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Phi230
Feb 2, 2016

by Fluffdaddy

Telsa Cola posted:

I think everyone is going in with the same armor so its even?

Are all the matches being done tonight?

All matches have been done just gonna space them out to post to leave some time to digest each fight.

All people are bringing in nothing but Clothing (5 pounds) and whatever weapon they have.

I have assigned a collection of simple blunt weapons into a pool and assigned them all random numbers. I roll dice. Weapon is selected.

So like Potato's encumbrance was 7 because the stick weighed 2 pounds and the clothes were 5. Pretty fast paced combat here.

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Phi230
Feb 2, 2016

by Fluffdaddy

simplefish posted:

No, really though, I don't want to

To answer you previous question, yes, Bogdan's cousin with firing range is 75k (base hire cost) + 50k (rangemaster addon) + 75k (firing range). To pay extra for rangemaster duties means he will train our guys in marksmanship and general guns skills in addition to auxiliary skills.

Phi230
Feb 2, 2016

by Fluffdaddy

Loel posted:

goddamnit this is why you dont give grunts free time

if you cant take out the next radar station we're cutting your funds :argh:

haha! Nerd!

*hit in skull with chair*

Phi230
Feb 2, 2016

by Fluffdaddy

Quinntan posted:

Speaking of pistols, am I right in thinking that Bogdan didn't offer any?

Remington 870s are for sale

Oh poo poo you said pistols my mind was on shotguns

Phi230
Feb 2, 2016

by Fluffdaddy


Yeaaah uhhhh hiiiii

If you can get that small arms purchase order ready that'd uhhhh that'd be great

Phi230
Feb 2, 2016

by Fluffdaddy

Rockopolis posted:

One Mosin-Nagant per soldier, or one to be shared by the entire team?

Does Bogdan offer bulk discounts? Or is that cancelled out by amno?

Also I'd like a stencil of "This Machine Kills" and some crayons, please.

Prices, weapons, and availability were already previously listed.

Phi230
Feb 2, 2016

by Fluffdaddy
Time is running out on small arms procurement

Phi230
Feb 2, 2016

by Fluffdaddy

Phi230 posted:




Accessories

12x Harris Bipod - $1000

3x Laser Sight - $2,500

8x 9mm Silencer - $10,000

1x 5.56 Silencer -$ 25,000

20x Binocular - $600

20x Personal Radio - $400

10x Radio Headset - $1,200

1x Long-Range Backpack Radio -$15,000

25x Entrenching Tool - $100

Hand to Hand Combat

15x Combat Knife -$750

20x Bayonet - $500

Small Arms

(unlimited) AK-74 - $1,500

6x M16A2 - $1,800

3x M16A2 M203 - $2,400

8x Remington 870 - $1,600

1x M1 Garand - $10,000

10x Galil - $1,700

10x M14 - $3,500

30x M1 Carbine - $800

1x Civilian Semi-Automatic Mac 10 - $500

25x Heckler and Koch M91 - $4,000

10x PPsH 41 - $3,000

2x SKS - $5,000

BAR M1918 - $ 7,000

1x M2HB HMG - $20,000

3x M1919A6 - $10,000

Explosive Weapons

60x Molotov Cocktail, Dom Perignon bottles - $120

20x RGD-5 FRAG - $750

10x M67 FRAG - $800

5x M68 FRAG - $1000

1x 10lbs TNT charge - $25,000

3x M18A1 Claymore - $2,000

1x LPO-50 Flamethrower - $50,000


Launchers

1x RPG-7 - $10,000

5x RPG-18 -$7,500

1x M72 LAW - $7,000


Phi230
Feb 2, 2016

by Fluffdaddy

StarFyter posted:

I find it hilarious how there's 9mm supressors on sale when we seemingly have no access to anything using that caliber, yet.

Are we gonna be using them as throwing weapons? Fashioning them into nun-chucks? Placing them on the ground as booby traps for our enemies to slip on?


Also, we should totally get a couple PPSH 41s to hose down indoors with, even if they're going to be almost completely useless against any kind of armour.

We have 3 Beretta M92F. Also known as M9s. 9mm Pistols.

Phi230
Feb 2, 2016

by Fluffdaddy
Bogdan has important appointments around the globe, being an arms dealer of his status. He leaves tomorrow. Get a small arms order in before he leaves!

Phi230
Feb 2, 2016

by Fluffdaddy


Bogdan has left and delivered all goods purchased from PLAN ILLUMINATI, including small arms and equipment purchased with personal stipends.
Out of the personal stipend, $66,100 was not spent.

BUDGET



SMALL ARMS AND TABLE OF EQUIPMENT



Equipment Inspection

Overall, everything is in surprisingly good quality:

Looted Weapons:



Purchased Weapons - Small Arms:












Purchased Weapons - Explosives, Crew Weapons, Launchers:










Purchased Equipment - Armor and Melee:













Bogdan's Cousin has been hired as both our Instructor and Rangemaster - Training in Forward Observer, Crew Served Weapons, and Gun Combat will begin immediately upon next Training Session



Hired Goons HQ

New Additons:

Physical Fitness Training Center
  • Mercenaries, during every training session, can now increase STR and AGI.

Firing Range
  • Mercenaries can now train Gun Combat Skill Level during each Training Session. Bogdan speeds this training immensely.

Field Hospital and Staff
  • Injured/Wounded Mercenaries can be brought here to heal faster, as well as increase chances of survival. Serious wounds become minor, fatal wounds become survivable, and minor wounds are no longer worrisome. Grimace and Dwayne already being acquainted with the fine staff.

Phi230
Feb 2, 2016

by Fluffdaddy

Kodos666 posted:

is it really necessary that our firing range point directly at our hospital? Given the skill of our mercs we need fresh medics pretty soon.

The picture doesn't show it well because of my satellite-photoification but the actual targets for the firing range are up against the northern ridge-line. What you can see most clearly is the firing line, which faces North.

Phi230
Feb 2, 2016

by Fluffdaddy

Renaissance Spam posted:

So out of curiosity for those of us sitting in the reserves, do we have some kind of "floor" XP we come in with as replacements so that the company isn't completely boned every time someone dies, or are we going full X-Com?

Everyone comes in with random stats, but Gun Combat Skill Level 3 (out of 20) and Hand-To-Hand Combat 3. Everything else is 0.

Phi230
Feb 2, 2016

by Fluffdaddy
Thunderdome Round 1 - Fight 2 - Popete v. Actuary

WARRIORS







PRE-FIGHT ANALYSIS

Popete looks stronger on paper, and indeed he is higher seed than Actuary. However, his rock weighs him down and is quite a slow and unwieldy weapon overall. He's gonna have to play pretty defensively and choose a good time to land a hit, or else he is in a tough spot. Actuary may have worse stats on paper but his club gives him a speed advantage.

FIGHT

Phase 1 Impulse 1



Both combatants move into combat!

Impulse 2



Both sides move into range and begin setting for combat, no strikes yet.

Impulse 3/4



Popete swings his rock at Actuary! Actuary parries and loses his preparation for attack!

code:

Popete swings rock at Actuary (Normal Strike)! Actuary Parries!
13% chance to hit. Rolled 31. Miss. 

Popete misses with his heavy rock, and will spend some time recovering...

Phase 2



Actuary makes a prepared swing against Popete and Popete parries with the rock! Popete recovers just in time to make this parry!

code:

Actuary makes normal strike against Popete. Popete parries. 
22% Chance to Hit. Rolls 90. Miss.

Actuary's swing misses its mark!

Impulse 2

Actuary, realizes his folly in bringing a rock to this fight, its much slower than Actuary's club, and very unwieldy. He DROPS the rock and will fight with his fists!

Impulse 3/4



Popete throws a punch at Actuary! Actuary attempts to parry with his club!

code:

Popete throws punch at Actuary! Actuary Parries!
27% chance to hit. Rolled 20. HIT!

Actuary hit in HEAD by Popete's punch! 
2 PD inflicted on Actuary.

Actuary PASSES knockout roll.

Actuary gets punched in the face, but continues to fight. Both fighters close the phase preparing strikes.

Phase 3



Popete throws a haymaker at Actuary! Actuary loses his preparation and parries!

code:

Popete makes Long Strike against Actuary. Actuary Parries.
27% chance to hit. Roll 6. Hit. 

Actuary HIT in Lower Chest. 
6PD Inflicted on Actuary. PD total = 8. 

Actuary Passes Knockout roll
Actuary is punched again in the lower chest! Yet he continues onward!

Impulse 2/3

The warriors recover and set for their next strikes, then attack!

Actuary strikes at Popete with his club! Popete parries and attempts counter-attack!

code:

Actuary makes Normal Strike at Popete. Popete makes an UNARMED Parry. 
87% chance to hit. Rolled 98. ACTUARY FUMBLES!!!! Roll 1d10. Rolled 4. 4 > 3 (Actuary Skill Level). ACTUARY DROPS CLUB!

Popete makes a Short Strike at Actuary. 
Automatic Hit! 

Actuary HIT in Left Forearm. 
Actuary suffers 1PD. PD Total = 9.

Actuary Passes Knockout roll.

Actuary blows his big shot to win the match! He drops his club on what surely would've been a knockout blow! Popete takes advantage and lands a rather ineffective blow, but the damage is beginning to wear on poor old Actuary...


Phase 4
Impulse 1/2


Popete throws a punch at Actuary! Actuary throws a haymaker at Popete! We have a true boxing match here folks!

code:

Popete throws punch at Actuary! Actuary does not parry!
Automatic Hit!

Actuary is HIT in his Left Upper Arm.
Actuary suffers 2PD. PD total = 11.

Actuary Passes Knockout Roll.

------------------------------------------

Actuary throws haymaker at Popete! Popete does not parry!
Automatic Hit!

Popete Hit in Neck! 
Popete suffers 0 DAMAGE!

Actuary ONCE AGAIN blows what could have been a true knockout with a pitifully weak punch to the neck! Popete once again lands a hit on Actuary, but Actuary goes onward!

Impulse 3/4

Popete brings another flurry from his fists of fury at Actuary, while Actuary Parries and makes a Jab in counterattack!

code:

Popete throws punch at Actuary. Actuary Parries.
Automatic Hit. 

Actuary HIT in Abdomen.
Actuary suffers NO DAMAGE.

-------------------------------------------------

Actuary throws a jab at Popete. Popete does NOT parry.
Automatic Hit.

Popete hit in Lung. 
Popete suffers NO DAMAGE.

Popete and Actuary exchange equally weak blows, with nobody actually getting hurt.

Phase 5



Popete throws another prepared punch at Actuary! Actuary tries to skillfully kick Popete!

code:

Popete throws punch at Actuary!
Automatic hit! 

Actuary HIT in Abdomen.
Actuary suffers 2PD. PD total = 13. 

-------------------------------------------------

Actuary kicks at Popete! 
Automatic hit! 

Popete is HIT in the Right Thigh.
Popete suffers 8PD. PD total = 8.

--------------------------------------------------

Popete PASSES Knockout Roll.
Actuary FAILS Knockout Roll. 
Actuary Incapacitated for 6 Phases (12 Seconds). 

FINAL MEDICAL STATUS:

POPETE
PD Total 8
Healing Time = 17 Days.
100% Chance of Recovery (No Time) 

ACTUARY
PD Total 13
Healing Time = 25 Days.
100% Chance of Recovery (No Time). 

Congratulations to the victor, Popete!! Besting Actuary in a war of attrition, a brisk boxing match of which he triumphed!
Nobody is grievously injured, like in the previous fight, however Actuary finally succumbed to Popete's fists of fury!

Popete advances to Round 2, to fight Snake Doctor



Next fight! Dread v. Steve!

Phi230
Feb 2, 2016

by Fluffdaddy

Popete posted:

Ahahaha I used a rock, this is fantastic. Good fight Actuary I like how we both dropped the lovely weapons and went for the full on slap fight.

You got soooo lucky. If Actuary rolled anything other than a 98 on his club swipe he probably would've knocked you out. And when he punched you in the neck, that had possibility of actually being lethal but unarmed attacks have a 50% chance of doing no damage at all, which saved you again.

Phi230
Feb 2, 2016

by Fluffdaddy
Sorry for the delay in the Thunderdome ,was busy over the weekend. It shall be done quite soon.

Phi230
Feb 2, 2016

by Fluffdaddy
Sorry just been in the midst of finals. Delay won't last longer

Phi230
Feb 2, 2016

by Fluffdaddy
THUNDERDOME - ROUND 1 - FIGHT 3 - DREAD V. STEVE

WARRIORS







PRE-FIGHT ANALYSIS

Dread's chair is quite a heavy and unwieldy weapon yet extremely dangerous. One swipe from this char is almost a guaranteed knockout. However, Steve's pipe wrench is fast and still quite harmful. Steve is a lot quicker on his feet and thus has the advantage. Dread's strategy here would be to turtle, stay in a place of advantage and play defensively to land that knockout strike.

FIGHT

Phase 1



Steve moves into combat while Dread prepares to strike, and does not move.

Impulse 4



Steve arrives at Dread's location and Dread unleashes a furious...chair attack!

code:

Dread attempts normal strike against Steve. Steve does not Parry.
32% chance to hit. Rolled 97. Miss. 

Dread makes a swing and a miss!

Phase 2



Dread recovers from his bumbling strike while Steve moves and balances himself for a warrior's blow against Dread with his mighty pipe wrench.

Impulse 2

Steve strikes at Dread with his wrench! Dread parries deftly with his...chair.

code:

Steve attempts normal strike against Dread. Dread parries. 
18% chance to hit. Rolled 21. Miss. 
Dread skillfully bats away Steve's wrench with his mighty chair, but Steve makes a full recovery from the failed strike in no time due to his agile handling of the wrench.

Impulse 3/4

Dread and Steve both face eachother down as they move into position and balance themselves for more savage strikes.

Not before long, Steve attacks! Dread parries, and loses his preparedness in the process!

code:
Steve attempts normal strike against Dread. Dread Parries.
18% chance to hit. Rolled 99. Miss.
Dread's masterful defense, The Way Of The Chair, proves useful once again as Steve's pipe wrench is parried away.

Phase 3



Both combatants recover and prepare for their next strikes for some time...

Impulse 3

Dread makes a normal strike against Steve! Steve parries, and makes a riposte with his nimble wrench while Dread is exposed!

code:
Dread attempts normal strike against Steve. Steve parries.
6% chance to hit. Rolled 16. Miss. 

--------------------------------------------------------

Steve attempts normal strike against Dread. Dread does not parry. 
93% chance to hit. Rolled 23. Hit.


Dread HIT in Lower Chest for 12 Impact Damage. 
100PD sustained.

Dread FAILS knockout roll!
Healing time - 51 Days
92% chance of recovery after 25 days.
Steve's riposte strikes true, right in Dread's lower chest, knocking the wind and consciousness from Dread.

Congratulations to Steve - our first Thunderdome upset! He advances to round 2, to face off against Tesla Cola. Will our underdog succeed?

Round 1 is over! Onto round 2! Next fight for this new round is Spanky v. Potato.


Phi230
Feb 2, 2016

by Fluffdaddy

Cathode Raymond posted:

A chair and a wrench? drat.

Also is that 92% chance of recovery assuming no field hospital or is there an 8% chance we're going to lose a merc to wrench damage even including the hospital?

Field hospital. Why wouldn't it be? We're doing the thunderdome at the base and not in the field.

Phi230
Feb 2, 2016

by Fluffdaddy
Well without armor the impact required to actually knock someone down will have a 98% chance of knocking them out cold as well.

Phi230
Feb 2, 2016

by Fluffdaddy
FINALS ARE OVER BUT THE THUNDERDOME NEVER ENDS - ROUND 2 - FIGHT 1 - SIMPSON McFISH V. COUNT


WARRIORS










Pre-Fight Analysis

Statistically, McFish and Count are quite strong. Fast and quick on their feet, both of these fine mercenaries. A scissor is a precise and fast weapon yet not particularly deadly, Count will have to strike where a shallow cut can be debilitating. A chain, however, packs much more of a punch. A single hit can probably knock out Count, and is just as quick as the pair of Scissors.


Fight!



Our warriors stare eachother down in the makeshift arena, a cold silence is broken by a gust of cool wind.

Impulse 1



They both move, nervous with anticipation of the coming storm of chains and scissors.

Impulse 2



McFish, eager as he is, is the one to close into combat first. Both warriors ready themselves, assure their footing, and steady their breathing.

Impulse 3

McFish readies himself even further then strikes with a well-prepared and executed blow with his Chain, to which Count attempts to parry, and subsequently reposte and recover!

code:

McFish attempts long strike against Count. Count Parries.
27% chance to hit. Rolled 63. Miss.

Count attempts normal strike against McFish.
Column 2 Parry - Automatic Hit

McFish STABBED in NECK for 3 Impact!
100PD sustained. 

McFish FAILS knockout roll! 
94% Chance of Survival after 25 days. Healing Time 50 days. 

Count parries away the chain deftfully with his...scissors. He makes a masterful counter-strike to which McFish has no defense and successfully sinks his Scissors deep into McFish's neck. McFish experiences a flash of white - then darkness.

Congratulations to our victor, Count! Who will advance to Round 3 against whomever wins the next fight! Determining Count's opponent will be Round 2 - Fight 2: Spanky v. Potato! Luckily that pair of scissors didn't cut too deep else poor McFish would be bled white!




In other news, enough time has elapsed that both Actuary and Popete's wounds have healed and they have returned to active duty.

Phi230
Feb 2, 2016

by Fluffdaddy
Not dead just vacation

Phi230
Feb 2, 2016

by Fluffdaddy
I got a pretty busy job but my hours are changing this week and I'll try to update every weekend. I still have everything so its not dead, I just need to find time to post it

Phi230
Feb 2, 2016

by Fluffdaddy

Phi230
Feb 2, 2016

by Fluffdaddy


KEPT YA WAITING, HUH? PHOENIX COMMAND: SEASON 2

Stay tuned

Phi230
Feb 2, 2016

by Fluffdaddy

Ikasuhito posted:

:toot:

Quick, somebody do a recap so we're all up to speed



Phi230
Feb 2, 2016

by Fluffdaddy

sebmojo posted:

... (tapping fingers)

Hold yer horses the weekend literally just started

Phi230
Feb 2, 2016

by Fluffdaddy
Thunderdome Round 2: Fight 2 - Potato v. Spanky

Welcome back ladies and gentlemen to The Thunderdome. Last we left off, a poor man was stabbed in the neck with scissors, setting new bar of brutality and entertainment! The ride only gets more wild from here folks!

Today we have our first seeded warrior Spanky versus the scrappy eighth seeded Potato. While Spanky may be first seed, this is only his first fight. Potato has already blooded himself in the arena against The Dwayne. Spanky has the talent, Potato has the experience. Who will win? Find out today!


THE WARRIORS AND THEIR WEAPONS








FIGHT!



Here we have our fighters in the bloodied and tried arena of the THUNDERDOME.

Potato advances 2 hexed forward, a cautious yet confident gait about him; while Spanky does the same.



Potato strikes, using the advantage of his long chain! Spanky, taken by surprise, parries while advancing!

code:

Potato makes Short Strike against Spanky! Spanky Parries!

Attack Level 5. Defensive Level 3. Parry column 9.

27% Chance to Hit, Rolled 7! HIT!

Potato HITS Spanky in the UPPER CHEST for 11 IMPACT. 

Spanky sustains 76 DAMAGE. Spanky rolls for knockout! 98% Chance of knockout, rolled 78. Spanky FAILS knockout roll. Spanky incapacitated for 1 minute, 34 seconds. 

Spanky: 95% chance of recovery after 25 days. Rolled 6. Will recover. 

Potato strikes deftly with his chain like a whip, and in a flash, a crack of thunder, its over! Potato's chain finds its mark square in Spanky's chest, sending Spanky tumbling! Spanky is out for the count and the fight is over!

Potato is victorious in mere seconds! What an upset folks!

BRACKETOLOGY

Potato advances to Round 3, where he will face Count von Count.



Next fight, Popete v. Snake Doctor

The unbelievable test of strength and speed yet continues! Who will be our leader? Who will prove their superiority by being the last man standing?

Phi230
Feb 2, 2016

by Fluffdaddy

LatwPIAT posted:

First, you've been looking at the wrong line; 11 Impact (Cutting) is 76 when it's to the Shoulder, not the Upper Chest. When it's to the Upper Chest, it's 400.

Luckily, whips only do Shallow damage. Whips have a PD multiplier of 1d6, and an ID of the wielder's Damage Bonus. So with your DB of about 2.25, it's 3 base damage multiplied by the roll of 5: 15 damage, not 76 or 400. And that's no over Spanky's KV of 15, so it's a mere 10% chance of knockout, and Spanky should have been standing and capable of retaliating. :goonsay:

I was using a chain, not a whip, unless chain uses whip rules.

And I was just using the blunt damage table as provided in the hand-to-hand supplement because I am unsure of how the hand-to-hand rules interact with the advanced tables.

I rounded up most numbers.

Phi230
Feb 2, 2016

by Fluffdaddy

LatwPIAT posted:

Oh.

I am stupid. Never mind!

It would make sense for chain to use whip rules though

Phi230
Feb 2, 2016

by Fluffdaddy

Night10194 posted:

Why does a crazy 'hyper realistic' tactical military game have whip rules

Buddy it's got rules for a T-Rex and for medieval weapons

Phi230
Feb 2, 2016

by Fluffdaddy
Boys

We're going rogue

Phi230
Feb 2, 2016

by Fluffdaddy

Rockopolis posted:

Do you ever use electronic aids to handle the die rolling and table lookup?

No

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Phi230
Feb 2, 2016

by Fluffdaddy

Dreadwroth posted:

Im guessing since its been a couple months, that this is basically dead at this point.

What is not dead which can eternal lie, and with strange aeons even phoenix command may update

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