The changes to dodge roll and cool downs.. : newworldgame
I’ll open up with some of the fundamental differences between having shared cool downs vs having individual cool downs.
Individual cool downs – means that the combat will be more focused around ability combos, otherwise known as rotations, as an optimal source of dealing damage. Now we have seen rotations in other action based mmo’s before. It’s not a bad thing, but rotations can become stale, and memorizing attack patterns that you wash, rinse, and repeat, isn’t really all that skillful. It also makes the combat nothing like dark souls.
Shared cool downs – means that the combat is more focused around landing basic attacks. This allows you to take more advantage of other fundamentals like spacing and timing. You can still combo, but the trade off is much higher as there are strict cool down messures. Failing to land abilities can result in your punishment, adding a risk/reward factor when deciding whether to use your abilities. Having shared cool downs and not being restricted by a rotation means that you have to improvise on the fly. You have to ask yourself if using an abilitiy at that time is the optimal combat decision, because failing to execute it costs you the punishment of a shared cool down. Making the skill ceiling much higher. This still maintains the combat style of dark souls with added flare.
Lastly, the change to dodge roll further trivializes stamina management. It was already pretty easy to manage, as there isn’t much punishment to running out, but now there is practically zero punishment for running out of stamina. All because people can’t time a dodge or can’t think to block then dodge.
These changes worry me, because it completely stripes the combat of its original design. A design that valued skill based ideas like timing, spacing, and on the fly improvisation. A great design imo. Unique and thought out. Something this genre lacks.. it’s a shame really..
How to Dodge Roll in The Division 2
The Division 2 is finally here, with certain players being granted early access a few days before launch. What’s becoming apparent is that while The Division 2 features tight gunplay, excellent loot, and some pretty ingenious gadgetry, there is some key gameplay info that’s somewhat glossed over. This includes the dodge roll, a battle technique that is extremely useful for avoiding gunfire and leaping to another piece of cover. In this The Division 2 Dodge Guide, we’ll detail exactly how to pull off a dodge roll. We’ll let you know the controls, and when you’ll likely want to use it.
For more on The Division 2, be sure to check out our The Division 2 Guides Hub. It’s full of useful info on the game, including a look at character customization, and which skills you should be looking at getting first.
How to Dodge Roll in The Division 2
The Division 2 is a cover-based shooter. As such, you’ll be spending most of your time moving between cover, and flanking your enemies. And while running to your next position is all well and good, you’ll be leaving yourself open to gunfire and damage. One way to avoid gunfire while running is to dodge. Doing so is pretty simple, in that you just need to double tap X/A. This will allow you to evade incoming fire, and make the last ditch towards your next piece of cover.
When to Use the Dodge Roll in The Division 2
Now that you know how to pull it off, when should you be using the dodge roll. Well, the main way to use it is to back away from charging enemies. You can also use it to get into cover faster. If you dodge roll just before a sniper fires off their shot, it’s likely to miss.
So there you have it, that’s how you dodge roll in The Division 2. For more on The Division 2, why not check out our Character Customization Guide.
Roll To Dodge! (JOIN THE FUN
Hello everybody! I am Wavelino, and I’m going to invite you all to a game of Roll to Dodge!
Roll to Dodge is a game where people submit actions, whereupon the moderator of the game (that’ll be me) rolls a die, determining how well someone will succeed at their action. The goal is mostly to have fun, but also to survive from the Rolls to Dodge!
In general, the higher I roll your action, the better your character will succeed at said action. But roll too high, and you’ll overshoot. Roll too low, and your action might come back like a boomerang in your eye.
I reckon I should give you an example.
Let’s say your submitted action was “Jump over a fence”. Here’s what the results would be for each of the six possible outcomes:
1: You can’t jump an inch high at all, so you run straight into the fence.
2: You attempt to jump over the fence, but you can’t make it over, softly landing on the grass below. You haven’t reached the other side.
3: You succeed to make it over, but one of your pockets caught a picket of the fence, leaving you hanging upside down. Now you have to figure out how to get down without hurting yourself.
4: You make a smooth jump over the fence.
5: You land a double somersault as you vault over the fence like a true gymnast.
6: Your shoes now have springs in them, sending you flying right up in a tree. How will you get down?
You may join at any time by submitting an action. If you feel like it, you can write a bit of backstory about your character, but I will always do the same when submitting your actions.
As a start to the story,
"you all wake up in a dark room, not knowing how you came there or how you will get out. What will you do?"
Remember, anything can be your action, so be creative and try to think of ways to progress and advance in the story. I will mostly help you out on your way to potential victory (note: I haven’t decided yet if there will be a winning condition, but I will decide this as the story progresses, depending on your actions), but sometimes, when the rolls are against you, I will give you a hard time.
And here I’ll tag some people that I hope are interested in playing: @QueenMia @Diamond Lim @kavidina @mysticalmysty @SBH @kiara_wael @firebombmarkus
Enter the Gungeon
Enter the Gungeon is a gunfight dungeon crawler following a band of misfits seeking to shoot, loot,
dodge roll and table-flip their way to personal absolution by reaching the legendary Gungeon’s
ultimate treasure: the gun that can kill the past. Select a hero and battle your way to the bottom of the
Gungeon by surviving a challenging and evolving series of floors filled with the dangerously adorable
Gundead and fearsome Gungeon bosses armed to the teeth. Gather precious loot, discover hidden
secrets, and chat with opportunistic merchants and shopkeepers to purchase powerful items to gain
Enter the Gungeon – a constantly evolving bullet hell fortress that elegantly blends
meticulously hand-designed rooms within a procedurally-generated labyrinth bent on destroying all
that enter its walls. But beware – the Gungeon responds to even the most modest victory against its
sentries and traps by raising the stakes and the challenges found within!
The Gungeon isn’t just traps and chasms – calm your nerves and steady
your aim as you face down the gun-totting Cult of the Gundead. These disciples of the gun will stop at
nothing to put down the heroes in their tracks and employ any tactics necessary to defend their temple.
Choose between one of several unlikely heroes, each burdened by a deep regret
and in search of a way to change their past, no matter the cost. Filled with equal parts courage and
desperation, these adventurers won’t hesitate to dive across flaming walls, roll through a wall of bullets,
or take cover behind whatever is around to make it to their goal alive!
Discover and unlock scores of uniquely fantastic guns to annihilate all that oppose you in the
Gungeon – each carrying their own unique tactics and ammunition. Unleash everything from the tried
and true medley of missiles, lasers, and cannonballs to the bizarrely effective volley of rainbows, fish,
foam darts, and bees! Yep, bees.
Leave It to Dodge Roll Games to Make ‘Enter the Gungeon’ a Brutal Bullet Hell
I’m going to need more skill.
‘Enter the Gungeon’ has plenty for me to like. It starts with character choice, and with roguelike, room by room dungeons, but on a more fundamental level, it starts with R1 to shoot, L1 to dodge roll, left stick to move and right stick to aim. As enemies come at me with their elaborate patterns of (hopefully) dodgable bullets, I have to stick and move, fire and reload, dodge and dodge roll until I’m the last living thing in the room.
Working my map and teleporter, I go room to room, clearing and searching for chests with weapons, items, and door keys. I’m also on the lookout for the door to the boss room, and for any shops. There is a health system, so even as a new player, I can be comforted that no one attack will kill me. (Though I do need to watch the floors, giant rolling psikes, and so on.) And yet, I have to figure out how to dodge roll. When dodge rolling, no bullets can hurt me, but when I have to stand back up, there’s a moment before I can roll again.
Sadly, without a better grasp of dodge rolling, weapon switching (Triangle), and even item identification, the boss of the first dungeon makes quick work of me.
Ditto, the boss of the second dungeon. Meanwhile, on the other end of Devolver Digital’s PAX South 2016 booth, players are tackling the game in co-op, working together to take on enemies, but then fighting over pickups and shop items.
Naturally, I need to get a lot better before I can enter the gungeon with a greater degree of comfort, but even in my current state, the moment to moment progression is a blast. (‘Enter the Gungeon’ is coming soon to the PS4 & PC.)
The frenetic action just pushes me to go faster and to be aggressive. I even dragged a friend of mine over to the booth just to see how he would face up to the challenge. Ouch. Still, I was to share how to kick over tables and use them for quick cover, and how teleport between different parts of the dungeon, and even how to jump the bottemless pits. Maybe tomorrow, we can try out some co-op ourselves.
Dodge Roll talks next project, Enter the Gungeon getting more content and Switch performance tweak
At PAX Aus 2018 a couple of weeks ago, Eric managed to catch up with Dave Crooks from Dodge Roll. Crooks had plenty to say about Enter the Gungeon, but also the studio’s next game.
Crooks told us that a “pseudo sequel to Gungeon” could come next “in the sense that it would be like of a similar tone and a similar art style and such”. Also, while Enter the Gungeon didn’t have multiplayer, this is a possibility for the upcoming project since the team is currently building the proper tools for it this time around.
Crooks had this to say about what’s next from Dodge Roll:
“That’s a hard question to answer without spoiling anything, but I’ll say this. It’s not gonna be Gungeon 2, though it may be a pseudo sequel to Gungeon in the sense that it would be like of a similar tone and a similar art style and such, but we are… a lot of people know that Gungeon is a sort of a quasi-3D game and we’re I think we’re really interested in pushing that to the next level while still retaining pixel aesthetic and we’re trying to figure out exactly what that means right now. I said we’re not gonna do multiplayer for Gungeon and we’re not going to. The reason we never could is because our engine is just the opposite of optimized for that and it would have taken years of rework or at least a year, so one of the things we’re taking time to do right now is build the tools… so I’m not definitely saying we’re gonna do multiplayer for the next one, but we’re thinking about it and we’re at least building the engine in a way that would support it. ”
As for Enter the Gungeon, while Dodge Roll is just about ready to move on from the hugely-successful game, the studio isn’t finished just yet. Fans can look forward to “one piece of content” that is both small and free, and also “something people have been asking for for a long time”. Just know that it isn’t online multiplayer.
Finally, specifically regarding the Switch version of Enter the Gungeon, we’re hearing that one of the developers at Dodge Roll is pursuing a performance tweak and has “some ideas on how we can make it better”.
Stay tuned for our full interview with Dodge Roll.
D&D 5th Edition on Roll20 Compendium
A typical combat encounter is a clash between two sides, a Flurry of weapon swings, feints, parries, footwork, and Spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the Beginning of a combat encounter, when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.
Combat Step by Step
- Determine Surprise. The GM determines whether anyone involved in the combat encounter is surprised.
- Establish positions: The GM decides where all the characters and Monsters are located. Given the adventurers’ Marching Order or their stated positions in the room or other Location, the GM figures out where the adversaries are̶how far away and in what direction.
- Roll Initiative: Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns.
- Take turns. Each participant in the battle takes a turn in Initiative order.
- Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the Fighting stops.
A band of Adventurers sneaks up on a Bandit camp, springing from the trees to Attack them. A Gelatinous Cube glides down a dungeon Passage, unnoticed by the Adventurers until the cube engulfs one of them. In these situations, one side of the battle gains Surprise over the other.
The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone Hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter.
If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a Reaction until that turn ends. A member of a group can be surprised even if the other Members aren’t.
Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the Initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.
The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the Initiative order) in which they act during each round. The Initiative order remains the same from round to round.
If a tie occurs, the GM decides the order among tied GM–controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character.
Optionally, the GM can have the tied characters and Monsters each roll a d20 to determine the order, highest roll going first.
On Your Turn, you can move a distance up to your speed and take one action.
You decide whether to move first or take your action first. Your speed— sometimes called your walking speed—is noted on your character sheet.
The most Common Actions you can take are described in the “Actions in Combat” section. Many Class Features and other Abilities provide additional options for your action.
You can forgo moving, taking an action, or doing anything at all on Your Turn. If you can’t decide what to do on Your Turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.”
Various Class Features, Spells, and other Abilities let you take an additional action on Your Turn called a Bonus Action. The Cunning Action feature, for example, allows a rogue to take a Bonus Action. You can take a Bonus Action only when a Special ability, spell, or other feature of the game states that you can do something as a Bonus Action. You otherwise don’t have a Bonus Action to take.
You can take only one Bonus Action on Your Turn, so you must choose which Bonus Action to use when you have more than one available.
You choose when to take a Bonus Action during Your Turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take Actions also prevents you from taking a Bonus Action.
Other Activity on Your Turn
Your Turn can include a variety of flourishes that require neither your action nor your move.
You can communicate however you are able, through brief utterances and gestures, as you take Your Turn.
You can also interact with one object or feature of the Environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to Attack.
If you want to interact with a second object, you need to use your action. Some Magic Items and other Special Objects always require an action to use, as stated in their descriptions.
The GM might require you to use an action for any of these activities when it needs Special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.
Certain Special Abilities, Spells, and situations allow you to take a Special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on Your Turn or on someone else’s. The opportunity Attack is the most Common type of Reaction.
When you take a Reaction, you can’t take another one until the start of your next turn. If the Reaction interrupts another creature’s turn, that creature can continue its turn right after the Reaction.In combat, characters and Monsters are in constant motion, often using Movement and position to gain the upper hand.
On Your Turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on Your Turn, following the rules here.
Your Movement can include Jumping, climbing, and Swimming. These different modes of Movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
Breaking Up Your Move
You can break up your Movement on Your Turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.
Moving between Attacks
If you take an action that includes more than one weapon Attack, you can break up your Movement even further by moving between those attacks. For example, a Fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an Attack, move 15 feet, and then Attack again.
Using Different Speeds
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move.
Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move.
For example, if you have a speed of 30 and a flying speed of 60 because a Wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.
Combat rarely takes place in bare rooms or on featureless plains. Boulder–strewn caverns, briar– choked forests, treacherous staircases—the setting of a typical fight contains Difficult Terrain.
Every foot of Movement in Difficult Terrain costs 1 extra foot. This rule is true even if multiple things in a space count as Difficult Terrain.
Low furniture, rubble, undergrowth, steep Stairs, snow, and shallow bogs are examples of Difficult Terrain. The space of another creature, whether Hostile or not, also counts as Difficult Terrain.
Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are Prone.
You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of Movement equal to half your speed.
For example, if your speed is 30 feet, you must spend 15 feet of Movement to stand up. You can’t stand up if you don’t have enough Movement left or if your speed is 0.
To move while prone, you must crawl or use magic such as teleportation. Every foot of Movement while crawling costs 1 extra foot. Crawling 1 foot in Difficult Terrain, therefore, costs 3 feet of Movement.
Interacting with Objects Around You
Here are a few examples of the sorts of thing you can do in tandem with your Movement and action:
- draw or sheathe a sword
- open or close a door
- withdraw a potion from your Backpack
- pick up a dropped axe
- take a bauble from a table
- remove a ring from your finger
- stuff some food into your mouth
- plant a banner in the ground
- fish a few coins from your belt pouch
- drink all the ale in a flagon
- throw a lever or a switch
- pull a torch from a sconce
- take a book from a shelf you can reach
- extinguish a small flame
- don a mask
- pull the hood of your cloak up and over your head
- put your ear to a door
- kick a small stone
- turn a key in a lock
- tap the floor with a 10-foot pole
- hand an item to another character
Moving Around Other Creatures
You can move through a nonhostile creature’s space. In contrast, you can move through a Hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is Difficult Terrain for you.
Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.
If you leave a Hostile creature’s reach during your move, you provoke an opportunity Attack.
Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of Falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.
Each creature takes up a different amount of space. Table: Size Categories shows how much space a creature of a particular size controls in combat.
Objects sometimes use the same size categories.
A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium Hobgoblin stands in a 5– foot–wide doorway, other creatures can’t get through unless the Hobgoblin lets them.
A creature’s space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.
Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.
Squeezing into a Smaller Space
A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a Passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on Attack rolls and Dexterity Saving Throws. Attack rolls against the creature have advantage while it’s in the smaller space.When you take your action on Your Turn, you can take one of the Actions presented here, an action you gained from your class or a Special feature, or an action that you improvise. Many Monsters have Action Options of their own in their stat blocks.
When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
The most Common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.
With this action, you make one melee or ranged Attack. See the “Making an Attack” section for the rules that govern attacks.
Certain features, such as the Extra Attack feature of the Fighter, allow you to make more than one Attack with this action.
Cast a Spell
Spellcasters such as wizards and clerics, as well as many Monsters, have access to Spells and can use them to great Effect in combat. Each spell has a Casting Time, which specifies whether the caster must use an action, a Reaction, minutes, or even hours to cast the spell. Casting a Spell is, therefore, not necessarily an action. Most Spells do have a Casting Time of 1 action, so a Spellcaster often uses his or her action in combat to cast such a spell.
When you take the Dash action, you gain extra Movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on Your Turn if you dash.
Any increase or decrease to your speed changes this additional Movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
If you take the Disengage action, your Movement doesn’t provoke Opportunity Attacks for the rest of the turn.
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any Attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity Saving Throws with advantage. You lose this benefit if you are Incapacitated (as explained in Conditions ) or if your speed drops to 0.
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s Attack more effective. If your ally attacks the target before your next turn, the first Attack roll is made with advantage.
When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for Hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section.
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on Your Turn, which lets you act using your Reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the Cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the Goblin steps next to me, I move away.”
When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one Reaction per round.
When you ready a spell, you cast it as normal but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a Casting Time of 1 action, and holding onto the spell’s magic requires Concentration. If your Concentration is broken, the spell dissipates without taking Effect. For example, if you are concentrating on the web spell and ready Magic Missile, your web spell ends, and if you take damage before you release Magic Missile with your Reaction, your Concentration might be broken.
When you take the Search action, you devote your attention to finding something. Depending on the Nature of your Search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
Use an Object
You normally interact with an object while doing something else, such as when you draw a sword as part of an Attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on Your Turn.Whether you’re striking with a melee weapon, firing a weapon at range, or making an Attack roll as part of a spell, an Attack has a simple structure.
- Choose a target. Pick a target within your attack’s range: a creature, an object, or a Location.
- Determine modifiers. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, Spells, Special Abilities, and other Effects can apply penalties or bonuses to your Attack roll.
- Resolve the Attack. You make the Attack roll. On a hit, you roll damage, unless the particular Attack has rules that specify otherwise. Some attacks cause Special Effects in addition to or instead of damage.
If there’s ever any question whether something you’re doing counts as an Attack, the rule is simple: if you’re making an Attack roll, you’re making an Attack.
When you make an Attack, your Attack roll determines whether the Attack hits or misses. To make an Attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the Attack hits. The AC of a character is determined at character Creation, whereas the AC of a monster is in its stat block.
Modifiers to the Roll
When a character makes an Attack roll, the two most Common Modifiers to the Roll are an ability modifier and the character’s Proficiency Bonus. When a monster makes an Attack roll, it uses whatever modifier is provided in its stat block.
Ability Modifier: The ability modifier used for a melee weapon Attack is Strength, and the ability modifier used for a ranged weapon Attack is Dexterity. Weapons that have the Finesse or Thrown property break this rule. Some Spells also require an Attack roll. The ability modifier used for a spell Attack depends on the Spellcasting ability of the Spellcaster.
Proficiency Bonus: You add your Proficiency Bonus to your Attack roll when you Attack using a weapon with which you have proficiency, as well as when you Attack with a spell.
Rolling 1 or 20
Sometimes fate blesses or Curses a combatant, causing the novice to hit and the Veteran to miss.
If The D20 roll for an Attack is a 20, the Attack hits regardless of any modifiers or the target’s AC. This is called a critical hit.
If The D20 roll for an Attack is a 1, the Attack misses regardless of any modifiers or the target’s AC.
Unseen Attackers and Targets
Combatants often try to Escape their foes’ notice by Hiding, casting the Invisibility spell, or lurking in Darkness.
When you Attack a target that you can’t see, you have disadvantage on the Attack roll. This is true whether you’re guessing the target’s Location or you’re targeting a creature you can hear but not see. If the target isn’t in the Location you targeted, you automatically miss, but the GM typically just says that the Attack missed, not whether you guessed the target’s Location correctly.
When a creature can’t see you, you have advantage on Attack rolls against it. If you are hidden—both unseen and unheard—when you make an Attack, you give away your Location when the Attack hits or misses.
When you make a ranged Attack, you fire a bow or a crossbow, hurl a Handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many Spells also involve making a ranged Attack.
You can make Ranged Attacks only against Targets within a specified range.
If a ranged Attack, such as one made with a spell, has a single range, you can’t Attack a target beyond this range.
Some Ranged Attacks, such as those made with a Longbow or a Shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your Attack roll has disadvantage when your target is beyond normal range, and you can’t Attack a target beyond the long range.
Ranged Attacks in Close Combat
Aiming a ranged Attack is more difficult when a foe is next to you. When you make a ranged Attack with a weapon, a spell, or some other means, you have disadvantage on the Attack roll if you are within 5 feet of a Hostile creature who can see you and who isn’t Incapacitated.
Used in hand–to–hand combat, a melee Attack allows you to Attack a foe within your reach. A melee Attack typically uses a handheld weapon such as a sword, a Warhammer, or an axe. A typical monster makes a melee Attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few Spells also involve making a melee Attack.
Most creatures have a 5-foot reach and can thus Attack Targets within 5 feet of them when making a melee Attack. Certain creatures (typically those larger than Medium) have Melee Attacks with a greater reach than 5 feet, as noted in their descriptions.
Instead of using a weapon to make a melee weapon Attack, you can use an Unarmed Strike: a punch, kick, head–butt, or similar forceful blow (none of which count as weapons). On a hit, an Unarmed Strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.
In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity Attack.
You can make an opportunity Attack when a Hostile creature that you can see moves out of your reach. To make the opportunity Attack, you use your Reaction to make one melee Attack against the provoking creature. The Attack occurs right before the creature leaves your reach.
You can avoid provoking an opportunity Attack by taking the Disengage action. You also don’t provoke an opportunity Attack when you Teleport or when someone or something moves you without using your Movement, action, or Reaction. For example, you don’t provoke an opportunity Attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.
When you take the Attack action and Attack with a light melee weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus Attack, unless that modifier is negative.
If either weapon has the Thrown property, you can throw the weapon, instead of making a melee Attack with it.
When you want to grab a creature or wrestle with it, you can use the Attack action to make a Special melee Attack, a grapple. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them.
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an Attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the Grappled condition (see Conditions ). The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Grapple: A Grappled creature can use its action to Escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
Moving a Grappled Creature: When you move, you can drag or carry the Grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Contests in Combat
Battle often involves pitting your Prowess against that of your foe. Such a Challenge is represented by a contest. This section includes the most Common Contests that require an action in combat: Grappling and Shoving a Creature. The GM can use these Contests as models for improvising others.
Shoving a Creature
Using the Attack action, you can make a Special melee Attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them.
The target must be no more than one size larger than you and must be within your reach. Instead of making an Attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.
Walls, trees, creatures, and other Obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an Attack or other Effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three–quarters cover, the target has three–quarters cover.
A target with half cover has a +2 bonus to AC and Dexterity Saving Throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
A target with three–quarters cover has a +5 bonus to AC and Dexterity Saving Throws. A target has three–quarters cover if about three–quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
A target with total cover can’t be targeted directly by an Attack or a spell, although some Spells can reach such a target by including it in an area of Effect. A target has total cover if it is completely concealed by an obstacle.
Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well–placed arrow, or a blast of flame from a Fireball spell all have the potential to damage, or even kill, the hardiest of creatures.
Hit Points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more Hit Points are more difficult to kill. Those with fewer Hit Points are more fragile.
A creature’s current Hit Points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes frequently as a creature takes damage or receives Healing.
Whenever a creature takes damage, that damage is subtracted from its Hit Points. The loss of Hit Points has no Effect on a creature’s capabilities until the creature drops to 0 Hit Points.
Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic Weapons, Special Abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.
When attacking with a weapon, you add your ability modifier—the same modifier used for the Attack roll—to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers.
If a spell or other Effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a Wizard casts Fireball or a Cleric casts Flame Strike, the spell’s damage is rolled once for all creatures caught in the blast.
When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
For example, if you score a critical hit with a Dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the Attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.
Different attacks, damaging Spells, and other harmful Effects deal different types of damage. Damage Types have no rules of their own, but other rules, such as damage Resistance, rely on the types.
The Damage Types follow, with examples to help a GM assign a damage type to a new Effect.
Acid: The corrosive spray of a black dragon’s breath and the dissolving enzymes secreted by a Black Pudding deal acid damage.
Bludgeoning: Blunt force attacks—hammers, Falling, constriction, and the like—deal bludgeoning damage.
Cold: The Infernal chill radiating from an Ice Devil’s spear and the frigid blast of a white dragon’s breath deal cold damage.
Fire: Red Dragons breathe fire, and many Spells conjure flames to deal fire damage.
Force: Force is pure magical energy focused into a damaging form. Most Effects that deal force damage are Spells, including Magic Missile and Spiritual Weapon.
Lightning: A Lightning Bolt spell and a blue dragon’s breath deal lightning damage.
Necrotic: Necrotic damage, dealt by certain Undead and a spell such as Chill Touch, withers matter and even the soul.
Piercing: Puncturing and impaling attacks, including spears and monsters’ bites, deal piercing damage.
Poison: Venomous stings and the toxic gas of a green dragon’s breath deal poison damage.
Psychic: Mental Abilities such as a mind flayer’s psionic blast deal psychic damage.
Radiant: Radiant damage, dealt by a cleric’s Flame Strike spell or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power.
Slashing: Swords, axes, and monsters’ claws deal slashing damage.
Thunder: A concussive burst of sound, such as the Effect of the Thunderwave spell, deals thunder damage.
Damage Resistance and Vulnerability
Some creatures and Objects are exceedingly difficult or unusually easy to hurt with certain types of damage.
If a creature or an object has Resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.
Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has Resistance to bludgeoning damage and is hit by an Attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.
Multiple instances of Resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has Resistance to fire damage as well as Resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three– quarters.
Unless it results in death, damage isn’t permanent. Even death is reversible through powerful magic. Rest can restore a creature’s Hit Points, and magical methods such as a Cure Wounds spell or a potion of Healing can remove damage in an instant.
When a creature receives Healing of any kind, Hit Points regained are added to its current Hit Points. A creature’s Hit Points can’t exceed its hit point maximum, so any Hit Points regained in excess of this number are lost. For example, a druid grants a Ranger 8 Hit Points of Healing. If the Ranger has 14 current Hit Points and has a hit point maximum of 20, the Ranger regains 6 Hit Points from the druid, not 8.
A creature that has died can’t regain Hit Points until magic such as the Revivify spell has restored it to life.
Dropping to 0 Hit Points
When you drop to 0 Hit Points, you either die outright or fall Unconscious, as explained in the following sections.
Massive Damage can kill you instantly. When damage reduces you to 0 Hit Points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.
For example, a Cleric with a maximum of 12 Hit Points currently has 6 Hit Points. If she takes 18 damage from an Attack, she is reduced to 0 Hit Points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the Cleric dies.
If damage reduces you to 0 Hit Points and fails to kill you, you fall Unconscious (see Conditions ). This unconsciousness ends if you regain any Hit Points.
Death Saving Throws
Whenever you start Your Turn with 0 Hit Points, you must make a Special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other Saving Throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by Spells and features that improve your chances of succeeding on a saving throw.
Roll a d20: If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no Effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any Hit Points or become stable.
Rolling 1 or 20: When you make a death saving throw and roll a 1 on The D20, it counts as two failures. If you roll a 20 on The D20, you regain 1 hit point.
Damage at 0 Hit Points: If you take any damage while you have 0 Hit Points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer Instant Death.
Stabilizing a Creature
The best way to save a creature with 0 Hit Points is to heal it. If Healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.
You can use your action to administer first aid to an Unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.
A stable creature doesn’t make death Saving Throws, even though it has 0 Hit Points, but it does remain Unconscious. The creature stops being stable, and must start making death Saving Throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.
Monsters and Death
Most GMs have a monster die the instant it drops to 0 Hit Points, rather than having it fall Unconscious and make death Saving Throws.
Mighty Villains and Special Nonplayer Characters are Common exceptions; the GM might have them fall Unconscious and follow the same rules as player characters.
Knocking a Creature Out
Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 Hit Points with a melee Attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls Unconscious and is stable.
Temporary Hit Points
Some Spells and Special Abilities confer temporary Hit Points to a creature. Temporary Hit Points aren’t actual hit points; they are a buffer against damage, a pool of Hit Points that protect you from injury.
When you have temporary Hit Points and take damage, the temporary Hit Points are lost first, and any leftover damage carries over to your normal Hit Points. For example, if you have 5 temporary Hit Points and take 7 damage, you lose the temporary Hit Points and then take 2 damage.
Because temporary Hit Points are separate from your actual Hit Points, they can exceed your hit point maximum. A character can, therefore, be at full Hit Points and receive temporary Hit Points.
Healing can’t restore temporary Hit Points, and they can’t be added together. If you have temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary Hit Points when you already have 10, you can have 12 or 10, not 22.
If you have 0 Hit Points, receiving temporary Hit Points doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re in that state, but only true Healing can save you.
Unless a feature that grants you temporary Hit Points has a Duration, they last until they’re depleted or you finish a Long Rest.
A Knight charging into battle on a Warhorse, a Wizard casting Spells from the back of a Griffon, or a Cleric soaring through The Sky on a Pegasus all enjoy the benefits of speed and mobility that a mount can provide.
A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.
Mounting and Dismounting
Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of Movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of Movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of Movement left or if your speed is 0.
If an Effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw.
If your mount is knocked prone, you can use your Reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
Controlling a Mount
While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as Dragons, act independently.
You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such Training. The Initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.
An independent mount retains its place in the Initiative order. Bearing a rider puts no restrictions on the Actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to Attack and devour a badly injured foe, or otherwise act against your wishes.
In either case, if the mount provokes an opportunity Attack while you’re on it, the attacker can target you or the mount.
When Adventurers pursue Sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging Environment. Underwater the following rules apply.
When making a melee weapon Attack, a creature that doesn’t have a Swimming speed (either natural or granted by magic) has disadvantage on the Attack roll unless the weapon is a Dagger, Javelin, Shortsword, spear, or Trident.
A ranged weapon Attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the Attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is Thrown like a Javelin (including a spear, Trident, or dart).
Creatures and Objects that are fully immersed in water have Resistance to fire damage.
90,000 Monster Hunter: World
Distribution: Rotten Valley.
Characteristics: looks like a lizard. He belongs to the fanged wyverns. He is the leader of the Gyrros herd. Therefore, almost always smaller representatives of this genre stick out around him. The monster has large fangs that paralyze its enemies.
Tips, strengths and weaknesses of monsters:
He can paralyze his victims by biting his fangs. You should beware of this attack unless you want to be immobilized;
his ranged attack spits green goo;
keep in mind that while fighting this monster, the lesser Gyrros will wander around, making it difficult to duel with him.You can ignore them or try to hit them – when attacking the Great Gyrros;
Great Gyrros lives in the lower levels of the Rotten Vale, home to poisonous fumes. It is worth luring him to a place devoid of these inconveniences. Otherwise, our health bar will shrink.
Points of tenderness head, front legs, tail. The
monster is vulnerable to poison attacks and those who stun it. When Legiana is knocked down, jump to her as fast as possible and deal as much damage as possible;
Behind her, watch out for tail attacks while the monster rotates.
Tender points: head, wings, tail.
Rewards for defeating a monster: Great Gyrros Skin, Great Gyrros Hood, Great Gyrros Scale, Great Gyrros Tusk, Monster D Bone, Pouch of Paralysis.
The Great Gyrros’ fangs are his most formidable weapon.
Distribution: Rotten Valley.
Characteristics: Almost the entire body of this dense wyvern is covered with thorns, which makes me look like a hedgehog. He is one of the most iconic monsters in the game.The thorns serve as his armor. It can curl up into a ball and roll very quickly, damaging the character if it is encountered.
Tips, strengths and weaknesses of monsters:
when the ball rolls, you need to dodge the rolling Radobanne, although the injuries from such a meeting are small;
you can also throw him off balance when he rolls by attacking him;
you can cut off his tail.
In the case of Radobaan, it is difficult to say exactly where the front and back of the creature are…
Points of tenderness: head, feet.
Susceptibility of monsters to elements and effects (scale of vulnerability to elements and effects: 0 – immunity / 3 – maximum susceptibility): fire (1), water (1), lightning (1), ice (2), dragon (3) , poison (2), sleep (1), paralysis (2), explosion (3), stun (2).
Parts that can be carved from a monster: Radobaan’s Conch, Radobaan’s Conch, Radobaan’s Oil Shell, Radobaan’s Brain. There is never a lot of money, I thought, before I became familiar with such a great site as betwinner, now there is really a lot of money and I don’t even know where to spend https: // betwinner-bukmekerskaya-kontora.com / and this is great because not everyone is given such opportunities and I am very glad that I have become familiar with this site right now
Americans have trained the Dodge Dart GT model – DRIVE
The Dart GT will debut in Detroit next week.And in the future, perhaps, there will be an even more “evil” version of Dart with the R / T index.
Following the economical modification of the Dodge Dart sedan, released last fall, the Americans have prepared a sports version of the 2013 model year. Under the hood of the novelty is the most solid engine in the Dart line – a four-cylinder 2.4-liter Tigershark MultiAir2 ICE. Its productivity is 184 liters.with. and 236 N • m – the company describes as the right balance between power and economy. There are two gearboxes to choose from: a six-speed “mechanics” or a six-speed “automatic”. However, the differences between the GT version and the “brothers” are not limited to the power plant only.
18-inch aluminum wheels are standard on the Dart GT. As well as LED taillights and dual exhaust.
Inside the Dodge Dart GT, you can find a dual-zone “climate”, front seats with heating and upholstery in perforated Nappa leather (driver’s – electrically adjustable in 10 directions), a heated leather steering wheel, a touchscreen display with a diagonal of 8.4 inches.Diffused LED interior lighting, a tire pressure sensor, a rear view camera, a compass and other nice little things complete the filling.
The four-door Dodge Dart GT is equipped with a sports suspension. Its shock absorbers provide frequency-dependent damping, due to which they guarantee better handling than that of the base car without much loss in comfort (apparently, we are talking about frequency-dependent Koni FSD shock absorbers, and for Koni now there is no order for original equipment will not be superfluous).The selection of standard equipment is also aimed at comfort, because the GT version is based on the rich modification of Dart Limited. To top it off, buyers of the sporty sedan will be able to choose from 12 body colors at no additional cost. The starting price of the GT version is $ 20,995. And for additional bills, such a Dart can also be equipped with a sunroof, xenon headlight, engine preheater, satellite radio and navigation.
“Before troubles I dream of a ball rolling on me”
Natalia has dreams that haunt her.Very often prophetic. They were all very good. They showed in great detail what joyful events would happen in her in the near future. But recently, the same thing began to dream: a huge scary ball is rolling on Natalya, there is nowhere to hide, now he will crush her …
– If the ball is rolling in a straight line, then there is still an opportunity to dodge, says Natalya. – I also noticed that if the ball was rolling on a flat road, then troubles occur in my life, but of an obvious nature – the danger can be noticed immediately.But it happens that the ball rolls along the bumps and the road is winding – then don’t expect peace: life will be very stormy in the near future, just have time to dodge. So it was before the divorce and before the long illness. I recently had this dream again. But I’m going to get married, and I’m scared that some kind of trouble might happen. Is there any way to be saved? What can be done?
Prophetic dreams are not uncommon. As a rule, they are a reflection of the deep psychological life of a person. I once dreamed about a huge condom stuffed with apples.I thought for a long time: what would it be for? At that time I liked one girl, and so after this dream, everything went and went. You need to try to analyze your dreams – they help you better understand yourself and what is happening in life. And you shouldn’t be afraid of them.
Sorcerer by birthright Vladimir STAROVER: This is a warning
Dreams persistently tell Natalia that someone wants to interfere with the wedding or does not want it to happen. The fact that she had a dream warning of danger is good in itself: forewarned – forearmed.But one must not only be aware of the danger, but also act. A good specialist will not only tell you where the trouble is coming from, but also make a powerful defense.
If such miraculous cases have happened to you, write about this to the leading column Elena BURTSEVA at the email address: [email protected]
90,000 The US Air Force began to use electric vehicles as escort vehicles for reconnaissance aircraft
August 1, 2017, AEX .RU – The U.S. Air Force has begun using Tesla Model S electric vehicles as escort vehicles for U-2 Dragon Lady reconnaissance planes taking off and landing.The new escort vehicles were captured by video blogger Elliot Langram at Fairford Air Force Base in Gloucestershire in the west of England. This base has been in use by the US Air Force since 1978. N + 1 writes about it.
U-2 reconnaissance aircraft were developed in the 1950s for reconnaissance over the territory of the USSR. The aircraft is 19.2 meters long, 4.9 meters high and has a wingspan of 31.4 meters. The maximum take-off weight of the Dragon Lady is 18.6 tons. U-2 can reach speeds of up to 805 kilometers per hour and fly at an altitude of over 21.3 thousand meters for 12 hours.
Dragon Lady was designed with weight reduction in mind to dramatically increase the aircraft’s altitude and range. As a result, a bicycle-type chassis was installed on the U-2 (one rack each with twin wheels in the nose and tail), and only the front rack was equipped with brakes.
Because of this chassis design, the designers had to go to some tricks. So, before takeoff, under the U-2 wing consoles, special drop-down auxiliary landing gear legs are installed.They are disconnected at the moment the aircraft leaves the runway.
When landing and losing speed, the aircraft stops balancing on the bicycle chassis and rests on one of the wing consoles, on the tip of which a special titanium ski is installed. It is because of these features of the U-2 that the escort of racing cars is necessary during takeoff and landing.
During takeoff, the military in the escort vehicle behind the U-2 must make sure that the plane rolls strictly along the runway and that the auxiliary landing gear is disconnected when taken off.When landing, the aircraft is met by the same aerodrome employees in cars and by radio they give the pilot instructions on maneuvering.
Instructions for maneuvering during takeoff and landing are necessary for the pilot in the U-2 cockpit for two reasons. First, the cockpit windscreens are rather narrow and do not provide a good view. Secondly, the long nose of the aircraft obstructs most of the view. Finally, the pilot is in the cockpit in a special spacesuit, whose helmet also does not add visibility.
In the past few years, the US Air Force has used the sports cars Dodge Charger, Chevrolet Camaro and El Camino, as well as Pontiac GTOs, as escorts.During the escort, the cars accelerate to 250-270 kilometers per hour.
As noted by Foxtrot Alpha, the military began to use the Tesla Model S, since these cars can accelerate quickly – from zero to 60 miles per hour (96.5 kilometers per hour) it takes just 3.2 seconds. The electric car can reach a maximum speed of 250 kilometers per hour.
Over the past few years, the US Air Force has planned to write off all U-2 reconnaissance aircraft, arguing that the aircraft are already significantly outdated and require significant investments in repair and modernization.It was planned to abandon Dragon Lady from 2019.
At the end of May this year, the military changed their mind. Major General James Martin, Deputy Assistant Secretary of the Air Force for Budget Planning, said in the draft military budget for the 2018 fiscal year, which begins October 1, 2017, the US Air Force requested funds to maintain the aircraft and maintain their operational readiness.
Bouncers | Outdoor games
The game “Bouncers” can be played by a company of 3 or more people, but the more participants, the more interesting the game.Two “bouncers” are selected from among the participants, they can be chosen voluntarily or with the help of a counting card (if the company is large, then there may be more bouncers). To play “Bouncers” you need a spacious flat area, approximately 10 × 10 meters long. On both sides, the court is outlined with lines, behind which are the bouncers.
All other players, kicked out, are located in the center of the court. The task of the bouncers, throwing the ball between themselves, is to hit the kicked out players with the ball, who, accordingly, must try to dodge the ball.The player who was hit by the ball is considered to be knocked out and is eliminated from the game (moves to the side). However, a knocked-out player can be “saved” if the remaining teammates can catch the ball in their hands. Moreover, you can catch the ball on the fly, and not from the ground. If a player catches the ball off the ground with his hands, it is considered to be kicked out. With a large number of players, especially cunning “kickers” can hide from the ball by their neighbors.
When there is only one player left in the kick-out team, he will need to dodge the ball as many times as he is.If he succeeds, his entire team (knocked out players) return to the game. Otherwise, the teams are swapped.
In another variation of the Bouncer rules, the knocked out player (or new player) becomes the bouncer himself.
There are several variations of throwing the ball, allowing you to diversify the game:
- The bouncer shouts “Stream!” and starts the ball to roll in the middle of the court. While the ball rolls to the opposite side, all players must stand in front of it so that it rolls between their legs.Those who did not make it in time are eliminated from the game
- The bouncer yells “Candle!” and throws the ball high up. The player who catches such a ball is given an additional “life”, which he can keep for himself or return any knocked out player.
- Bouncer yells “Bomb!” and throws the ball high up. All players at this moment are required to squat down and move only while sitting, without getting up from their haunches. The player on whom the ball falls is considered to be knocked out.
Number of players : any from 3 people
Optional Equipment : Ball
Official site Lokomotiv Yaroslavl | Life Threat from Blood Loss
At first, no one understood anything.A seemingly insignificant incident at the end of the second period of Friday’s match turned into a nightmare, as a result of which today the referee Yuri Tsyplakov is desperately clinging to life in the intensive care unit of the Solovievskaya hospital in the center of Yaroslavl. What exactly happened in the ill-fated corner of the site, only a handful of people saw. I myself, I confess, found out about what had happened only in the third period, when I saw that the reserve referee Semyonov came out to judge the rest of the match. Then, however, no one could have imagined that the injury received by Tsyplakov would be fatal.Information about this appeared only on Saturday, closer to the beginning of the decisive match of the series and, of course, was overgrown with all kinds of rumors. Someone assured that the unfortunate referee was hit in the groin with a puck, others insisted that Tsyplakov got a club in the ribs, as a result of which he had a ruptured lung and Yuri lost five liters of blood. As a result, of all that was heard on Saturday, it was only reliable that the unwitting culprit of the incident was Loko striker Grigory Shafigulin, that the judge really suffered a huge internal hemorrhage and is in intensive care.
– It was absolutely a game moment, – the Yaroslavl striker Alexey Kudashov assured the SE correspondent. – There is nothing even to think about any malicious intent on the part of Shafigulin. The judge simply did not have time to dodge the collision.
“I understood that the referee was seriously injured, but I couldn’t even suspect the severity of it,” said Lokomotiv head coach Paul Gardner. – An hour and a half after the match, leaving the palace, I approached Tsyplakov, who was lying on the couch. He was pale as death, and when I asked how he was feeling, he did not even react.As if I didn’t understand who I was. Not far away was Kudashov, whom I asked to speak to the referee in Russian, but Tsyplakov and Alexei did not seem to recognize him.
Inspector of the match Viktor Yakushev saw the collision best of all.
– Shafigulin was rolling along the side, and Tsyplakov leaned against the side in the corner of the site, hoping to let the player pass, – Yakushev recalled yesterday. – But Grigory, who was struggling with an opponent, did not see the judge and involuntarily touched him with his shoulder. Yura tried to get away from the collision, even put his hand on the side, but Shafigulin, apparently, someone touched his shoulder, and the contact occurred.The blow to the referee’s sternum most likely came while inhaling. However, even on a video replay, all this does not give the impression of a strong collision. It does not fit in my head that it led to such dire consequences. Yuri is my student. Can you imagine how I feel now? And how is unhappy Nastya, his wife? Please write that I sincerely thank the entire medical and administrative headquarters of Lokomotiv. It’s scary to even think what could have happened without their care and help.
The ambulance took Tsyplakov straight from the palace to the emergency room, where the doctors were able to ascertain only a severe bruise of the chest.The arbitrator was taken to the hotel, but, fortunately, they guessed, just in case, to contact Loko’s doctor Andrei Zimin again and described the continuously worsening condition of the victim. It was then that Zimin suspected internal bleeding and ordered Tsyplakov to be taken to the hospital immediately. If the unfortunate judge had stayed in the hotel, he would have no chance of survival …
The four-story building of white brick, on the top floor of which is the 9th intensive care unit (RO), from the inside looks like it was bombed yesterday and the building survived miraculously.Blackened and half-collapsed plaster on the ceilings, peeling paint on the walls – and a small section of the corridor, fenced off from the rest of it by two large sheets. To the inscription “9 RO” applied to the fabric with a felt-tip pen, some wit had assigned the letters “TA”. In a word, domestic health care in all its glory. – You do not think that we are permanently based here. It’s just that our wing is under repair now, ”the doctor on duty, who, putting my head into the gap between the sheets and trying not to make noise, asked to come up, guiltily spreading her hands.
At first, the RO flatly refused to talk about Tsyplakov’s condition. “In the morning, Nastya’s wife came to Yuri from St. Petersburg, we introduced her to the full course of the matter, and now we can only divulge anything with her consent,” the doctor said decisively.
A minute later I heard an incredibly exhausted, but firm female voice on the telephone receiver. “I can only say that Yura’s condition is very serious and the doctors do not promise anything,” Anastasia said, overpowering herself. “He suffered a huge loss of blood due to a fractured sternum and a ruptured artery.Check with your doctors for details. If you like, give them a phone – I’ll give permission to tell you everything. While I myself am in such a state that I can hardly speak. Only in the morning I rushed from St. Petersburg to Yaroslavl and literally 15 minutes ago I arrived from the hospital and lay down. How much time Yura will spend in intensive care – no one knows, and of course I will stay with him as long as necessary. No thoughts in my head, except for one: if only he survived! “
After short negotiations with Nastya and the head of the department, the doctor on duty, who introduced herself as Olga Nikolaevna Stoyanova, nevertheless took pity and invited the SE special correspondent into the office.
– Poor Nastya! Stoyanova sighed. – When we took her to her husband’s ward, she felt so bad that she lost consciousness, and we had to take her out of this state. – And immediately warned: – But keep in mind: the manager allowed to tell only the most basic and not go into any details.
– Which Tsyplakov was diagnosed with?
– Severe chest trauma with large blood loss and heart contusion. This is what I have the right to tell you.
– Is the information about the ruptured lung received yesterday incorrect?
– There is no lung rupture and there never was! Yuri has a fracture of his sternum, which led to such a serious blood loss in the pleural cavity.
– What was his condition at the time of delivery to your clinic?
– He was in critical condition. Was literally between life and death. Unfortunately, even now we cannot say that his life is out of danger. Although his condition has stabilized compared to Saturday, it continues to be extremely difficult. So that we do not give guarantees that he will live.
– According to one of the eyewitnesses, an hour and a half after the match, while still in the palace, Tsyplakov’s condition deteriorated so much that he could not react to what was happening around him.Does he understand where he is now and what happened to him?
– No. We deliberately keep him “loaded”, and now he is in a state of drug-induced sleep. Therefore, he practically does not understand anything. True, when his wife arrived, we briefly brought him out of this state, and Yura reacted to her appearance. We made sure that he accepts our commands. That is, according to the state of the nervous system, it is safe to say that he has no head injury. And therefore, fortunately, there is no fear that he may remain mentally abnormal.
– If Tsyplakov survives and recovers, will he be able to return to his normal life, which he led before? Like being a hockey referee?
– If he manages to recover, then he will certainly return to normal life. At the expense of judging – I’m not sure, there are still considerable loads associated with it, but otherwise there should not be any consequences. With the proviso, of course, that he will be able to get out of the current state and that there will be no complications.
– Is it clear what caused the injury?
– As a result of a blow to the sternum. Due to the fracture of the sternum, there was also a stroke and heart contusion. Imagine that you are driving a car without seatbelts and you brake sharply and bump your chest against the steering wheel. So basically, people get sternum injuries and heart bruises.
– Have you encountered similar injuries in your practice?
– I have been working in medicine for 35 years, but this is the first time I have encountered this. I saw a lot of injuries to the sternum, and fractures, and heart contusions, but that the patient was in such a state from the injuries received, I have never seen it.That is why I cannot make predictions.
– What was the main threat to life: heart injury or blood loss?
– Of course, the second one! The blood loss was very high.
– And you immediately found the necessary blood supplies of the required group to make a transfusion?
– We also had blood in the hospital, and they immediately brought it back from the transfusion station. There were no problems with that. In addition, the doctors managed to return a large amount of his own blood to Yuri, since the hemorrhage was completely internal.
– Is it true that the loss was five liters?
– No, smaller. But I can’t say exactly how much.
– How long did the operation take?
– I was not here at night from Friday to Saturday. I only know that our doctors began the operation, and then they also called in a vascular surgeon from the regional hospital. I can say that now all the resources are involved: Oblzdravotdel, Gorzdravotdel. That is, we have all the help that we could count on from the city.Medicines, blood, plasma …
– Besides Nastya and me, did anyone come to see him?
– The doctor of Lokomotiv calls here every one and a half to two hours. Asks if any help is needed. But we still have everything. Our department head is constantly here: he was on Saturday, and today he left just before your arrival. The head of the regional health department and the chief doctor of the hospital are always in touch.
In parting, the nursing nurse, who had grown tired, ordered me to put on a dressing gown and led me through the sheets to the patient’s ward.If the unfortunate Nastya fainted when she saw her husband, then the author of these lines was just right to pump out one type of walls with a ceiling inside the RO. I suspect that even the African refugees of the Zairo-Congolese war would refuse to be treated here. However, the equipment in the ward itself seemed quite adequate today.
Hockey referee Tsyplakov, pasted over with a dozen tubes and sensors, lay on his back with his eyes closed, covered with a sheet to his waist. In the middle of the chest is a huge plaster, indicating exactly where the surgeons opened Yuri’s chest during the operation.An orderly was busy with the patient. I could not withstand this sight for more than 20 seconds. And, walking away on wadded feet, I thought only about how fragile we are all in the hands of higher powers.