I will be missing that game for sure. Sorry by schedule has me leaving early; its should be over in a 4 or 5 more weeks.
Fairman's Journal continued…
I'm glad I did not send what I had drafted after the bomb run and events afterwards. I don't believe it would have mattered much; just a talking point for a few but no outcome. Especially after the poor performance of teams outing. Something to look forward to I suppose but only time will tell. I, myself, am still lost and struggling somewhat with the situation. Personally I mean.
A moment of objectivity has occurred to me; this mission or task has turned into more of a colonial effort which worries me. Ishida role with the Colonials is perplexing as well, I'm sure she has an angle. Probably too my disliking as usual. Just something to keep in mind down the road.
Fairman sign off.
in discussion General Discussion / General Discussion » Happy Thanksgiving!
I hope all had a good Thanksgiving!
-Chris
Jaron in a moment of clarity during the return to the ship, he knew something was wrong. He brainstormed for factors as his current state along with courses of action. He is suffering from some sort of disorder as he was no longer that calm and stable person he used to be and maybe not be anymore. Jaron listed some symptoms in his head: Detached; Uninterested; Untrusting; Anger; Contempt. More filled his mind as his alpha began to dock in the hangar.
Normally he would go to the source of the problem but he felt it was surrounding him with no focus point to start on. There was no safe point to take initiative on as without him being filled with something dark or aloof inside him. He soon disembarked from his alpha and started to draft his memo to the Captain of the Valley Mistress knowing he was a safer bet than Suki to start on.
Captain of VM
As rare as this might be, I must request that I be removed active combat and Noble squad for the time being. I would not ask this unless I felt staying would be detrimental to Noble. I'm unfit mentally and emotionally at this time and have only became aware of this after the skirmish. I know there is no medical professional that is specializes in this on board (unless you know otherwise) but would request the current medical staff try in order to address my issues.
I know you need every able body on the Valley Mistress and this doesn't not help. I could fill-in in case of dire emergency if need be. As for the mission of the tomes, my knowledge and interest could still be useful in discussion as it was my beginning interest and caring of the bookkeeper that led to the first. I will address this Captain Ishida shortly but thought you should know first.
1st. Lt. Jaron Fairman
Just something to note for use down the road.
Entangle combat:
To escape its a straight 1d20 versus the defender and attacker.
In Dead Reign, latest combat rules; to escape an entangle is a dodge roll vs. entangler's roll (strike/entangle roll)
Holds:
To escape holds its 1d20+P.P. or P.S. to escape.
Attacking and Defending:
A natural roll of 1-4 auto misses unlike the book which only a natural 1 auto misses.
A natural roll of 12 or more is needed to hit with called shot unlike the book where attacker is allowed to use bonuses. In Dead reign; the latest combat rules its a straight roll; with penalties depending on target size. Its counts as two actions. You can make an Aimed called shot; with a +2 to strike bonus but counts as three actions.
You can add physical prowess bonus to firearm to strike roll unlike the book where you can not.
There is no -10 or -5 to dodge gunfire.
All ranged attacks require a roll of 8 to strike (including bonuses and penalties)
Firing through the cover of a completely covered opponent requires a called shot with a -5 penalty if you know they are there.
Mecha combat
In mecha/fighter combat; you can take up to three defensive actions. I assume these actions eat up your allotted actions per melee round.
1. Deploy chaff (automatic or no?)
2. If chaff fail; you can fire at missiles.
3. If the total number of missiles is 3 or less after firing you can now take a dodge action.
I think this 3 defensive actions is limited to missile combat.
More down the road when its comes up.
Never got an answer on this. Just posting the actual stuff now.
Requirements: Must be part of a Skill program or if using an O.C.C. system, an O.C.C. related skill. Secondary skills can not be used to acquire Parkour/Free Running.
Character Bonuses: +1 to P.S., +1 to P.P., +2 to P.E., +1D6 to Spd and +2D6 to S.D.C. Can jump strait up 2ft +4in per level and can jump forward 4ft +6in per level.
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Back Flip – Escape, Somersault – Escape, Vault*, Maintain Balance, Grab, and Automatic Dodge.
Level Advancement Bonuses
1st: +1 to Vault and +2 to Back Flip
2nd: +2 to Vault, +1 to Back Flip and +1 to Roll with Punch/Fall/Impact
3rd: Add Leap – Escape
4th: +2 to Vault, add +1 to Roll with Punch/Fall/Impact and +1 to Somersault
5th: Add +1 to Spd and +2 to Maintain Balance
6th: Add +1 to Grab and +1 to Vault
7th: Add Wall Flip. This special move uses the Back Flip bonus but must be done off a wall and must require having the initiative or as a dodge. The character can Wall Flip into a standing position and can dodge melee attacks as long as the Wall Flip is successful. A failed Wall Flip dodge can not be negated for damage by a Roll with Punch/Fall/Impact and the fall does 1D6 damage plus the character takes full damage from the opponents attack.
8th: +2 to Vault and +1 to Grab
9th: +1 to Automatic Dodge
10th: +1 Maintain Balance and +1 to Roll with Punch/Fall/Impact
11th: +1 to Back Flip and +1 to Somersault
12th: +1 to Vault and +2 to Maintain Balance
13th: +1 to Vault and +2 to Roll with Punch/Fall/Impact
14th: +2 to Maintain Balance
15th: +1 to Grab and +1 to Somersault
Vault is a skill where the character runs, gains enough acceleration over a certain obstacle and uses either a hand or foot to “vault” over the obstacle. Timing is critical in the use of a vault but it can propel the character either up to gain a hand or foothold, or over an obstacle that a character without this skill cannot climb. Like several skills the GM requires a 1D20 roll to determine a successful vault;18 for a difficult vault, 14 for a tough vault, 12 for a standard vault, 8 for a mediocre vault and 4 for an easy vault. A failed vault means not climbing it, and being trapped or requiring successive attempts. Vaults can be attempted once per melee action unless there is a failure; then it costs three melee actions before the next Vault can be attempted (hope you have the climbing skill if you need to climb fast).
in discussion General Discussion / General Discussion » SDC Armor with AR (Suggestion)
I can't say I'm thrilled with this concept, at all. Though a good portion of my anxiety over all of this is the simple fact that I have no real experience with AR system. The other half of the issue is PB's ruleset is arcane to the point of almost incoherence with all the modifications that have already been done, and this looks like it adds to the complexity to me. So yeah, I'd rather not go this route. I'm devesting myself of the PB system as much as possible anymore, and quite frankly learning more of it is a turn-off to me.
in discussion General Discussion / General Discussion » SDC Armor with AR (Suggestion)
Negative; page 144 of hardback; says with all bonuses.
in discussion General Discussion / General Discussion » SDC Armor with AR (Suggestion)
Regards AR, it's my understanding that the natural unmodified roll must be above the AR for any attack ( ranged / melee ) to bypass the armor.
in discussion General Discussion / General Discussion » SDC Armor with AR (Suggestion)
More fun and more survivable is suggestible :)
With the bonuses being what they are, AR is pointless unless you start making them over 20. If you wish to making MDC attack survivable for unarmored or such; once armor is gone instead of taking an MDC attack; just make it convert to SDCx10 or go directly against Hit points. If you wish to dive in various rounds or such; have at it but don't need to change much else.
I do like the idea of MDC converting to SDC directly to Hit points. The MDC weaponry is more lethal than mundane weapons.
in discussion General Discussion / General Discussion » SDC Armor with AR (Suggestion)
Good question, one I don't have a 100% definitive answer for just yet, beyond to say that whatever damage it did it would be all S.D.C.
One option would be to convert whatever the MD is to SD and tweak the damage accordingly (so we don't have a pistol doing more then an assault rifle unless there is a DAMN good reason, like, it's a .50 Desert Eagle or a .454 Ruger Alaskan…)
Another option would be to assign a damage per round to a caliber size, and fall back to the old Short, Medium, Long, Full Melee burst rules.
- IF we go with option two, I would very much like to introduce the Ranged Combat Optional Rule Supplement found on page(s) 17-21 in Rifter #11
As for AP rounds, I would like to make it so that they would have a better chance of penetrating the AR of any given armor, maybe by a +1 or +2, whereas other rounds, might have a negative, like say a solid slug shotgun would have a -2 or -3 to penetrate hard armor with buckshot having a -5 to -7 to do the same (although lack of penetration would be made up with knock back…)
Also, I plan to allow for carry over damage, say, you are shot and the armor absorbs the round, you would still take some minor SDC, say, at a 1:10 ratio (soft armor only, Hard Armor like CVR would prevent that ), if anyone has seen the aftermath of a bulletproof vest, you're gonna have a nice puffy welt for a few weeks. If an energy weapon, some of the diffused heat carries over so you get a nice 1st degree or 2nd degree burn etc…
An other armor option would be that a certain AR would be impervious to certain calibers, (just as a Type III body armor today will stop anything short of a .30-06 Springfield AP round) so, as an example, your CVR would automatically stop a 9mm, still taking damage to the SD of the armor, but it would keep the round out of you until the armors S.D.C. is depleted.
Again, the particulars are debatable, I dont want to bog things down, but rather make it more fun, and more survivable.
in discussion General Discussion / General Discussion » SDC Armor with AR (Suggestion)
Okay, since I was asked to post it here…
What about a weapon like the Gallant H-90? It's supposed to be capable of both, and is energy based.
The M90C's could have SDC versions of the AP clips I'm sure….
in discussion General Discussion / General Discussion » SDC Armor with AR (Suggestion)
Name says it all. I am thinking about removing MDC from Body and Power Armor, instead using S.D.C. and A.R.
Other changes that would go with this include:
Altering mecha mounted Anti-Infantry weaponry to S.D.C. damage. (It would be High SD, as most anti-infantry weaponry on mecha are in the same caliber (pun intended) as a .50 cal.)
Small arms would likewise do S.D.C. and as such would be next to useless against Mecha, which will remain M.D.C. structures. (However, 100 points of S.D.C. damaging inflicted will do 1 MD (so it would be conceivably possible to chew your way through an MD structure with an SD weapon…))
- Dedicated Anti-Tank / Mecha weaponry would still inflict MD (Such as Mini-Missiles, anti-tank guns, etc.)
I'd also like to treat the Mecha vs Infantry much like the rules treat Starships vs Mecha regards to hit and dodge. (Please note: I'm not going to make it a habit to pit infantry vs. mecha as a general rule, but the situation may present itself where you find your self on either end of the spectrum. If anyone has watched MS Igloo, or Armored Trooper Votoms Armor Hunter Mellowlink, or has passing knowledge of the Battletech universe and their Elementals, you can see my source inspiration.)
Anyway, these are some thoughts banging around inside my head.
- On the pro-side, non mecha combat will be more dynamic, you might get shot up more, but the mechanic of insta-kill is greatly reduced (unless you eat an RPG…)
- On the con-side, the learning and familiarity curve may be a bitch (although, mitigated somewhat since we are all familiar in some manner with S.D.C. and A.R.) that and the possibility that folks might just see this as an added rule set.
Please discuss and ask questions and I'll answer any questions or concerns. This is something I think might be fun, but I also don't want to insert this by fiat until I've gotten some feedback.
I agree with the potential uses of the holowall.
As for large amount of explosives. Aside from grenades, if memory serves, the only person that actually brought demo was Capt. Ishida, and even that is but two breaching charges.
It would either be an escape route or pod or reinforcements I would think.
If we were able; plant a large amount of explosives there and along with maybe one or two in the palace or ball room. A nice chain reaction along with detaching the tower from the base. Just wishful thinking there.
Also note, and this is a hint. The holowall is something that won't effect the book team.
There is alot to consider in what I gave you beyond what you can use. My hint would be this…try to put yourself in the head of the enemy. Or any head of state for that matter.
Sorry busy this week. I think the holo wall could be used somehow but cant think of anything off hand.
I will be missing this session.
Almost Hump day!
Post post post!
Do EEEEEET!





