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That was a great set of effort posts on the system so far. I can't wait to see the combat system. I get the feeling based on what we've seen so far that I could probably actually assemble, load and fire a real 1911 faster than I'll be understand how to fire one in game. Happy to start as our statistically best merc. It'll make it more impactful when everybody else reminisces about that time ol' Grimmy got his legs blown off by a land mine without having actually seen combat.
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# ? Apr 9, 2017 10:49 |
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# ? Apr 19, 2024 21:50 |
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Phi230 posted:This is in intervals of: C (close, will explain in combat post), 0 , 1 , 2, 3 ,5, 10. They don't really tell you what numbers to use if you are 4 hexes, or in between 5 and 10 hexes away. Update: I can totally calculate what the PEN and BC is for existing hand grenades at basically any range. Also, do you want play aids? I made some for the three main Stances and Bracing.
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# ? Apr 9, 2017 12:06 |
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LatwPIAT posted:Update: I can totally calculate what the PEN and BC is for existing hand grenades at basically any range. Who are you oh wise one Also quick question, do you round up or down when the numbers don't match up perfectly on the tables Phi230 fucked around with this message at 15:58 on Apr 9, 2017 |
# ? Apr 9, 2017 15:55 |
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Phi230 posted:Also quick question, do you round up or down when the numbers don't match up perfectly on the tables It's a four-step process: 1) Do the rules tell you what to do? 2) Is there an example giving an example of which way to round? 3) Start crying 4) Go with what seems to fit the situation best
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# ? Apr 9, 2017 16:50 |
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I'll sign up for a bench slot as Kyoon Griffey III.
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# ? Apr 9, 2017 17:57 |
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LatwPIAT posted:It's a four-step process: I don't know about this game but most tabletop games round down.
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# ? Apr 9, 2017 19:02 |
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Rounding down for something like dropoff seems most logical anyway. If you have rules for 3 range and 5 range but nothing for 4, you'd presumably start at 3 range stuff and any rounding goes down.
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# ? Apr 9, 2017 22:03 |
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gently caress it, Sign me up on the bench as William Hartman.
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# ? Apr 10, 2017 01:40 |
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Welcome to my own personal descent into hell. Movement. Easy right? Hell to the no, this is Phoenix Command baby. As I've stated before, Phoenix Command is a system which relies on 2-yards-per-hex maps with a time scale of 2-second phases which are divided 4-half-second impulses. In order to understand movement and combat, we must first understand stances. As graciously provided to me by a wise monk who descended from Grog Mountain, here are some play aids describing stances: These are fantastic, and describe the modifiers to size, shooting, and movement that stances add. Standing you move at your fastest, but you are a bigger target and don't shoot as accurately as you could. Kneeling is a middle ground, with a moderate size, moderate accuracy boost, and moderate penalty to movement. Prone movement is as slow as it gets, but you are a small target and shoot quite well. At a standing stance, here is what movement looks like: And here is the relationship in action costs/movement penalties/ALM bonuses between all three stances: For movement, it is important to know your Field of Fire and Field of View; in short, your Facing Field of Fire: describes a 60 degree cone where you are facing, whereas; Field of View: is a 180 degree arc in front of your character. It costs 1 action to change your facing, however, when moving you get 1 free facing change per movement. It costs 2 action points to actually assume an aiming stance. Otherwise, you are hip firing. This affects field of fire and field of view. FoV and FoF, the ranges of the actual lines are not to scale, just to show the arcs themselves: Where Blue is Field of View and Red is Field of Fire. Additionally, there are rules for moving your head but not your body ala head on a swivel rules; where glancing once costs 1 CA (combat action) and increases your FoV to 240 degrees, a 2 CA glance expands your FoV to 300 degrees, while a 3 CA glance extends the FoV to a full 360 degrees. Each CA cost is not actually one CA spent, but rather a decrease in your total CA. So if you had a 5 CA character on full alert at 360 degrees, he can only has 2 CA until he stops being so alert. Finally, there is the Brace Stance which is special and somewhat limited in use: There is also ducking, which is a single action (at no cost) which simulates diving to the ground or behind cover, which gives a penalty to the enemy shooting at you. You are also penalized in that you can't shoot as quickly. To picture this, imagine any John Woo movie. I guarantee at least once one of our mercs is gonna fire his guns while flying through the air and going "aaaah." This about wraps up movement, there's a lot of things you can do but they all involve...moving. Onto the next step. Combat is so extensively detailed it will be an impossible and time consuming effort to cover absolutely every rule, nuance, and minutia that the rules provide. Combat also involves about half a million tables, which I will omit for brevity's sake. But I will try my hardest to give the broad strokes. Skills and variables relevant to combat are: SAL (shooter's skill), Time spent Aiming (Aim Time Mod), Stance, Brace, Aiming or Hip Fire, Range, Weapon Accuracy The sequence of combat usually goes like this: AIM/FIRE>ODDS OF HITTING>HIT LOCATION>APPLY DAMAGE; Rarely there will be a time of flight between firing and hitting as necessary, IE two people shoot eachother at the same time and need to find who got shot first. All shots cost 1 action, and that includes aiming for one action, and this is referred to as a snap shot. All Aim Time Modifiers for weapons include shooting. So if you wanna spend 6 actions aiming, that includes shooting, so you don't have to spend 7 CA's. Additionally, you need line of sight to shoot the enemy. Except when you don't. Shots, unless they are fully automatic, which will be a bullet point further down this post, are only limited by CA. A semi-automatic weapon can be fired 2 times per impulse, if you have the CA. However they will be extremely inaccurate unless you've got some very situational good modifiers going on like being prone and braced, and assuming a firing stance. At that point you may as well just aim. This of course is limited by the RoF of a weapon which usually is limited to bolt action weapons. Automatic weapons (with a * or **) don't need actions to be spent to chamber a round. So while the M16A2 has a RoF of 7, that actually refers to how many rounds can be fired per half second burst when doing automatic fire; whereas the RoF on the M24 sniper-rifle is 3, which means it costs 3 CA to bolt the rifle. ODDS OF HITTING The odds of hitting are determined by table, of course. However, there is a whole table dedicated to modifiers to this as well! To determine the To Hit, you must determine your SA or Shot Accuracy which is the sum of your Aim Time Modifier and the Skill Accuracy Level. There are many factors that go into the odds of hitting, like how long you've spent aiming, the range to target, and the target size. Target size refers to the, well, size of the target. A target can be looking from cover, so that only his head can be hit, shooting from cover, which exposes their upper body, and exposed which is basically in the open and can be hit anywhere. Essentially this comes down to figuring out all possible modifiers, finding their sum, and rolling for some odds of hitting. Figuring out all the modifiers is the biggest part of the workload. If you roll the target number or less, you hit. Now comes the worst part. Automatic Fire To preface, all Automatic Fire gets a +1 to accuracy. How many hexes are covered by the automatic fire is covered by the Arc of Fire, and is also determined by the weapon's stats, but first: You must determine if you fired at the correct elevation. This is called the Burst Elevation. To determine the BE, you determine EAL (accuracy) normally as with any other shot, however you use a different Target Size table rather than the normal Target Size table. You simply sum all the modifiers to aim. You then use a table to determine the Burst Elevation Odds and roll like any other shot to hit. But unlike single shot firing, this is only to determine if your elevation of your bullets was correct. There are more steps. If your elevation roll on the odds table was a success, that is to say, you shot where you wanted, you now need to determine the Arc of Fire. Automatic weapons have a minimum arc stat listed. Otherwise, you choose how many hexes you want to sweep. This affects bullet distribution, so you don't want to sweep long areas for no reason; especially if your Rate of Fire is low. Go hog wild spraying everything with a minigun though. The second and only real limitation on your Arc of Fire is your Field of Fire, which is always 60 degrees. So up close, you can't sweep that much, but the distance you are allowed to sweep increases as range increases. All targets covered by the AoF may be hit, naturally. However Phoenix Command takes this a step beyond. All people 100 hexes toward the shooter, and 100 yards past the target are eligible. Meaning there is a 200 hex long cone of fire from the shooter of pain and danger. To determine hits, you use a separate Automatic Fire Table. This allows chance for hits for one or more round per target in the arc. The Sustained Automatic Burst value on the weapon makes the next Elevation Check harder. Shotguns Shotguns have their own system, separate from normal shooting. Shotguns even have their own stats. Shotguns have a Shotgun ALM rating which translates to how wide a spread the shotgun fires. Odds to hit are calculated normally, but you pick the higher number between the SALM and the Target Size Modifier to calculate the EAL. Same simple sum of all modifiers. If there is a hit, the shooter now looks up the Base Pellet Hit Chance of the shotgun. There are two ways numbers are classified here. If there is a number with an asterisk, IE, *11, that means that on a successful hit using the Odds alone, 11 pellets hit. However, BPHC's with single numbers with no asterisk are in a percentage, IE, 94. You must roll 00-99 and roll equal to or greater to hit with its pellet as if rolling to hit for a single shot. This is usually for long range shots. Shotguns have a spread radius similar to automatic weapons. If there are multiple pellet hits, you may either resolve all hits separately, or for simplicity's sake roll as if they all hit the same location and multiply the physical damage by the number of pellets. This is no fun, and I will be resolving all pellets separately. Explosive Weapons Explosive weapons are divided in two: Explosive Weapons and Hand Grenades. Explosive Weapons are classed as rocket launchers. Hand Grenades are classed as hand grenades. Two stats are important here: Base Shrapnel Hit Chance and Base Concussion. BSHC is the chance to hit with shrapnel in the blast area. Base Concussion (BC) gives the raw concussion damage. Key factors: 1. Explosive Weapon Accuracy; this is almost resolved as normally as a gunshot. Except, when you "miss" you consult a table to find a difference in EAL between what you rolled and the EAL of "odds just above what was rolled". You then use another table with this EAL differential to determine how many hexes you missed by. If greater than 1 hex, you roll 1d10. If 0-4, the shot is Short. If 5-9 it is long. It lands however Long or Short in hexes. IE, a Short Miss of 2 hexes means it lands 2 hexes in front of the target. Long would mean it lands 2 hexes behind the target. If the miss is only 1 hex, roll 1d6. Each number, 1-6 corresponds to an adjacent hex to the target and rolling 1d6 gives you that number, and thus, the hex. 2. Hand Grenades: Explosive Weapons? Wow same. Explosive Damage: For Base Shrapnel Hit Chance you simply roll 00-99 to see if any particular target gets hit. You roll for each target in the blast zone, which means rules wise people can get hit with more shrapnel than what the grenade generates. Also, this means that a person can get hit by hundreds or even thousands of pieces of shrapnel, all of which are rolled individually. Shrapnel has a new range band, "C" which means contact with the explosive. IE, blowing up in someone's hand. As with shotguns, you can either individually determine each piece of shrapnel's hit and damage, or you can just apply them all the same and multiply the damage by however many pieces of shrapnel hit. For Base Concussion, you take the BC value and multiply it by any Blast Modifiers. Total explosive damage is BC damage + shrapnel. Bombs go boom and kill people. MORALE When getting shot at, people get scared. To find out when this applies, you find the Critical Distance that your character is willing to take a shot and shake it off, it is directly related to Knockout Value on a table. Whenever a shot or automatic fire elevation is missed, you find the EAL of odds just above what was rolled, and find the difference between that EAL and the EAL used to shoot. If the difference between the EAL's is greater than the Critical Distance, there is no effect. If it is less, however, you must make a Morale Save. A 00-99 is rolled and to succeed you must roll equal to or below your Knockout Value. If you fail this roll, that is to say, roll higher than your KV, you must either dive to Low Prone ( a defensive posture which gives penalties to hit, but you cannot move or shoot) or behind cover. Once you are prone, or behind cover, you can make a Tripled Morale Roll, which is a 00-99 roll, which to succeed you must get below 3x your KV. Meaning, you triple your KV and that's your new value to succeed when doing morale. If you succeed this new roll, you are back in the fight. However, if you fail, two things can happen. Either you wait for your character to Rally, or you come under Life Threatening Fire. Rallying occurs when a character "enters the hex of the broken man" and spends combat actions equal to the unbroken character's Rally Time. Once the unbroken character spends enough points to equal his Rally Time (IE, 40 Rally Time costs 40 Actions), the broken character may make a new Morale Roll. This takes a lot of time for people with low KVs, so if the new morale check is failed, you spend even MORE time trying to convince your battle buddy not to lose his mind. Life Threatening Fire is not actually described in the rulebook. It is mentioned just that once, and says that if a character takes life threatening fire, he will flee or surrender. I don't know how to actually figure out what life threatening fire is, or how to resolve if a dude surrenders or flees. So shrug. I guess I'll flip a coin after somebody tells me what "life threatening fire" precisely means. THE MEDICAL SYSTEM Which Merc is gonna tank a round to the forehead and survive? (2 Million damage btw) Basically the way this works is: guy takes damage, guy calculates the Damage Total = (PD x 10)/Health . You now reference a chart. It gives you the Critical Time Period. The CTP is the time a person has to seek medical aid before they roll for survival. This becomes deadly when the person is unconscious, or like, got shot in the face with a rifle grenade. Depending on the severity of the wound, the CTP can be as long as months. Or be so severe that your life is measured in .5 second game pulses. At the end of the CTP, you make your Recovery Roll. You roll your 00-99, and if you win, you survive. If you fail, you die. This is offset by the type of medical aid you find, if you find it. There are several types: First Aid; Aid Station, Field Hospital; Trauma Center. The better the medical treatment, the higher the odds of survival. Minor wounds are guaranteed to be survivable the higher you go. The lower you go, more moderate wounds can be fatal. Each wound is also given a Healing Time in days. Again, the better the center, the faster the healing time. Any character who spends 1/3 of his healing time in a Trauma Center will reduce Healing Time by 20%. Knockdown wise, if a character succeeds his knockout roll without a disabling injury, functionally he is fine. However, if he is knocked out, a table is used to find out how long he is knocked out. If he wakes up again, he has a penalty to combat points equal to healing time/20. This is pretty cool, IMO. Not only can we calculate how long it will take for one of our Mercs to bleed to death, it also gives an opportunity for field medics to immediately give first aid, to extend that CTP at a crucial time. We may need Commander Yooper to buy some Medevac Choppers.
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# ? Apr 10, 2017 04:42 |
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...Holy poo poo...Yeah no I think that pretty much sums up my thoughts on this.
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# ? Apr 10, 2017 04:57 |
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I kept waiting for the post to spontaneously end when your head exploded but it just didn't come. I guess "life threatening fire" is if the gut has a wound that would lead to rolling for survival.
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# ? Apr 10, 2017 05:08 |
Idk seems pretty obvious too me.
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# ? Apr 10, 2017 05:12 |
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Added Space posted:I kept waiting for the post to spontaneously end when your head exploded but it just didn't come. Well that sounds logical but technically you must roll for survival on just about anything from a paper cut to a chainsaw wound to the face. The way it works is that you roll for survival on different times with different chances of actually surviving. My guess is that this is their approximation of modelling people bleeding to death
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# ? Apr 10, 2017 05:13 |
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There are 36 tables in the core rulebook
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# ? Apr 10, 2017 05:14 |
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Excuse my drawing skills! (Also you don't get the +1 for using automatic fire when using the Advanced Rules. It's just there to represent the increased chance of hitting from multiple bullets, which the Auto Elev and Autofire tables already account for in the Advanced Rules. )
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# ? Apr 10, 2017 10:38 |
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Phi230 posted:These stats, especially movement, are not permanent. Half of the Squad can throw away like 2 magazines and move up several rows on the movement speed tables and action table. So you don't want this then?
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# ? Apr 10, 2017 14:21 |
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LatwPIAT posted:So you don't want this then? Did you actually reverse engineer the math to get precise base and max speed? Are you a wizard?
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# ? Apr 10, 2017 14:36 |
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# ? Apr 10, 2017 14:43 |
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Phi230 posted:Did you actually reverse engineer the math to get precise base and max speed? Are you a wizard? It is my understanding that yes, LatwPIAT really did do that, and they are that good.
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# ? Apr 10, 2017 14:48 |
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gradenko_2000 posted:It is my understanding that yes, LatwPIAT really did do that, and they are a wizard.
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# ? Apr 10, 2017 14:58 |
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I am eternally grateful that the apparent patron saint of Phoenix Command has blessed me so. That being said, I feel like we are at a good point to officially begin. I may do another two mechanical posts regarding the supplemental rules (hand to hand, landmines, animals, etc...) and the mechanized combat rules. However for now, keep your ears to the ground regarding a certain General who may have our first contract... Phi230 fucked around with this message at 15:09 on Apr 10, 2017 |
# ? Apr 10, 2017 15:03 |
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Phi230 posted:Did you actually reverse engineer the math to get precise base and max speed? Are you a wizard? gradenko_2000 posted:It is my understanding that yes, LatwPIAT really did do that, and they are that good. I can't take credit for the Base and Max Speed formulas. Those were done by someone else. Everything else is me though. Feel free to ask me about stuff, I can probably help out some!
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# ? Apr 10, 2017 15:52 |
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LatwPIAT posted:
Where did you find the rules for Medic and FO stats? I assume FO is in the artillery supplement?
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# ? Apr 10, 2017 16:08 |
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Dammit I got caught up over the weekend and forgot to sign up! Sign me up as Guns as a reservist.
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# ? Apr 10, 2017 16:17 |
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Phi230 posted:Where did you find the rules for Medic and FO stats? I assume FO is in the artillery supplement? The Medical Skill Level is described in PC Expansion, the Forward Observer rules are, as you guessed, in the Artillery book.
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# ? Apr 10, 2017 16:30 |
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I'm real late to the party, but if you need a reservist, Sexual Tyrannosaurus will have you covered: Maybe he can be useful for demonstrating the absurdity of recoil rules, given his weapon of choice?
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# ? Apr 10, 2017 17:48 |
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Listen up you Hired Goons! We just arrived in country, this high up place called North Lakhimpur near Tibet is where our flyboys do their...flying. We are currently located in an undisclosed location within Tibet. Undisclosed because after we were smuggled across the Himalayas, we got lost. Now, we cleared an area we deemed suitable and setup shop. Welcome to Hired Goon HQ! All we have is a barracks and other living accommodation at the moment, but I'm sure we could stiff some contractors to build up our little nest. As our roster of active mercs grows, we will need more barracks for them. Similarly, if we hope for any of them to actually survive we'll need to hire advisors, and build training facilities. Likewise, we'll probably need to get a field hospital, with support staff.Maybe if we decide to get a little fancy we can build helipads and either ask the flyboys to buy some support helos or buy them ourselves. Medevac is an absolute necessity, when we can afford it. We need to be mobile, so of course we'll use prefab buildings or something that goes down and up quick. No bunkers and trenches for this company. Anyway, we've been approached by three brassy types who we will end up needing if we wanna run this show professionally. We have three options to select a base commander within our budget. What a base commander will be doing is obviously managing our force, finding what jobs are out there, and making contacts for intelligence in the field. Pretty important job if you ask me. We are gonna need one of these guys if we hope to actually get a job around these parts. Option 1 - Lt. Col. (Ret.) James "Jimmy" Toff -------------------------------------------------------------------------------------- Option 2 - Comrade-Sergeant Vasiliy Popov -------------------------------------------------------------------------------------- Option 3 - Kurt Russel Cosplay Enthusiast Each commander comes with a particular set of skills, or, so they claim. Choose wisely! Each one is worth every penny. Hopefully.
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# ? Apr 11, 2017 02:58 |
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Is it any wonder that Snake Doctor supports Option 3?
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# ? Apr 11, 2017 03:02 |
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There's no substitute for experience. Option 2.
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# ? Apr 11, 2017 03:03 |
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Well, we sure as hell ain't elite. I think Popov is more our speed.
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# ? Apr 11, 2017 03:04 |
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Okay, Toff is a racist and Russel is an incompetent. I'm not on the team yet, but I want Popov.
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# ? Apr 11, 2017 03:05 |
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Kurt Russell
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# ? Apr 11, 2017 03:07 |
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We are all Comrades here, da?
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# ? Apr 11, 2017 03:10 |
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Well, I figured old man elitist with connections in THE ORIENT was a shoe-in, but as retarded as it is I can't help but vote for Kurt Russell (option 3).
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# ? Apr 11, 2017 03:10 |
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How the gently caress do you not vote for Kurt Russel
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# ? Apr 11, 2017 03:10 |
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I fully expect that Dedushka Popov has both the experience we need and a never-ending set of mostly false stories to entertain us with. Hopefully he doesn't keel over dead next month.
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# ? Apr 11, 2017 03:13 |
Putting in my vote for Toff.
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# ? Apr 11, 2017 03:14 |
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Kurt Russel because what could possibly go wrong.
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# ? Apr 11, 2017 03:18 |
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Toff because we are literally small unit operations.
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# ? Apr 11, 2017 03:42 |
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# ? Apr 19, 2024 21:50 |
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voting for
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# ? Apr 11, 2017 03:44 |