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Subject: [IC] 2013 PbF Initiative: Into the Phantom Station rss

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Keith Mageau
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In response to the signals, Redneck motions for Hoot to circle around to the left and Roni to circle around to the right. A quick signal to Lenny indicates that he is to remain behind and cover our rear. Redneck then crawls forward to a position next to Reeves to better assess the situation.

Whispering to Reeves "Whatcha see?"

Notice 1d6 = (4) = 4
Wild 1d6 = (2) = 2
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  • 248986. Modoc
  • 1d6 =
  • (4) =
  • 4
  • Notice
  • Tue Jan 22, 2013 3:20 pm
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  • 248987. Modoc
  • 1d6 =
  • (2) =
  • 2
  • Wild
  • Tue Jan 22, 2013 3:20 pm
Laurence Parsons
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"It wasn't what I saw Sarge, it was what I heard." whispers Reeve, "There was definitely some guys speaking quietly in German, just the other side of these trees. I ain't seen them yet though"
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andrew williams
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Keeping to cover, Lenny brings his Garand up and intently scans the copse of trees ahead as well as areas to either side.
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Yohann
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Modoc wrote:
Modoc previously rolled 1d6 = (4) = 4 (Notice)
Modoc previously rolled 1d6 = (2) = 2 (Wild)

Rhys stays in cover. Meanwhile, Redneck hears:

"Schnell ! Holen Sie sich alle, dass die nach unten !"

And then Roni spots two hostiles...



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Sean Allen
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Hoot looks for the signal to start flanking these kraut bastards. The sooner this war is over, then sooner he gets home to a nice pair of...
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Keith Mageau
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"What the hell did they say?" Redneck mutters under his breath.

Redneck quickly scans the flanks to ensure there are no other patrols in the area. Sensing the coast is clear, at least on the flanks, he gives the men thier signals. Those on the flanks to move to engage and those in the center to ready and aim, but hold their fire.

Hoping for some surrendering stragglers Redneck takes aim in the direction of the noise. As soon at the first one enters his field of view he says "stoppen, wer geht es". He hopes his horribly butchered German doesn't give him ro the guys away to easily. "Really two days of German lessons is all we got? this is crap!" Again, mumbling to himself.

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Yohann
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"FEINDE! FEINDE!*"

* "ENEMIES! ENEMIES!

Their shout of alarm makes you all hear more activity in the woods, and you understand that this fight won't be an easy ride.

A quick sweep with your binoculars also make you detect movements and help you figure out where your foes are located.



Alright gentlemen, it looks like the fight you were looking for is upon you, so time to determine your initiative.

But instead of rolling a dice, Savage Worlds uses cards instead, so I'll deal you one each. The order is as follow: Nazis / Roni / Redneck / Reeve / Lenny / Hoot 6kBd[{image;}] -> 9h, Kc, 5s, 3c, 6s, 7d ->
[+]


In each round of a combat phase, each character can move freely up to their Pace characteristic, and use an action to attack, defend or do something else.

Initiative order:

1- Roni
2- Nazis
3- Hoot
4- Lenny
5- Redneck
6- Reeve

So... Anyone wants to ghost Roni?
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  • 250719. Shadow Hexagram
  • 6kBd[{image;}] =
  • 9h, Kc, 5s, 3c, 6s, 7d =
  • iid:1205548iid:1205562iid:1205533iid:1205518iid:1205537iid:1205539
  • Nazis / Roni / Redneck / Reeve / Lenny / Hoot
  • Thu Jan 24, 2013 1:20 am
Keith Mageau
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Roni will take aim at NAZI 2 at fire.

Shooting 1d4 = (3) = 3
Wild Die 1d6 = (5) = 5
Damage 2d8 = (1 + 3) = 4


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  • 251759. Modoc
  • 1d4 =
  • (3) =
  • 3
  • Shooting
  • Fri Jan 25, 2013 11:22 am
  • [+]
  • 251760. Modoc
  • 1d6 =
  • (5) =
  • 5
  • Wild Die
  • Fri Jan 25, 2013 11:22 am
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  • 251763. Modoc
  • 2d8 =
  • (1 + 3) =
  • 4
  • Damage
  • Fri Jan 25, 2013 11:22 am
Yohann
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Our brave Roni doesn't even take time to aim as he shoots at the nearest nazi and hits him.

Spirit 1d6rr = (3) = 3

This shot has shaken Roni's target enough to leave him bleeding and surprised.

Nazi 2 can't act this round. He's 'shaken'.

While the others are closing in on you, Nazi 1 shoots at Roni and misses him.

Shooting 1d8 = (2) = 2

1- Roni
2- Nazis 1
- Nazis 2 shaken
- Nazis 3 now in H8
- Nazis 4 now in F11
- Nazis 5 now in C13
- Nazis 6 now in F13
3- Hoot
4- Lenny
5- Redneck
6- Reeve

Hoot is up.
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  • 252340. Shadow Hexagram
  • 1d6rr =
  • (3) =
  • 3
  • Spirit
  • Sat Jan 26, 2013 12:52 am
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  • 252342. Shadow Hexagram
  • 1d8 =
  • (2) =
  • 2
  • Shooting
  • Sat Jan 26, 2013 12:57 am
Sean Allen
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Staying low, Hoot moves through the trees (B3). Like he's done a thousand times before, he zeros in on a kraut (Nazi 6) and fires (medium range)...

Zing! 1d4rr = (4(+ 1)) = 5
Zing! (Wild) 1d6rr = (6(+ 6 (+ 2))) = 14

Damage 1d8 + 1d8 = (5) + (5) = 10
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  • 252470. anthropos95
  • 1d4rr =
  • (4(+ 1)) =
  • 5
  • Zing!
  • Sat Jan 26, 2013 6:55 am
  • [+]
  • 252471. anthropos95
  • 1d6rr =
  • (6(+ 6 (+ 2))) =
  • 14
  • Zing! (Wild)
  • Sat Jan 26, 2013 6:55 am
  • [+]
  • 252472. anthropos95
  • 1d8 + 1d8 =
  • (5) + (5) =
  • 10
  • Damage
  • Sat Jan 26, 2013 6:57 am
Sean Allen
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Did I fire those wrong? Both the normal and wild rolls used the reroll modifier. The wild die was a 6. So at -2 it makes the 4 to hit.
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Yohann
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anthropos95 wrote:
Staying low, Hoot moves through the trees (B3). Like he's done a thousand times before, he zeros in on a kraut (Nazi 6) and fires (medium range)...

anthropos95 previously rolled 1d4rr = (4(+ 1)) = 5 (Zing!)
anthropos95 previously rolled 1d6rr = (6(+ 6 (+ 2))) = 14 (Zing! (Wild))

anthropos95 previously rolled 1d8 + 1d8 = (5) + (5) = 10 (Damage)
anthropos95 wrote:
Did I fire those wrong? Both the normal and wild rolls used the reroll modifier. The wild die was a 6. So at -2 it makes the 4 to hit.

Wow! Nice rolls!
Sean, the modifier actually comes at the end and counts toward the total roll. 14-2=12.


Hoot - always being so clumsy at the shooting range - fires at a nazi and kills puts a bullet right in his head.

That guys is either blessed or definitely lucky!

Lenny's up.
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andrew williams
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Lenny figures that if they can take out the Germans on the right, they may be able to flank the others so he slides past Roni to N3. Using a tree to steady himself as well as provide some cover, he takes a shot at the German in the open at N8.

Shooting 1d10rr = (5) = 5
wild 1d6rr = (2) = 2
Damage 1d8 + 1d8 = (2) + (3) = 5
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  • 252807. patandrew
  • 1d10rr =
  • (5) =
  • 5
  • Sat Jan 26, 2013 9:25 pm
  • [+]
  • 252808. patandrew
  • 1d6rr =
  • (2) =
  • 2
  • Sat Jan 26, 2013 9:25 pm
  • [+]
  • 252809. patandrew
  • 1d8 + 1d8 =
  • (2) + (3) =
  • 5
  • Sat Jan 26, 2013 9:26 pm
Yohann
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patandrew wrote:
Lenny figures that if they can take out the Germans on the right, they may be able to flank the others so he slides past Roni to N3. Using a tree to steady himself as well as provide some cover, he takes a shot at the German in the open at N8.

Shooting patandrew previously rolled 1d10rr = (5) = 5
wild patandrew previously rolled 1d6rr = (2) = 2
Damage patandrew previously rolled 1d8 + 1d8 = (2) + (3) = 5

OOC: Okay Andrew, I can see where the problem is: you typed the rolls between the tags, and that messed everything up.

Lenny may not have had a better shot than Hoot but he manages to finish Roni's work nevertheless.

That nazi drops to the floor, dead.

Redneck's up.
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Keith Mageau
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Take cover!

Redneck moves to G6

Spoiler (click to reveal)
Can you move and fire or one or the other?
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Yohann
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OOC: you can move your normal Pace as a free action and shoot as a normal action.
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Keith Mageau
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Redneck takes aim at Nazi 4 and fires his gun

Shooting 1d4 = (2) = 2
wild 1d6 = (5) = 5

OOC: Sorry about that

Damage 2d8 = (5 + 4) = 9
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  • 254000. Modoc
  • 1d4 =
  • (2) =
  • 2
  • Shooting
  • Mon Jan 28, 2013 11:06 pm
  • [+]
  • 254001. Modoc
  • 1d6 =
  • (5) =
  • 5
  • wild
  • Mon Jan 28, 2013 11:06 pm
  • [+]
  • 254017. Modoc
  • 2d8 =
  • (5 + 4) =
  • 9
  • Damage
  • Mon Jan 28, 2013 11:22 pm
Yohann
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OOC: Keith, it's a success, so now you can roll your 2d8 damage.
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Yohann
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OOC: You got a raise on your damage roll, so it's a wound

After a bold strategic move, Sgt Redneck shoots at his target and kills him on the spot.

Reeve is up.
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Laurence Parsons
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Taking his time, Reeve lines up the German running towards him (Nazi 3), takes aim and fires.
shooting 1d6rr = (6(+ 5)) = 11
wild 1d6rr = (2) = 2

damage 2d8rr = (1 + 5) = 6

- edit -
[ooc - I used the "add die roll" feature instead of editing the post. So I rolled 1d6rr and added the original result, making 11. Is that OK?
For future reference, it's better to "edit post" and add the die rolls that way.]
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  • 254821. freduk
  • 1d6rr =
  • (6(+ 5)) =
  • 11
  • shooting
  • Wed Jan 30, 2013 11:45 am
  • [+]
  • 254822. freduk
  • 1d6rr =
  • (2) =
  • 2
  • wild
  • Wed Jan 30, 2013 11:46 am
  • [+]
  • 254823. freduk
  • 2d8rr =
  • (1 + 5) =
  • 6
  • damage
  • Wed Jan 30, 2013 11:48 am
  • [+]
  • 254878. freduk
  • 1d6rr+6 =
  • (5) + 6 =
  • 11
  • revised damage
  • Wed Jan 30, 2013 2:02 pm
Yohann
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Fred, you got a raise on your shooting roll, so you can roll an extra +1d6 to your damage.
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Yohann
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As you're advancing between the trees, you can see that your enemies were far from being alone, they have support. You can even notice further away something that look like a well and some enemy troops seem to go down that way.

Let's check for Initiative again The order is as follow: Nazis / Nazi Sergeant / Roni / Redneck / Reeve / Lenny / Hoot 7kBd[{image;}] -> Qh, Kd, 5c, Jh, 3c, 4s, 7c ->
[+]


Alright, initiative is:

1- * Nazi Sergeant
2- Redneck
3- Nazis
4- Hoot
5- Roni
6- Lenny
7- Reeve


Obviously in a hurry to get rid of you, the nazi sergeant moves toward 'Sgt Redneck' I 12 and fires at him.

Wild Die 1d8rr = (2) = 2
Wild Die 1d6rr = (5) = 5
Damage 2d6rr-1 = (4 + 1) - 1 = 4


Their sergeant hits Redneck, just enough to shake him and maybe suppress his next action.

Redneck is up and first, you need to make a Spirit roll to see if you remain 'shaken'
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  • 255290. Shadow Hexagram
  • 7kBd[{image;}] =
  • Qh, Kd, 5c, Jh, 3c, 4s, 7c =
  • iid:1205568iid:1205563iid:1205530iid:1205560iid:1205518iid:1205529iid:1205538
  • Nazis / Nazi Sergeant / Roni / Redneck / Reeve / Lenny / Hoot
  • Thu Jan 31, 2013 12:13 am
  • [+]
  • 255300. Shadow Hexagram
  • 1d8rr =
  • (2) =
  • 2
  • Wild Die
  • Thu Jan 31, 2013 12:22 am
  • [+]
  • 255301. Shadow Hexagram
  • 2d6rr-1 =
  • (4 + 1) - 1 =
  • 4
  • Damage
  • Thu Jan 31, 2013 12:23 am
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  • 255302. Shadow Hexagram
  • 1d6rr =
  • (5) =
  • 5
  • Wild Die
  • Thu Jan 31, 2013 12:24 am
Keith Mageau
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Redneck falls back to G3 to get a better view of the unfolding situation.

Aw... Hell! Hold your ground men! Redneck barks

Taking aim at Nazi3 Redneck squeezes off a round

Spirit 1d6rr = (1) = 1
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  • 255313. Modoc
  • 1d4rr =
  • (3) =
  • 3
  • Shooting
  • Thu Jan 31, 2013 12:28 am
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  • 255316. Modoc
  • 1d6rr =
  • (3) =
  • 3
  • Wild
  • Thu Jan 31, 2013 12:29 am
  • [+]
  • 255319. Modoc
  • 2d8 =
  • (5 + 2) =
  • 7
  • Damage
  • Thu Jan 31, 2013 12:29 am
  • [+]
  • 255321. Modoc
  • 1d6rr =
  • (1) =
  • 1
  • Spirit
  • Thu Jan 31, 2013 12:33 am
Yohann
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OOC: Keith, I need you to roll under Spirit first.
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Yohann
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Modoc wrote:
Modoc previously rolled 1d6rr = (1) = 1 (Spirit)

That shot from that kraut sergeant has forced you to duck and has suppressed your shot.

OOC: In terms of game mechanics, you failed your Spirit test so you're still 'shaken', meaning you can't do any actions except free ones like moving or talking. Next round you'll have to roll for Spirit again, and so on. You'll need to succeed to remove that condition, but a simple success will still prevent you from acting normally that round only, the following one will see you back to normal, unless you succeed with a raise, then the 'shaken' condition is removed and you can act normally.

But if you are hit again this round or any round with the 'shaken' tag on you, you'll receive an actual 'wound'.

So, Redneck fell back, spoke but didn't shoot (could you please edit your post and remove your attack roll?)

The nazis are up.

(will roll for them a bit later today though.)
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