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Old 11-27-2008, 12:44 PM
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Wrapping up:
The last Terrorist behind the Police SUV decides it’s not worth it and takes off towards the woods.

*Pop pop pop pop pop* - You all fire… someone got him. He goes down, lifeless.

A lull settles over the roadblock as you all come to grips with what just went down. It started and was over that quick.

You just killed 2 men and no one can touch you for it. You suddenly feel extremely tired as the adrenaline wares off.

Fitts walks out 50m to the Police SUV where there is some low moaning. You hear 3 additional single shots *pop pop pop*. There is no more moaning.

Sam comes on over the radio – “Going down to help Fitts with the bodies. Hatfield get your ass to the trailer and get some pressure on that arm. James switch over to the city band and let them know we need an two ambulances, one priority… the other *sigh*… tell them to send the other when they can… ”

Fitts and Sam police up the bodies.
The terrorist’s bodies are laid out in the ditch.
Latell’s body is covered with a tarp.

You see Sam has also managed to put all the Terrorist’s weapons in a pile over next to him as well.

--------------------------------------------

15 minutes later back on the bridge, an ambulance and 2 additional police squad cars show up.

Hatfield is escorted to the back of the ambulance and they drive off.

Fitts is holding a small mini-meeting with the two other cops that have showed up.

Sam comes up to you with all the weapons in a pile near his bunker. “Yo, we gotta take some of this with us.”

Fiits like he just heard what was said leaving his emeting and comes over to have a mini-meet with you and Sam.
“Good job guys.” He still looks a little shell shocked, and you can only imagine what it would be like to be standing next to Latell when his head vaporized. “Uhhh… look, I gotta take those weapons into police custody. And they’ve already called in CM-4 (Canton Militia – Group 4) to relieve us. So you guys get to take off a bit early”

Sam breaks in (I can just hear/see this in my head. As he looks down and brings his chin in a bit) “Uhhhhhhhh… look. Uhhhh… we uhhh.. we earned these weapons Fitts. I mean…. Uhhhh… I know this is probably against some protocol… but we just wasted these guys. Give us the weapons and we’ll bring um out to ever militia patrol from now on. I mean…. c’mon… we volunteer for this shit… give us at least some weapons to fight fire with fire. Besides half those weapons look beat to hell. We can take um and get um fixed up and ready to go next time. Just look the other way on this one”

<Persuasion roll>

After a second of Fitts staring in to Sam’s eye, lets out a sigh. “What weapons, right? I don’t know what you’re talking about. I am quite sure this won’t come back in bite me in the ass, right?
I need all the police issue stuff back though…. CM-4 is gonna need that.”

Here is what you get….

x3 AK47 – Wear of 3
x8 30rd Mags

x1 RPK – Wear of 4
x2 100 Drum Mags

520 rds of 7.62x39mm

x1 RPG-7 – Wear of 3
x4 RPG rockets

x1 AR15 (M4 style) w/ EOTECH and w/ Foregrip – Wear 6 (caught some RPG shrapnel)
x3 30rd Mags

59 rds of 5.56x45mm

How much of this do you want to take, and how much do you want to give to Sam?

Basically... what are you taking home... and what is Sam taking home?

No peeking at Turn 1.0!
GM retains veto power on everything!

I'd take:

1 AK-47 & 3 Full - Mags (I've got 7.62x39 at my house).. 150 Rds of loose 7.62x39

2 of the 30rds for AR-15/M16 and the EOTECH Scope (and try and fix it up if it's slightly damaged)

<roll 1d20.. less than 10 = RPG, more than 10 = RPK>

I'd take the RPG and Ammo.
That was no peaking.

End Pre-Turn 1.0

Last edited by Haven; 11-27-2008 at 01:12 PM.
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  #2  
Old 11-27-2008, 02:13 PM
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Good narration of the skirmish, Haven.
By the way. I've only played / refereed using v2.2 rules. What system have you used in this combat action? Seems quite deadly!
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  #3  
Old 11-27-2008, 02:34 PM
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Twilight 2013 rules.



It was a little extra deadly this time because of a mis-interpretation of the rules.

But honestly with the rolls as they were i am not sure it would have made a difference.
It really seemed like the rolls were going to make this combat they way i would have liked to have told it.

Was half tempted to leave the rolls and math in ... but it made it too long.

Someone taking an RPG rocket to the head was .... well something i wouldn't have planned.

Poor bastard.

Last edited by Haven; 11-27-2008 at 02:41 PM.
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Old 11-27-2008, 07:16 PM
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Wow those guys really got there S**T pushed in!

I am curious as to who actually got hit by what. Can you just give a brief summary of who hit who and what it did to them.

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Old 11-27-2008, 08:30 PM
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Yeah lemme see if i can break it down.



Fitts - Burst MP5 - Hit 'Passenger' in head and chest

T AK - Burst at Fitts - graze wound on right shoulder

James - Single Shot AR15 (M4 shortened barrel) - Shot/Killed 'Passenger' in lower abdomen

Sam - Single Shot AR15 - Shot/Killed 'Driver' in upper chest (same action as Hatfield)

Hatfield - Snap Shot with Bolt Rifle - Shot/Killed 'Driver' in lower abdomen (same action as Sam) - Shot by 'T RPK' right upper arm serious wound.

Driver - (same action as Sam and Hatfield) Drove forward - shot twice - failed to control 'car bomb' van (critical failure) turned van over and it pre-maturely blew up hurting no one.

Fitts - Burst MP5 - Hit 'T AK' in left hand with 2 shots - removing it - Incap.

Latell - Single Shot AR15 - Shot/Missed 'T RPK'

T RPG - Snap shot at Latell - got lucky and hit him in the head

T RPK - Long Burst at Hatfield - Hit him in the right upper arm - serious wound

James - Single Shot AR15 - Hit T RPK in right shoulder - critical wound - Incap.

T RPG - runs off and gets gunned down
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  #6  
Old 11-30-2008, 05:01 PM
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... wow. I'm a big fan of the face-shooting, but an RPG round to the face seems a bit excessive.

Good writeup.

- C.
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Old 11-30-2008, 05:54 PM
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The dice don't lie!

Lucky he was an NPC.

I was just expecting to scare the PC with the RPG


Shot a snap shot at Latell and with some like -7 to the roll and managed to pull it off.

So i was running though my mind how all i was going to need to do the penetration rules though a concrete barrier in twilight 2013 rules, and rolled location head.

Sooo.... yeah....

There was actually some debate as to if a skull could crush the nose of an RPG rocket enough to actually fire it.

I went with the rated R Hollywood version
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Old 12-01-2008, 03:01 AM
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Quote:
Originally Posted by Haven

But honestly with the rolls as they were i am not sure it would have made a difference.
It really seemed like the rolls were going to make this combat they way i would have liked to have told it.
Haven, I see you mentioned that you got pretty much the results you were after, but what's your feeling for the ease of use of the Reflex System?

I understand this was play-by-post so you had a more relaxed time frame in which to work out the resolution, but how did it flow for you?

Was the basic mechanic (no. of dice to roll, rolling low, attribute as target no.) immediately intuitive, or - if not - how long did it take you to get the hang of it?

How did tick tracking (and bookkeeping) for initiative work for you?

How about the amount of die-rolling and modifiers? Burdensome or appropriate?

I ask because, since I've been involved in testing the system as it evolved, I really have no concept of the difficulty involved in learning it all fresh from scratch.
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Old 12-01-2008, 09:21 AM
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Quote:
Haven, I see you mentioned that you got pretty much the results you were after, but what's your feeling for the ease of use of the Reflex System?

I understand this was play-by-post so you had a more relaxed time frame in which to work out the resolution, but how did it flow for you?
Well as a play by post i can't tell you how hard it would be to learn face to face. We were using gmail chat at this particular time.

Here goes anyways....

First attack roll took about... 45min (wanted to get everything right and had not read the section before starting) next one took 15min next one took 5min and after that I could do an attack roll (with 'In character' description in about 3~5 min). I kinda had a benefit of most of my characters in a fixed position on a bridge in a bunker so those modifiers needed to be figured once and then i could refer to them in the next action (aka post).

Quote:
Was the basic mechanic (no. of dice to roll, rolling low, attribute as target no.) immediately intuitive, or - if not - how long did it take you to get the hang of it?
Originally, I was rolling against not my base Attribute that related to the skill but the skill itself. aka Trying to get under 13 in Longarm not the 7 in CDN as a 'Professional' (3d20L) shooter.

That could be stressed a bit more i think... but could just be me speed reading.


Quote:
How did tick tracking (and bookkeeping) for initiative work for you?

How about the amount of die-rolling and modifiers? Burdensome or appropriate?
Some notes:

I kept up with ticks with an excel spread sheet. Everyone started on the far left column with their tick listed next to them. As they acted i would list what they did in the next column over and list their next tick in the next column to the right. In a live game a sheet of paper with 'Name : Tick' and continously erase/mark though the tick and update it would probably be more efficent and easier than what i did... but i was learning.

One thing that we started to do is start a 'quick reference' thread on our forum for all the various tables used in combat. Basically a GM screen.

This is I feel one of the most important things to build create for you guys as a 'freebie' because the tables for combat and skill resolution is kinda spread out at the moment and the pdf while you can click on the bookmarks will never be the same as keeping a couple fingers or post-it's on the pages you need.

You need all the range bands, task resolution modifiers (most of the screen would be this: moving, lighting, noise, light, weather, target size, target movement, etc...), hit location, wound effects, etc.

Finding the relatent tables is what slowed me down the most.

Once you wrap your head around how this system works it is very very intuative. Most of the time i was "now i know this has a penalty/bonus where is it and how much is it..."

FYI: we are using a mix of Tier II and Tier III rules because we have the luxury of time between posts. So i would imagine that Tier I is a snap.
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Old 12-01-2008, 09:48 AM
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Quote:
Originally Posted by Haven
This is I feel one of the most important things to build create for you guys as a 'freebie' because the tables for combat and skill resolution is kinda spread out at the moment and the pdf while you can click on the bookmarks will never be the same as keeping a couple fingers or post-it's on the pages you need.
I'm working on it.

Also trying to through in an adventure, sample characters, Stage I Rules, and a few other things to go along with it.
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Old 12-01-2008, 10:07 AM
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Yeah i figured it was in the works... just wanted to stress its importance again.

Keep up the good work, as usual.
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Old 12-03-2008, 09:00 AM
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Quote:
Originally Posted by smokewolf
I'm working on it.

Also trying to through in an adventure, sample characters, Stage I Rules, and a few other things to go along with it.
Ah, awesome news! I'm getting together on the 13th with a friend to try the system out, make a few PC's and get used to some simple combat. Any chance this comes out before then?
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