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Post by kimiko on Jul 8, 2007 1:46:33 GMT -5
(I thought it went from highest to lowest, but whatever)
I'm going to grab a piece of the ganger we want and then run to a van.
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Post by Xeno Khan on Jul 8, 2007 4:27:29 GMT -5
*****Declarations are made lowest to highest and actions are made highest to lowest
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Post by greatmilenko on Jul 8, 2007 11:29:18 GMT -5
1) Initiative 2) Lowest Initiative declares action 1st and on up to Highest Initiative. 3) Highest Initiative's actions occur first on down to lowest Initiative. If someone posts their actions and then reads a lower Initiative's actions they can modify their action to correspond. Or you (GM) roll every one's initiative using the dice roller applet on the board and then we post our actions in turns, lowest to highest. You also set a fixed time limit on when the post needs to be made by and stick to that every time. **ie:: Starting today (Monday 6/25) you roll everyones initiative say by 8pmish EST. Then everyone knows that every Monday by 8pmish EST there will be an initiative post. Then on Tuesday by 8pmish EST everyone needs to post their declared action. On Wednesday by 8pmish EST you resolve actions. Then Thursday and reaction rolls by the players are made by 8pmish EST and on Friday you post the complete action report.
If you want to shorten the time limits to say 12 hours.... well we are playing by post because of time constraints in real life.
Of course this will make the battle a long drawn out affair, but unless we agree to meet online at least once a week through an IM or MiRC, game play is going to be slow no matter what.
I liked this idea so that you high inits dont have to hold actions to determine the others actions. Kimiko, not all the bodies are located in the same place. ** 5 people start repelling down some ropes and begin collecting the dead bodies and putting them into hiding spots. **They were scattered hurriedly after the assault. At this point you are uncertain if the body you are heading towards is the body of the man you are looking for, or if he ended up in a different location. Remember that a combat rd = 3 seconds. It will take a few more rounds to go to another spot if this isn't the guy you need. Tank: your actions please. Hez to follow
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Post by shadowtank on Jul 8, 2007 18:04:27 GMT -5
were is everyone and how much room do i have to shot a flash bang granade
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Post by greatmilenko on Jul 9, 2007 7:59:34 GMT -5
You, Hez and Xeno are at the vehicle you rode here together in. Kimiko has moved towards the facility. The opposition is about 45.72 meters away (50 yards). Are you going to throw it or launch it?
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Post by shadowtank on Jul 9, 2007 18:06:55 GMT -5
launch it
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Post by greatmilenko on Jul 10, 2007 6:57:21 GMT -5
Actions:
Hez: Providing cover fire to help disguise Kimiko while planning to infiltrate vans.
Tank: Shooting flash bang grenade at the junkyard
Kimiko: Seeking Halloweener for retrieval of "package" (not that package guys)
Xeno: Redirecting physical barrier while moving towards the vans
Everyone is ready to roll attacks/actions. Plz do so before Wednesday July 11 12:00 midnight EST. I will conclude this rd by Thursday July 12 12:00 midnight. New actions will be due by Friday July 13 by 12:00 midnight. You may PM me your action if you think you will be unavailable.
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Post by shadowtank on Jul 11, 2007 22:29:14 GMT -5
[dice=6] [dice=6] [dice=6] [dice=6] [dice=6][rand=7189642783118402548201291160461335503210459024426971690830887733]
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Post by emyj on Jul 11, 2007 22:45:44 GMT -5
[dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] [rand=8915920236644242826937626058291746775481789290958849901987854044]
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Post by greatmilenko on Jul 13, 2007 16:41:56 GMT -5
Kimiko
[dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [rand=599014145396494789457224941671381715411832586757179590785699055]
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Post by greatmilenko on Jul 13, 2007 16:50:52 GMT -5
Xeno reshifts his barrier and moves towards the vans
Kimiko moves stealthly (2 success) and I'm adding a threshold of 2 for the guard to see her as Hez is providing cover fire (3 successes)
Tank lobs his flash grenade and the grounds erupts with light as the flashbang grenade detonates.
Guard spotting Kimiko
[dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6]
Flashbang on the 2 guards
1: [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] 2: [dice=6][dice=6][dice=6][dice=6][dice=6] [rand=8262463669237618457577628281774296447531098401633271383362357954]
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Post by greatmilenko on Jul 13, 2007 16:55:06 GMT -5
The guard fails to spot Kimiko
Guard 1 seems dazed but keeps composure Guard 2 seems a little more dazed than guard 1
The sound of a chopper can be heard in the distance... estimate if it's headed towards you guys it'll probably be there in about 8 rds
Guard who is near Kimiko fires at Hez (-1 for movement) [dice=6] [dice=6] [dice=6] [dice=6] [dice=6]
Dazed guard fires at Tank (-2die damage, +2 smartlink, -2 visibility) [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] SA:[dice=6] [dice=6] [dice=6] [dice=6] [dice=6] (compensated)
Guard 4 (near the back) fires at Tank (-1 damage, +2 smartlink) [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] SA: [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] (compensated)
Guard 5 (also near the back) moves towards the vans, avioding the web and flashbang area
[rand=210134058543492327505948847220985157130644546876532970914573631672]
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Post by greatmilenko on Jul 13, 2007 17:01:57 GMT -5
The bullets miss Hez
(This is a good time to remind everyone that ranged combat is an opposed test in 4th ed.)
Tank, You roll reaction (X2) 1st bullet (1) [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] (2)[dice=6][dice=6][dice=6][dice=6][dice=6] 2nd bullet (1)[dice=6] [dice=6] [dice=6] [dice=6] [dice=6] (2)[dice=6][dice=6][dice=6][dice=6][dice=6] [rand=856254121037175947595973426138526382669689455532107205130954667]
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Post by greatmilenko on Jul 13, 2007 17:03:44 GMT -5
Tank need to resist 6(stun) (X3)damage and 10(stun)... you have 21 die (11 armor + 8 body) per attack
Roll 21 die 4 times, one for each bullet please (mark which set is for the 10 plz)
Hez and Xeno are 2 rds from the vans
While Tank is resolving damage, please roll inits. After Tank rolls, I will probably delete his post as it will take up a large portion of the page. I will convert it into simple hits/misses.
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Post by Xeno Khan on Jul 13, 2007 19:06:27 GMT -5
Initiative (5) - Sustaining Spell (2) - Injuries(2) = [dice=6] = 6
And just cuz I know I'm the slowest right now: Declaration: Drop Glue Strip (Free Action) Cast Manaball on as many guards as I can without hitting the Team. AoE 5m (16'x16') (Complex Action)[rand=90165416856691567406272303591794147886500630527719292462381567332]
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