Originally posted by General Zink
Well, since Mors said it, I guess I'll take a crack at planning? Dallas' plan probably involves 'Kill everyone in the Museum,' so let's see what we can pop out...Do we know where Dallas wants to go, Ush?
[b]Extinct Species Exhibit
- It's the largest, so we might want to put three here?
Heph
Spades
Dallas?Connecting Corridor
Azrael
SpadesNeanderthal Civilization
Klez
MelkorWonders of the Ancient Deep
Sirin
MirageMajesty of the Air
Berserker
HeliosUm...okay. Tried to do likewise with balancing people and pairing oldies with newbies, but not...there's only two oldies on Philo. ermm
Heph and Spades together, Fighter and Gunner. Maybe Dallas with us?
Klez and Melkor, Gunner and All-Rounder. I figured Klez knows what he's doing.
Same with the Sirin and Mirage pair, All-Rounders, Natural and Hacker respectively.
Berserker and Helios, All-Rounder, Vet and Natural. Yeah...
I guess that all works. Any objections from the Philo team? Or Dallas? [/B]
I object. You completely forgot me.
Not to be nay-saying Mors, but I think we should put at least one of the gunners in A, its the biggest area, and that way they can provide cover for the exiting Philo team.
That is unless Firewall is a gunner and I forgot, and in that case I apologize.
Burn is dissapointed he didn't get paired with San...
LOADOUT
A white background and endless shelves of weaponry surround you inside the Construct...
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Set your weapon loadout here. Once you enter the Matrix, it cannot be changed!
Be aware that some of these changed during training; these changes were used in the Dojo but not in training itself. Some sizes have changed, one category removed altogether.
Please also note that it now takes an action to put away a weapon larger than medium size. You can drop the weapon at no turn cost, but recovery can be awkward.
Also note that guns larger than medium size do not function in close combat!
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Encumbrance sizes work as follows:
Tiny: 0, but two Tinies count as a Small.
Small: 1
Medium: 2
Large: 4
Very Large: 8
Barehanded: Damage 1, Type- Barehanded
Knife/knives: Damage 2, Small, Type- Knife
Katars: Damage 2, Small, Type- Katar
Nunchaku: Damage 2, Small, Type- Nunchaku
Dual Staves: Damage 2, Small, Type- Twinned
Sais: Damage 2, Medium, Type- Twinned
Hook Swords: Damage 3, Large, Type- Twinned
Twinned Swords: Damage 3, Large, Type- Twinned
Staff- Damage 3, Large, Type- Spear
Sword- Damage 4, Large, Type- Sword
Spear- Damage 4, Very Large, Type- Spear
Light pistol (e.g. Glock 17)- Damage 1, Small, Ammo 6 (tiny clips)
Light Machine Pistol (e.g. Glock 19)- Damage 1, Small, Ammo 3 (tiny clips), Burst Fire
Machine Pistol (e.g. Uzi, Ingrams, Extended Glock)- Damage 1, Medium, Ammo 5 (tiny clips), Burst Fire
Large Pistol (e.g. Desert Eagle)- Damage 2, Medium, Ammo 3 (tiny clips)
Sub-machine gun (e.g. H&K MP5)- Damage 2, Large, Ammo 5 (small clips), Burst Fire
Shotgun- Damage 3*, Large, Ammo 8 (medium clips), bonus die pool at close range
Assault Rifle (e.g. M16)- Damage 3*, Very Large, Ammo 5 (small clips), Burst fire