IPB

Welcome Guest ( Log In | Register )

74 Pages V  « < 66 67 68 69 70 > »   
Reply to this topicStart new topic
> Nothing's Free in the Free Zone (OOC), Adventure 2: A Dish Best Served Cold
Lobo0705
post Sep 29 2015, 12:28 PM
Post #1676


Prime Runner
*******

Group: Members
Posts: 3,893
Joined: 8-August 13
From: New Jersey , USA
Member No.: 140,076



QUOTE (Jack VII @ Sep 29 2015, 08:13 AM) *
If the nearest threat is the group that has been shooting at us and we can still see them, Jack will Take Aim and fire another Simple Action FA burst at the guy who changed out his magazine.

He'll also text Sisco and warn him that they're about to probably start using armor piercing rounds. I don't think Sisco has used Evasive Driving yet, but he could in case he gets shot at again. Since it works like Full Defense, it would add Intuition to his defense rolls for the rest of the CT, if that matters.

Aside: I think it's a pretty good call, but is there an actual penalty for speed differential to shooting? I just don't remember it if it is. I know there's a penalty to firing an unmounted weapon from a vehicle (-2) but wasn't sure if that would be subsumed or not.


The nearest threat is still the three goons near the corner. You are still about 60 or 70 meters from the two guys by the SUVs (and the SUVs themselves), while the three goons are about 5 to 10 meters away from you.

Here is where the vehicle rules are really confusing (and probably unnecessarily so). They separate combat with vehicles into Tactical Combat (i.e. what you are in now) and Chase Combat (which is what we've done before when the participants are ALL vehicles and passengers).

Everything listed from page 203 to 205 is part of Chase Combat - many of these, btw, mimic things in Tactical Combat, but not all are the same. So while he can't do Evasive Driving, he can go on Full Defense (while driving). You still get the -2 for shooting from a moving vehicle, but because it is listed as a ranged modifier on the table on page 176 (it is repeated on page 205, but that is for Chase Combat.) I haven't done an exhaustive search to find the differences, but when I'm looking up rules, those are the ones I'm using - just in case you guys are trying to figure out what I'm doing.

The penalty for speed differential in shooting is from Run and Gun page 108 (along with the size modifier).

Bear in mind at the speed he is going, he gets a -3 to Dodge, which means with the -7 for wounds and full auto, his 10 dice for Reaction and Intuition are reduced to 0 - which is why I didn't have him dodge. Fortunately, the small caliber rounds of their SMGs just flattened against Mr. T's armor.

I probably should have (and will ask going forward) whether or not he would have attempted to Dodge, but since he has a very good chance of glitching or even critical glitching (which would NOT be good while he is driving), I just had him not bother to dodge, since the bullets couldn't hurt him. A little metagaming on my part, but in your guys favor. (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
Melpomene
post Sep 29 2015, 02:27 PM
Post #1677


Moving Target
**

Group: Members
Posts: 310
Joined: 3-November 14
Member No.: 190,980



Next opportunity, Mel will attempt a Data Spike on that icon.
Go to the top of the page
 
+Quote Post
Lobo0705
post Sep 29 2015, 02:59 PM
Post #1678


Prime Runner
*******

Group: Members
Posts: 3,893
Joined: 8-August 13
From: New Jersey , USA
Member No.: 140,076



Sisco 12 - ??
Jack 8 - Free Action, send message, Simple Action Take Aim, Simple Action, Fire 6 round FA burst
Snap 7 - Complex Action Summon Force 4 Spirit of Man (Spellcasting), 4 services, no drain.
Mel 5 - Complex Action - Data Spike

Resolving Jack's action:

Agility 5, Automatics 4, SM +2, +1 for Take Aim = 12
-4 for movement speed
-6 for recoil, +1 for RC of HK227, +4 for Strength = -1
Total of 7 dice

7d6.hits(5)=1

Triad is no longer prone, so he doesn't take that penalty, but he is the one who had taken the 7 boxes of stun damage (which is why he went after the other two). So he has 8 dice, -6 for full auto, -2 for wounds, so no dodge.

Base damage on an HK227 = 7, +1 for net hits, or 9P, changed to 9S due to body armor.

Armor 12 + Body 4 = 16 dice
16d6.hits(5)=3

So he takes 6 more boxes of Stun damage, knocking him unconscious.

Mel's action to Data Spike:
Per post#1513 ASDF of 6 5 5 3
Signal Scrub
Stealth

Data Spike
Cybercombat 3 + Logic 6 = 9 dice, Noise=0 (You are on the same grid, Distance is <100 meters, Area gives you 2 points of noise, negated by Signal Scrub)
9d6.hits(5)=3

It resists with Device Rating+Intuition = 6 dice
6d6.hits(5)=2

So your damage is base 6, +1 for 1 net hit = 7

It resists with Device Rating + Firewall
6d6.hits(5)=2

So it takes 5 points of Matrix Damage.


ETA - Jack - I'd forgotten that you had purchased a Foregrip for your HK - you should not be suffering any penalties for your 6 round bursts from your HK. It didn't matter in this case, since adding 1 die to the initial attack would not have knocked him out even had it been a hit, and your second attack knocked him unconscious. Totally not a priority - but when you are bored if you can update your character sheet in the dropbox to include that, that would be great (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
Melpomene
post Sep 29 2015, 03:08 PM
Post #1679


Moving Target
**

Group: Members
Posts: 310
Joined: 3-November 14
Member No.: 190,980



Mel's next action will be another DS.
Go to the top of the page
 
+Quote Post
Jack VII
post Sep 29 2015, 03:45 PM
Post #1680


Skillwire Savant
******

Group: Members
Posts: 3,154
Joined: 5-April 13
From: Aurora Warrens, UCAS Sector of the FRFZ
Member No.: 88,139



It's normally mounted on (and listed with) the M23, but I swapped it over to the HK since I didn't take the AR. It is updated in my most recent gear update. I think what I'll do is add a spoiler block to my character sheet on page 1 of this thread with the gear that I have, because it's been a pain to go back and search to see what I did and did not bring with me to the CAS.

I updated with everything I listed in the post where we were crossing the border (I removed a suppressor, I'm not sure why I would have brought one of those over). I haven't included anything we've purchased here, mostly because I don't remember but don't think Jack got much of it other than that linguasoft (or we already used it, like the welding supplies.
Go to the top of the page
 
+Quote Post
PraetorGradivus
post Sep 29 2015, 06:33 PM
Post #1681


Moving Target
**

Group: Members
Posts: 448
Joined: 13-August 13
Member No.: 142,622



You lost me at -7 for wounds....
Go to the top of the page
 
+Quote Post
Lobo0705
post Sep 29 2015, 06:47 PM
Post #1682


Prime Runner
*******

Group: Members
Posts: 3,893
Joined: 8-August 13
From: New Jersey , USA
Member No.: 140,076



QUOTE (PraetorGradivus @ Sep 29 2015, 01:33 PM) *
You lost me at -7 for wounds....



Sorry - should have been -6

-1 for Wounds
-5 for 6 round burst
Go to the top of the page
 
+Quote Post
Chrome Head
post Sep 29 2015, 08:23 PM
Post #1683


Shooting Target
****

Group: Members
Posts: 1,696
Joined: 8-August 13
Member No.: 140,284



QUOTE (Lobo0705 @ Sep 28 2015, 11:22 PM) *
So, on IP 1, you Dismiss the Spirit (and still have another Simple Action, should you wish to take it) and then on IP 2 at Initiative 7 you summon the spirit.

Yup, that's what I had in mind. The Movement power isn't especially useful anymore since it doesn't affect the van.
Go to the top of the page
 
+Quote Post
Lobo0705
post Sep 29 2015, 08:56 PM
Post #1684


Prime Runner
*******

Group: Members
Posts: 3,893
Joined: 8-August 13
From: New Jersey , USA
Member No.: 140,076



PG - any actions for you in IP 2?

If not, then we can move to IP 3...
Go to the top of the page
 
+Quote Post
PraetorGradivus
post Sep 30 2015, 05:23 PM
Post #1685


Moving Target
**

Group: Members
Posts: 448
Joined: 13-August 13
Member No.: 142,622



just cruising along, go to next
Go to the top of the page
 
+Quote Post
Lobo0705
post Oct 1 2015, 01:43 PM
Post #1686


Prime Runner
*******

Group: Members
Posts: 3,893
Joined: 8-August 13
From: New Jersey , USA
Member No.: 140,076



Ok - since you don't have an action on 12, I'm assuming you don't have an action on 2 either.

Next Combat Turn

Sisco
3d6+8=19
Snap
4d6+11=30
Spirit of Man
3d6+8=22
Jack
2d6+7=17
Mel
1d6+9=11

Snap 30
Spirit of Man 22
Sisco 18
Jack 17
Mel 11 - Data Spike

Actions everyone?
Go to the top of the page
 
+Quote Post
Jack VII
post Oct 1 2015, 03:57 PM
Post #1687


Skillwire Savant
******

Group: Members
Posts: 3,154
Joined: 5-April 13
From: Aurora Warrens, UCAS Sector of the FRFZ
Member No.: 88,139



If I added correctly, I should have 22 rounds in the HK.

If the goons I've been shooting at change ammunition, I'll suppress them. Otherwise, I'm going to start looking for threats in front of us. I am going to assume that the guy I knocked out instructed everyone to change their ammo load to take down the van.
Go to the top of the page
 
+Quote Post
Lobo0705
post Oct 1 2015, 04:50 PM
Post #1688


Prime Runner
*******

Group: Members
Posts: 3,893
Joined: 8-August 13
From: New Jersey , USA
Member No.: 140,076



QUOTE (Jack VII @ Oct 1 2015, 10:57 AM) *
If I added correctly, I should have 22 rounds in the HK.

If the goons I've been shooting at change ammunition, I'll suppress them. Otherwise, I'm going to start looking for threats in front of us. I am going to assume that the guy I knocked out instructed everyone to change their ammo load to take down the van.



When Sisco goes, the van will move 40 meters south (unless he does something different). This will put the guys you have been shooting at about 35 meters behind you, and the SUVs and the two goons near them about 10 meters in front of you.

You can certainly delay your action to see what they do, the problem is that you can either take your Action Phase before their Action Phase or after their Action Phase - you can't go in the middle of their Action Phase. Their Action Phase, assuming they want to switch mags, they can Eject as a free action, put in a new mag as a simple action, and then fire as a simple action - so if you delay to see whether or not they are switching ammunition, they will have switched and fired before you go. You could of course just shoot them first.
Go to the top of the page
 
+Quote Post
Jack VII
post Oct 1 2015, 06:43 PM
Post #1689


Skillwire Savant
******

Group: Members
Posts: 3,154
Joined: 5-April 13
From: Aurora Warrens, UCAS Sector of the FRFZ
Member No.: 88,139



This part of the Delayed Action section to me sounds like I can take an action during the same initiative score as them, even in the middle of it.

QUOTE
Characters who have a Delayed Action and intervene in this manner can choose to go before, after, or at the same time as a
currently acting character who would normally take his action on that Initiative Score; any actions they take receive a –1 dice pool penalty.


But I'm happy to defer to your ruling.

I'll just shoot the guys at the SUV, I guess.
Go to the top of the page
 
+Quote Post
Lobo0705
post Oct 1 2015, 07:41 PM
Post #1690


Prime Runner
*******

Group: Members
Posts: 3,893
Joined: 8-August 13
From: New Jersey , USA
Member No.: 140,076



QUOTE (Jack VII @ Oct 1 2015, 02:43 PM) *
This part of the Delayed Action section to me sounds like I can take an action during the same initiative score as them, even in the middle of it.



But I'm happy to defer to your ruling.

I'll just shoot the guys at the SUV, I guess.



My bad - I didn't realize you could go at the same time - I thought you had to go before or after. In light of that, you can certainly go at the same time. I wonder how that works timing wise.

Example:

Your Action Phase, you have a Complex Action to Suppress
Their Action Phase, they take a Free Action to Eject, a Simple Action to load, a Simple Action to fire. Are they suppressed when they fire, since both Action Phases are simultaneous?

What if they only took a Simple Action and shot? Would that resolve before your Complex Action?

I'm not pretending to have the right answers, I'm just curious.
Go to the top of the page
 
+Quote Post
Chrome Head
post Oct 1 2015, 07:51 PM
Post #1691


Shooting Target
****

Group: Members
Posts: 1,696
Joined: 8-August 13
Member No.: 140,284



Snap will instruct the Man spirit to use the Guard power on our team (Sisco, Jack, Mel, and herself). She'll send a message to Sisco with the other Simple Action.

<<@Sisco [Snap] Drive as wild as you want, you got a guardian angel watching over your shoulder now.>>
Go to the top of the page
 
+Quote Post
Lobo0705
post Oct 1 2015, 08:07 PM
Post #1692


Prime Runner
*******

Group: Members
Posts: 3,893
Joined: 8-August 13
From: New Jersey , USA
Member No.: 140,076



Snap 30 - Simple Action - Command Spirit to use Guard, Simple Action Send Message
Spirit of Man 22 - Materialize
Sisco 18 - ??
Jack 17 - Delay Action
Mel 11 - Data Spike

Sisco - anything other than just Drive?
Go to the top of the page
 
+Quote Post
Jack VII
post Oct 1 2015, 08:58 PM
Post #1693


Skillwire Savant
******

Group: Members
Posts: 3,154
Joined: 5-April 13
From: Aurora Warrens, UCAS Sector of the FRFZ
Member No.: 88,139



QUOTE (Lobo0705 @ Oct 1 2015, 01:41 PM) *
I'm not pretending to have the right answers, I'm just curious.


I really have no idea. I think the idea is that if someone has delayed, they've got quicker reactions, so I think they can essentially choose when their action occurs and know what the other person is intending to do.

Thematically, I think this would match up well with the concept of the high noon shootout where it isn't the person who tries to draw first who wins, but the gunman who clears his weapon ans shoots straight who wins. Or think about the hostage taker situation. If actions couldn't be interrupted, the hostage taker would always shoot the hostage since they couldn't be interrupted. Going on the fictional trope though, the authorities usually shoot the guy as he squints his eyes and starts to pull the trigger but kill him before he completes the pull. It's totally fictional trope based, but I think thematic.

Another wrinkle is that suppressing fire, for instance, is an action that lasts across the entire CT, not just the IP it occurs in, so just because you start it doesn't mean it ends there.

Really, totally up to you how you want to handle it though, I'm easy either way.
Go to the top of the page
 
+Quote Post
Lobo0705
post Oct 2 2015, 01:27 PM
Post #1694


Prime Runner
*******

Group: Members
Posts: 3,893
Joined: 8-August 13
From: New Jersey , USA
Member No.: 140,076



QUOTE (Jack VII @ Oct 1 2015, 04:58 PM) *
I really have no idea. I think the idea is that if someone has delayed, they've got quicker reactions, so I think they can essentially choose when their action occurs and know what the other person is intending to do.

Thematically, I think this would match up well with the concept of the high noon shootout where it isn't the person who tries to draw first who wins, but the gunman who clears his weapon ans shoots straight who wins. Or think about the hostage taker situation. If actions couldn't be interrupted, the hostage taker would always shoot the hostage since they couldn't be interrupted. Going on the fictional trope though, the authorities usually shoot the guy as he squints his eyes and starts to pull the trigger but kill him before he completes the pull. It's totally fictional trope based, but I think thematic.

Another wrinkle is that suppressing fire, for instance, is an action that lasts across the entire CT, not just the IP it occurs in, so just because you start it doesn't mean it ends there.

Really, totally up to you how you want to handle it though, I'm easy either way.


Good points - I think the way to do it, although in this format it might cause a slight delay, is to have the other person declare their action to the delaying character.

So lets say your initiative is 17. Your opponents is 11. You delay your action, having the opportunity to act at 16, 15, 14, 13, 12 all without any information from the person going at 11. At 11, I would tell you what his action is going to be, and then you need to decide whether you will act before, during, or after him.

This, I think, models the hostage situation you describe above. Sound like a plan?

Just waiting on Sisco, then I'll put up an IC post and we can resolve Jack's action.
Go to the top of the page
 
+Quote Post
Jack VII
post Oct 2 2015, 03:58 PM
Post #1695


Skillwire Savant
******

Group: Members
Posts: 3,154
Joined: 5-April 13
From: Aurora Warrens, UCAS Sector of the FRFZ
Member No.: 88,139



Makes sense to me. I get the delay is problematic in this format, so hopefully it won't come up too much. It also seems like a fair tradeoff for the -1 dice penalty that delaying causes.
Go to the top of the page
 
+Quote Post
Jack VII
post Oct 2 2015, 03:58 PM
Post #1696


Skillwire Savant
******

Group: Members
Posts: 3,154
Joined: 5-April 13
From: Aurora Warrens, UCAS Sector of the FRFZ
Member No.: 88,139



Very weird, I definitely only pressed send once on that last message. Oh well.
Go to the top of the page
 
+Quote Post
PraetorGradivus
post Oct 2 2015, 07:39 PM
Post #1697


Moving Target
**

Group: Members
Posts: 448
Joined: 13-August 13
Member No.: 142,622



I'll take the complex action to control vehicle on my first pass.
Go to the top of the page
 
+Quote Post
Lobo0705
post Oct 2 2015, 08:11 PM
Post #1698


Prime Runner
*******

Group: Members
Posts: 3,893
Joined: 8-August 13
From: New Jersey , USA
Member No.: 140,076



Snap 30 - Simple Action - Command Spirit to use Guard, Simple Action Send Message
Spirit of Man 22 - Materialize
Sisco 18 - Complex Action - Control Vehicle
Jack 17 - Delay Action
Mel 11 - Data Spike

Jack - at 14 the two men by the SUV's to the front of you are going to get in their vehicles. The two men behind you are going to switch mags and fire. What would you like to do?
Go to the top of the page
 
+Quote Post
Jack VII
post Oct 3 2015, 04:46 AM
Post #1699


Skillwire Savant
******

Group: Members
Posts: 3,154
Joined: 5-April 13
From: Aurora Warrens, UCAS Sector of the FRFZ
Member No.: 88,139



Sorry for the delay, I'll suppress the jokers behind us. Hopefully Sisco can run circles around the vehicles. Or maybe Mel can jack them up if they're wireless enabled once she gets done bricking the bug.
Go to the top of the page
 
+Quote Post
PraetorGradivus
post Oct 4 2015, 04:25 AM
Post #1700


Moving Target
**

Group: Members
Posts: 448
Joined: 13-August 13
Member No.: 142,622



For my next action I'll try and ram the two goons in front of Mr T.
Go to the top of the page
 
+Quote Post

74 Pages V  « < 66 67 68 69 70 > » 
Reply to this topicStart new topic

 

RSS Lo-Fi Version Time is now: 10th May 2025 - 01:52 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.