texas to visit some family later today, so I will be off line for a few hours while I travel. I'm bringing my tablet along so I can keep posting over the weekend, but I won't be on as much over the next few days.
 
What are the bonuses of aiming and wasn't there a penalty for called shots?

I got my post written up, just trying to make sure I get the numbers right this time.

I believe Charlie has a base +4 to strike in the alpha right now.
 
Should I go ahead and post for the unison free shot, or follow initiative order?

And I think I found it.

Aim being a +2, with an additional +2 with the sniper skill.

And Called shots are a -3 to -4, or adjusted based on the difficulty and speed of Target.

But I think they combine, so an aimed sniper at +4 shoots a -3 called shot, the roll to strike would have just a +1 on that shot.

Does that sound right?
 
In the Alpha. I have six attack actions, correct?

So I could then make three aimed called shots. Given that aimed shots take two actions?
 
Correct. They take extra time as you carefully place your shot.
 
Would I do them all in the same post, or three different posts if I wanted to try and hit again in case I missed?
 
It is one at a time. Your first shot goes off, then everyone gets their second attack.
 
A single melee round is fifteen seconds. You get your six (or however many you have) actions in that time. Some weapons or maneuvers use more than one attack per use, and some can only be used once or twice a melee. Like the new synchro cannons only fire three times in that fifteen second period. If you don't make the Called Shot, you still have three attacks that have to be used doing some other attack, like firing missiles or using your gun pod.
 
But if there are six actions for Charlie this melee, and an aimed shot takes 2 actions, would that allow three aimed shots? Or would called also require an additional action, so a called/aimed would be 3 actions?
 
You can break up your actions any way you want. You could make an Called Shot for two actions, launch some missiles for action number three, do a second Called Shot for action(s) 4 and 5, then punch something for action six.
 
So I can make multiple attacks during my turn, so long as I keep to my given number of actions per round.

And with dodging, that means i have 5 actions left to make.
 
Actually, with your Commando training, Sherwood is letting us use its Auto Dodge to make evasive maneuvers without using up an attack. Pretty cool. That means you can dodge all you want, and still get your attack in.
 
Psychie is correct. Normally, using a dodge would burn up an attack. But I'm stretching the rules a tad bit to allow you your full actions with a free dodge roll. Granted that there will be times that you cannot dodge for some reason, but those are few and far between.
 

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