Originally posted by Bardock42
Would that be additional to other taps attack dice?Also, the tap seems much weaker than the tap of forward guard...like...1/4th weaker. Is it because Guards are much better?
Yes, Guards are better, though PS and Block are also multifunctional.
And no, I'd take the greater tap efffect only.
Originally posted by Bardock42
I think you can't use "Dodge and Weave" and Cleave and still attack...it would have to be inactive.
Dodge and Weave says that it works as defense against any attacks, and doesn't say that you need to be unarmed or anything...
Looking at the rules, it seems kind of unclear about using defensive tricks that way. So hmm.
Originally posted by Peach
Yeah, I just went and read over that and edited - it seems, to me at least, a bit unclear about using defenses like that.
I am not exactly sure, actually. The wording confuses me a bit, I already asked something similar earlier, but Ush singed off before he saw it:
And another question (sorry, still trying to get the hang of things) ... can I use combat schticks while still attacking with my lighsabre?
Galder sees Xavier race off to steal kills from Gallador and observes Con's impressive display with a blaster. Confident that the Giant Alien's toady can wait, Galder joins Con in assaulting the gigantic bastard, barging straight through the explosion of the heavy gun and letting his blue lightsaber slide from its compartment. He strikes forwards in a powerful cross-swipe, right saber going left, left saber going right as they sink into the Giant Alien's side.
To clarify again- having any sort of schtick loaded prevents you from attacking with any other type of attack. So if you try to use two different schtick types you cannot attack at all. However, as that rule was causing confusion I have changed that to a straight 'cannot have different scthcik types running in the samre turn' rule, which is less flexible but will save me having to explain this over and over.
I would delay for Dak as a result of this, but he doesn't actually have any other defensive options so I wll have him switch to Combat for a turn! I am also going to be very kind and have him actually tap Dodge and Weave as that would be very sensible. By the same token, Rianna really should tap Orthodox Guard as well.
So, let's resolve the bad guys! They fire on exactly the same terms as last turn.
Now, as Dak has tapped Dodge and Weave (smart lizard, always said so) his attackers are pretty rubbish and he only takes a little damage. Rianna, tapping Orthodox Guard, takes none at all! And even better, one of her attackers rolls 2, 3, 5, 5, the succeses of which are removed by Rianna's parry, and as a multiple of five it immediately triggers Rianna's Riposte, and I shall rule by this point none of them are far enough away from her to avoid her deadly extra blow.
Giant Alien gets anoter glancing shot oin you guys... the middle of the room keeps blowing up! Actually, the ceiling is looking pretty weak, and the bar itself is on fire. His toady fires at Xavier again!
Reversing the attack plan with Tanic and Azarl, we see a slight difference this time in that a calm Tanic kills two of his attackers via Reflection as neither of them roll above 12 on their attack.
Relle and Rand take some hits; Gallador is not so lucky this turn.
Ok, your moves!
Galder closes in on the Giant alien, who is out of fancy tricks to keep clear of you now. He rolls seven successes for 12 damage.
Relle dashes uop the stairs and blasts down a gunman.
Dak has become closes in, perhaps by falling debris, and not able to use his sabre properly; nonetheless on a nine dice combat pool he smashes one foe in the face with the hilt of his sabre and throws him over the balcony to join his dead friend!
With Orthodox Guard tapped, Rianna cannot fail to get both of her kills this turn.
Tanic kills the last mook near him.
Gallador gets six successes exactly- a doubler lill and Cleave is tapped! Gallador now ignores the next six successes mooks roll against him as he enters a scary whirling death frenzy! Xavier then comes over and downs the last one, though this doers at least spread you out better from the giant alien.
Talking of whom- Con rolls fully 20 dice against him with a Forward Guard tap! 13 successes is... impressive, for 18 damage! Oh, he's very much on a back foot now...
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BAR ROOM FIGHT- START OF TURN 4
Central Bar area
Con (13/7): 3/3/22 (Forward Guard/Block/)
Galder (15/5): 3/3/28 (Forward Guard/Cleave/Block)
Giant Alien Deputy (10): 1(1P)/1/42
Gient alien's toady Deputy (8): 1 (1P)/1/0
Bar entrance
Azarl (8/8): 3/3/16 (Orthodox Guard/Block)- One turn behind
Tanic (9/6): 3/3/17 (Orthodox Guard/Block/Both Guns Blazing)
Doorman Deputy: 1 (1P)/1/10
Bottom of left staircase
Rand (10/7): 2/2/18 (Orthodox Guard/Cleave/Riposte)- One turn behind
Ugly Deputy (8): 1 (1P)/1/0
Ugly's friends x3/3
Bottom of right staircase
Gallador (8/7): 3/3/20 (Orthodox Guard/Cleave)
Xavier (12/5): 2 (1A)/5 (1A)/33 (Balanced Guard/Perfect Strike/Cleave)
Loudmouthed Deputy (8): 1 (1P)/1/0
Left balcony
Dak (10/4): 1/1/18 (Dodge and Weave, Cleave, Charge)
Relle (8/6): 1 (1P)/1/13 (Both Guns Blazing/Eagle Eye/Eye of the Storm)
Sniper Deputy (10): 1 (1P)/1/14
Gummen x6/3
Right Balcony
Rianna (10/4): 1/1/21 (Orthodox Guard/Cleave/Riposte
Sneaky Deputy (10): 1 (1P)/1/0
Gunmen x5/3
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That's it then; the initiative roll was tied so initiative switches... back to you! You act next, make the most of it.,
Rianna- you rolled ten successes on that attack, so I recommend you tap Cleave!