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> Multiple Flurries
Aten
post Sep 28 2006, 10:46 PM
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Can you Flurry multiple times in a turn? i.e. Kill the first guy, flurry another guy within 1" and kill him, then flurry a third, and so on?
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dyssnowman
post Sep 28 2006, 11:12 PM
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QUOTE(Aten @ Sep 28 2006, 10:46 PM)
Can you Flurry multiple times in a turn?  i.e. Kill the first guy, flurry another guy within 1" and kill him, then flurry a third, and so on?
[right][snapback]12803[/snapback][/right]


Man, talk about being "Flurry"-us.

Sorry; I couldn't resist. biggrin.gif
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CmdrKiley
post Sep 29 2006, 10:29 AM
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Yes, I believe that is the purpose of Flurry.

Makes the Fist an excellent anti-Squad model, if he gets close enough.

In 'cinematic realism' think of a martial artist running into a gang of thugs and knocking them all down in a 'flurry' of quick strikes.


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Aberrant SImon
post Sep 29 2006, 11:48 AM
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Yes, exactly.

Flurry enables a Fist to make multiple close combat atacks in its activation
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silentbob27
post Sep 29 2006, 02:33 PM
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Man, I didnt see the 'l' in Flurries. I was about to pull out a Darth Vader "Noooooooooo!"
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TonyK
post Sep 29 2006, 03:03 PM
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QUOTE(silentbob27 @ Sep 29 2006, 03:33 PM)
Man, I didnt see the 'l' in Flurries. I was about to pull out a Darth Vader "Noooooooooo!"
[right][snapback]12827[/snapback][/right]


silentbob27,

I did the same when I glanced at the forum this morning. Reminds me of the funiest CSI episode ever. smile.gif

Cheers

Tony


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CmdrKiley
post Sep 29 2006, 08:53 PM
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The one thing I'd have to say when I read through the rules and initially started experimenting with the game, the mechanics truely do fit the 'cinematic action' realism it advertises.

The Fist's Flurry - inspired from just about every chop-sockey flick out there

The Shootist w. Dual Smart Pistol Run & Gunning - Very much a John Woo movie inspired thing. I think the only thing it didn't have was a flock of doves popping up every time it's used.

The Bishojou Senshi's Catlike - very anime

The Bishojou Senshi's Misgiving - again very anime, we even say when someone rolls a double 1 on a Misgiving, they even get all soppy and ask for her phone number.

The Soulless's Smoke & Horrific - very Boogeymanish, jump out of nowhere and if it dosn't kill someone right out, it usually sends them running and screaming

The Marshal's Legendary - very heroic tough guy not going down easy

The Arashi powers (and general appearance)- straight out of Big Trouble in Little China and many of the fight video games like Mortal Kombat.

Even the opposed rolling with critical success / critical failure seems to simulate the type of realism seen in lots of action movies (particularly the Hong-Kong action flics). I think that's one of the things that's really sold me so well on this game system is the mechanics are fun and exciting, like watching a great action movie.

Great job guys!


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Talarius
post Sep 30 2006, 08:12 PM
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The think with Flurry I was a little unclear on was whether the Martial Artist actually moves 1" or just stands still and strikes models that were already within 1" of him when he charged his initial victim. Has that already been answered?

[Edit: Just checked the FAQ. Yes, you can move the MA that 1". Very cool.]
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GypsyComet
post Jun 25 2009, 12:32 AM
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Sorry if this is a rookie question. It's been a while...

Does the free strike gained against a model fleeing a close combat count for Flurry?

The specific example:
Fist in close combat contact with three Lectra who were temporarily out of range of their leaders. Fist has not activated yet this turn. Captain Doyle activates and fires into the melee, killing a Lectra. Having just hit one of the conditions for a morale check, the Lectra roll and fail, fleeing the field. Or trying to. Withdrawing from close combat warrants a free strike by the Fist, which kills another Lectra. Does he get to Flurry to the last Lectra, or can he only do that on his own activation?

Pointing out other problems with the above example would also not be amiss...


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Gimp
post Jun 27 2009, 06:58 AM
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Some points about your example:
Models engaged in close combat are treated as independents models while they are engaged.
Models already suppressed can be engaged, but cannot become suppressed while engaged. Only panic effects from outside the close combat would effect them. That limits the possibilities (ex: Fearidon and critical failures on NRV tests from ranged fire).
Close combat damage goes directly to panic on a NRV test, but outside influences cannot increase a level of suppression to panic; they have to directly cause panic.
If the Fist kills a fleeing model, Flurry would allow a strike at another, but only the first would be subject to fleeing from taking damage as an independent model while suppressed, and only if they rolled a critical failure on their NRV test.
Taking damage from ranged fire while engaged is not taking damage from close combat. A model damaged by ranged fire while engaged would not automatically panic.
Because they are treated as independent models while engaged, if Captain Doyle killed his target, any other Lektras would not be required to take any NRV test.

Flurry kicks in whenever the parameters are met. If a Fist destroys a model in close combat, they get to make an immediate attack against another model up to 1" away.

It does not requre the Fist to be activated, only to have eliminated a model with a close combat attack. That can happen when the Fist attacks, is attacked, or is making a free strike.

Breaking away from a Fist could be a very bad thing.
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GypsyComet
post Jun 27 2009, 08:45 AM
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Sounds like we got *some* of it right, then, but not all of it.

The Fist is indeed as nasty as we played him, but the outside influence on his fight wasn't handled right.

Specifically, the panic roll for a unit being reduced, since the Lectra aren't "a unit" while in CC. Right?

Getting one of them to flee via a critical failure (flee vs suppressed?) would have had the effect as we played it.

Alright.


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Gimp
post Jun 29 2009, 08:07 AM
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Correct. If a model was shot and rolled a critical failure, or simply took damage from close combat and failed their NRV test from that, Flurry would kick in if the Fist killed that model with the resulting free strike.

The shift to independent status while engaged is a nice concept, as people tend to not focus as much on their buddies while someone is in their face trying to kill them. It also limits the impact of free strikes from fleeing on a unit in close combat. A Fist is still not someone to run away from, but imagine the impact of a unit test if the shift were not there. There are no limits on the number of free strikes a unit can make, so a unit of four fleeing from a Fist would generate four free strikes with Flurry from any models killed. That could generate multiple attacks against individual models, which wouldn't make sense while they were fleeing. Treating engaged models as independents avoids that, while still keeping Flurry a nice bonus.
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Nedorus
post Oct 1 2009, 07:41 AM
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And while we're takling bas A$$ fists... don't forget about hitting a unit with a blst template (bricks come to mind here) and then charging with the fist onto the first model knocked down. The attack would be an autokill (prone target in CC). The fist would flurry .. autokill... flurry ... .. autokill... flurry ... .. autokill... flurry ... .. autokill... flurry ... you get te point.

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