USH'S MATRIX GAME 2006- The Dojo

Started by Coleman Trebor23 pages

))Sorry Ush, I forgot to specify...ANyhoo, my next attack I'll just use my two Uzi's.((

"Watch your step their bud." Falcon grinned, then fired(Regulerly) again.

))Zomg I did damage!((

OK, that is a tough call. I think I'll go with untapping CF this time.

Then I shall tap PM and SS for another attack, and tap CF for any retaliation he may try.

Hip shooting impressive with a Desert Eagle! They don't seem to have a * rating. I think they probably deserve one. That gives you 8 dice! But these SWAT guys are armoured, you you need 4 successes. No Eagle Eye, so that stays.

Gah- just two successes, I am afraid!

They then open up on you with maximum Burst fire. Luckily you are highly resistant to that, so they only get two dice each.

I score two hits on you, for a total of six damage! Bullets fly all around...

Balder unloads like crazy at Falcon. With Falcon's Bullet Time tapped, he now has no bar on his hit roll. He rolls three successes for six damage and then, with an Arnie style flick of the shotgun, reloads it in a flash to fire again, for the same result!

Switching guns in mid-air, his coat shredded by shotgun pellets, Falcon opens fire with the smaller Uzis. He also scores three successes, also for six damage! Good round for Balder, this, achieving more on smaller pool. Such is how it goes sometimes. Leaves the fight very even!

Meanwhile, Cloud knows he needs to finish this fast else Heretic will win by attrition. With Fox untapped, his defence is back! The immediate tap should serve him well...

Heretic goes for another spear jab. He has a full pool of 13 here. But he only rolls three successes- not enough! Fox parries the whole amount, as Cloud twists clear in a blurring motion and strikes home with his swords! Cloud's pool is up to 9 here, and fours will be successes. Well, he scores four successes, not quite getting a bonus, and that is seven damage...

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2

Balder (6/7/13): DM CF ST LA HL AL EE LR StS 10B
Dlask Tactical Entry shotgun (7/3)

Falcon (10/12) HC NO 10B BT StS EE BB
Uzi x2 (4/0) (4/0)
H&K x2 (4/0) (4/0)

-
5

San (11/49) PW CF ST BS HC AL WW SC NO HL VG IB
Knives

Melis (11/63) CF DM ST SS BS HC AL HL HT DiM LB IB
Knives
Bo Staff

-

Firewall (6/6/6) ST KW LA AL HC HT DiM HL CF SS StS LR
Desert Eagle (3/4)

SWAT x2: 0
SWAT x1: 2

-
5

Cloud (8/38) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twin Swords

Heretic (11/47)
Spear

-
0

Hawk (7/5/0) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glock 19s x2 (3/4) (3/4)

Hephaestus (8/0) PW CF ST SS BS WW SC NO HL DiM VG DF
Nunchuks

-
0

Helios (8/5/0) ST KW HC VG SP LB LR BT 10B StS
Uzi (4/20)

Dale (8/5/0) ST AL WW JE SP HL HC PW BT LR StS

-----

Another attack, then I'll swap out JE for SP and attack with that tapped for the next turn.

Okidokey.

Just as a note, btw; literally you switch your powers at the end of the turn, after you see results, so Cloud could have aasked to have swapped at the end of the turn just done if he had wanted.

My only issue in the Dojo, for player vs. player fights, is if people wait to see what the other player switches and then chooses their own switch. Then I will likely delay the switch until the end of the next turn, because only Veterans get that privilege.

Safer in PvP combat to state your changes when you make your attack- maybe condtionally (e.g. change back to CF if I am on more than 50 damage).

Not a fantasic roll for Cloud- two successes for five damage. Only three in return from Heretic, though, and on much more dice!

5H

Cloud's final gamble is to tap SP and attack with it. We have an initiative roll... which goes to Heretic.

Ahhh! Poor Cloud is unlucky. Heretic rolls three successes again, which gets parried down to 1, but that's just enough to beat Cloud! Cloud's return stroke could very well have won that fight.

Sorry Cloud- you lost that by a razor's edge.

-----
2

Balder (6/7/13): DM CF ST LA HL AL EE LR StS 10B
Dlask Tactical Entry shotgun (7/3)

Falcon (10/12) HC NO 10B BT StS EE BB
Uzi x2 (4/0) (4/0)
H&K x2 (4/0) (4/0)

-
5

San (11/49) PW CF ST BS HC AL WW SC NO HL VG IB
Knives

Melis (11/63) CF DM ST SS BS HC AL HL HT DiM LB IB
Knives
Bo Staff

-
1

Firewall (6/6/6) ST KW LA AL HC HT DiM HL CF SS StS LR
Desert Eagle (3/4)

SWAT x2: 0
SWAT x1: 2

-
6

Cloud (8/50) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twin Swords

Heretic (11/52)
Spear

-
0

Hawk (7/5/0) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glock 19s x2 (3/4) (3/4)

Hephaestus (8/0) PW CF ST SS BS WW SC NO HL DiM VG DF
Nunchuks

-
0

Helios (8/5/0) ST KW HC VG SP LB LR BT 10B StS
Uzi (4/20)

Dale (8/5/0) ST AL WW JE SP HL HC PW BT LR StS

-----

Darn it, You relpied faster.

Eeek! Sorry.

My next will be the following:

I will untap lightning reload (If I need to)

I will tap EE, StS, and then tap 10B for an extra attack.

Untap it how?

Originally posted by Ushgarak
Untap it how?

Nevermind. I just noticed what I said, and that's not what I want.

Ill attack regulerly, and tap BE and EE, and I'll also pray to god that Rocas doesn't kill me in one hit...

I tap straight Shot, since my foes are armored...

Firewall takes the damage in his stride, leveling his weapon with his wounded foe's chest and firing a .50 cal. round with a thunderous boom as he continued to advance towards the SWAT soldiers.

Ok, Balder and Falcon are going nuts on each other! Can't follow through one of Falcon's taps, though, because I don't know what he means.

So far, the second attacks on Straight Shooter have all been rolling rubbish. Let's see if tapping them makes a difference...

Balder goes mental with the shotgun. His seven pool is firing with a basic damage of 4 with Sts, all Unstoppable (not making a difference in these circumstances), and successful hits causing another attack at -2 to pool, and so on until he either misses or needs to reload. Oh, and his successes are doubled.

He rolls two successes on his first roll. Successes are doubled to four, so that is eight damage!

On his second attack, he rolls one success. Six damage!

Third attack, one success. Six damage!

Last attack- missed. And a Defensive bonus for Falcon is he had one to use... sadly not.

Balder's repeated shotgun blasts are driving you back, FalcoN! Your clothes are ruined...

I've been giving Falcon too many dice against Storm Turtle. My mistake. By 'normal' attack I assume he means not BGB. Ok then, it is still on the Uzi, though.

He rolls an impressive four successes, which doubles to eight, and the uzi damage makes it nine!

Harsh round! Balder is low on resources though...

-

Aliies- Straight Shooter does damage; Mooks have no interaction with damage, so ignore any mook/damage power associations.

This time, you vlow your man away. And you escape clean!

-----
3

Balder (6/7/22): DM CF ST LA HL AL EE LR StS 10B
Dlask Tactical Entry shotgun (3/3)

Falcon (10/32) HC NO 10B BT StS EE BB
Uzi x2 (3/0) (4/0)
H&K x2 (4/0) (4/0)

-
1

Firewall (6/6/6) ST KW LA AL HC HT DiM HL CF SS StS LR
Desert Eagle (3/4)

SWAT x2: 0

-
0

Hawk (7/5/0) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glock 19s x2 (3/4) (3/4)

Hephaestus (8/0) PW CF ST SS BS WW SC NO HL DiM VG DF
Nunchuks

-
0

Helios (8/5/0) ST KW HC VG SP LB LR BT 10B StS
Uzi (4/20)

Dale (8/5/0) ST AL WW JE SP HL HC PW BT LR StS

-----

Originally posted by Ushgarak
Ok, Balder and Falcon are going nuts on each other! Can't follow through one of Falcon's taps, though, because I don't know what he means.

So far, the second attacks on Straight Shooter have all been rolling rubbish. Let's see if tapping them makes a difference...

Balder goes mental with the shotgun. His seven pool is firing with a basic damage of 4 with Sts, all Unstoppable (not making a difference in these circumstances), and successful hits causing another attack at -2 to pool, and so on until he either misses or needs to reload. Oh, and his successes are doubled.

He rolls two successes on his first roll. Successes are doubled to four, so that is eight damage!

On his second attack, he rolls one success. Six damage!

Third attack, one success. Six damage!

Last attack- missed. And a Defensive bonus for Falcon is he had one to use... sadly not.

Balder's repeated shotgun blasts are driving you back, FalcoN! Your clothes are ruined...

I've been giving Falcon too many dice against Storm Turtle. My mistake. By 'normal' attack I assume he means not BGB. Ok then, it is still on the Uzi, though.

He rolls an impressive four successes, which doubles to eight, and the uzi damage makes it nine!

Harsh round! Balder is low on resources though...

-

Aliies- Straight Shooter does damage; Mooks have no interaction with damage, so ignore any mook/damage power associations.

This time, you vlow your man away. And you escape clean!

-----
3

Balder (6/7/22): DM CF [b]ST LA HL AL EE LR StS 10B[i/]
Dlask Tactical Entry shotgun (3/3)

Falcon (10/32) HC NO 10B [i]BT StS EE BB
Uzi x2 (3/0) (4/0)
H&K x2 (4/0) (4/0)

-
1

Firewall (6/6/6) ST KW LA AL HC HT DiM HL CF SS StS LR
Desert Eagle (3/4)

SWAT x2: 0

-
0

Hawk (7/5/0) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glock 19s x2 (3/4) (3/4)

Hephaestus (8/0) PW CF ST SS BS WW SC NO HL DiM VG DF
Nunchuks

-
0

Helios (8/5/0) ST KW HC VG SP LB LR BT 10B StS
Uzi (4/20)

Dale (8/5/0) ST AL WW JE SP HL HC PW BT LR StS

----- [/B]

I'm going to tap Storm Turtle, swap EE and StS for DM and HL, untap LR, and I'm going ot go barehanded.

First of all, it will take another turn to do both swaps.

Secondly, same question- untap LR how?

Well, from what I'm getting from this line, I should be able to:

Refresh Rate: 3 (Can refresh two powers in Download Grid, and one in the cache)

Unless, this only pertains to when a joker is drawn.

Instead, I'll go with tapping Storm Turtle, swapping StS for DM, and shoot at him.

That's only during a refresh round, which is when a Joker is drawn.

Originally posted by Lana
That's only during a refresh round, which is when a Joker is drawn.

Thought so. Ya, ignore what I said. 😮

"Hold still so I can kick you..." Heph mumbles as he tries again with his leaping kick at Hawk.