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#1
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Target ![]() Group: Members Posts: 7 Joined: 9-February 04 Member No.: 6,065 ![]() |
Am I not understanding how vehicle damage operates with rockets? The way I understand it, when you make an attack roll with a rocket the successes are used to reduce scatter rather then increase the damage. So it seems impossible to destroy vehicles with rockets? I have a character who bought a couple M79B1 LAWs (12P dmg -6 vehicle armor) which, while described as an anti-vehicle weapon it would be incapable destroying a westwind sports car (13 boxes of damage on its damage track) even if rolled no successes on its damage resistance test. This came up in an adventure where there was a commercial tracker trailer with 26 body and 8 armor I wanted to attack and realized that the anti-tank rocket wouldn't be able to do much more than pop a tire, further examination showed that even the "Great Dragon Anti-Tank Missile" wouldn't be able to do much to slow it down. Is there something I am not understanding about vehicle damage and rocket attacks?
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#2
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 ![]() |
Nope... you got the right of it... and they get even WORSE in SR4a.
If you didn't notice that anti-vehicle rounds have -4 DV per meter 'miss'. And w/ a *4d6* scatter... good luck getting that LAW to hit anything dead on. The only way IMO that it can work is if you consider the target to have an areal cross section... EG: firing at the tractor trailer from the side is a huge friggin target. Then accept that it'll take 2 or 3 rockets to finish the job... but a damaged vehicle might give other problems. (handling penalties, speed reduction from wheel damage... etc.) You could also consider the vehicle a barrier and apply damage to the internals (such as characters inside or cargo). Especially on a thin walled low armor target like a semi. |
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#3
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Moving Target ![]() ![]() Group: Members Posts: 509 Joined: 16-June 09 Member No.: 17,282 ![]() |
I didn't want to make a new thread to ask this, but this seems like an appropriate place. What happens to a vehicle when its condition monitor is filled? I know this sounds like a stupid question, but it's never answered anywhere. The only obvious effect (and "obvious" is just my opinion) is that it's no longer able to run its engine. If there are people in it, do they suffer any damage? Seems to me that if you disable a car by putting APDS rounds in the engine block, the passengers won't be directly harmed. Do weapons mounted on it still work (particularly manual ones)?
As for the rockets... try using Active Targeting to add dice to your anti-scatter roll. That leads me to my next question; Active Targeting says "To use active targeting, the character/vehicle must first make a Sensor Test to lock onto a target. This requires a Simple Action (see Use Sensors, p. 169). If the character/vehicle wins the test, the net hits are added as a dice pool modifier to the subsequent Gunnery Test." Sadly, the words "Sensor test" never occur except for on that page, so I have no idea what dice pools are involved in a Sensor Test. What am I missing? |
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#4
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Moving Target ![]() ![]() Group: Members Posts: 209 Joined: 7-June 09 Member No.: 17,251 ![]() |
I didn't want to make a new thread to ask this, but this seems like an appropriate place. What happens to a vehicle when its condition monitor is filled? I know this sounds like a stupid question, but it's never answered anywhere. The only obvious effect (and "obvious" is just my opinion) is that it's no longer able to run its engine. If there are people in it, do they suffer any damage? Seems to me that if you disable a car by putting APDS rounds in the engine block, the passengers won't be directly harmed. Do weapons mounted on it still work (particularly manual ones)? I'd call it an automatic failure on a crash test (or at least demand a crash test at a huge penalty) and say the vehicle is immobilized until repaired. Mounted weapons would probably still work, but that's a case-by-case kinda thing, I think. Active Targeting says "To use active targeting, the character/vehicle must first make a Sensor Test to lock onto a target. This requires a Simple Action (see Use Sensors, p. 169). If the character/vehicle wins the test, the net hits are added as a dice pool modifier to the subsequent Gunnery Test." Sadly, the words "Sensor test" never occur except for on that page, so I have no idea what dice pools are involved in a Sensor Test. What am I missing? QUOTE SENSOR TESTS (SR4A p.171) To detect a person, critter, or vehicle with sensors, the character/ vehicle must make a successful Sensor + Perception Test (Sensor + Clearsight autosoft in the case of drones). If the target is trying to evade detection, make this an opposed Test versus the target's Infiltration + Agility (metahumans, critters) or Infiltration (Vehicle) + Reaction +/- Handling in the case of vehicles. Since vehicle stealth is limited by the driver's ability, the dice applied for Infiltration skill should not exceed the driver's appropriate Vehicle skill. Sensors are designed to detect the "signature" (emissions, composition, sound, etc.) of other vehicles, so modifiers from the Signature Table apply to the detecting vehicle's dice pool. Does that help? |
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#5
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Moving Target ![]() ![]() Group: Members Posts: 152 Joined: 11-May 06 Member No.: 8,547 ![]() |
Just a thought, but in SR3 the scatter represented the amount you had to roll in order to be on target. At that point you added successes like normal.
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#6
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Moving Target ![]() ![]() Group: Members Posts: 509 Joined: 16-June 09 Member No.: 17,282 ![]() |
Does that help? *Blinks* Yes, a lot in fact. I can't imagine how I missed it. Thank you. And Telion, that makes sense, doesn't it? I'm not sure it works that way, though. Examine the rules from SR4A, page 155 "The attacker reduces this scatter distance by 1 meter per net hit for standard grenades or 2 meters per net hit for aerodynamic grenades and grenade launchers. If the scatter distance is reduced to 0 or less, the grenade hits the target exactly. (Note that additional hits do not add to grenade Damage Values). Otherwise, the grenade lands at the remain- ing distance in the direction indicated." And page 156 "Like grenades, missiles and rocket scatter (see the Scatter Table, p. 155). For both, reduce the scatter distance by 1 meter per net hit rolled on the attack test." It specifically says net hits don't add to DV for grenades, and implies the same for rockets/missiles. |
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#7
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Moving Target ![]() ![]() Group: Members Posts: 209 Joined: 7-June 09 Member No.: 17,251 ![]() |
*Blinks* Yes, a lot in fact. I can't imagine how I missed it. Thank you. The layout on that section is horrible; you have the header at the bottom of the page on the left, basically inside the artwork, and then the entire body is at the top right. It's relatively easy to overlook. |
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#8
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Moving Target ![]() ![]() Group: Members Posts: 152 Joined: 11-May 06 Member No.: 8,547 ![]() |
If thats the case, then use chunky salsa to great effect. Hit beneath the vehicle and have the explosion bounce between them. Sounds like power gaming especially since I ignore ceiling floor in a salsa equation, but well if the rules don't provide the weapon to be of any use then you might as well.
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#9
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Moving Target ![]() ![]() Group: Members Posts: 209 Joined: 7-June 09 Member No.: 17,251 ![]() |
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#10
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 ![]() |
You could apply damage per square meter. For every square the explosion covers that the vehicle occupies it takes that damage also.
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#11
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Moving Target ![]() ![]() Group: Members Posts: 152 Joined: 11-May 06 Member No.: 8,547 ![]() |
Well keep in mind you can use an airburst link to drop a rockets/missiles scatter to 1d6.
An AV rocket/missile has a damage of 16P and -6 AP to vehicles. Which should do some serious dmg. I also noticed there are special missiles arsenal that allow the extra hits to be converted to extra damage. So those expensive and hard to find ones may be needed for those targets. Otherwise go for the tires and glass. |
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#12
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 ![]() |
Well keep in mind you can use an airburst link to drop a rockets/missiles scatter to 1d6. An AV rocket/missile has a damage of 16P and -6 AP to vehicles. Which should do some serious dmg. I also noticed there are special missiles arsenal that allow the extra hits to be converted to extra damage. So those expensive and hard to find ones may be needed for those targets. Otherwise go for the tires and glass. Its 2d6 scatter -1 per success in 4a for airburst. Also even a direct hit will barely take out a 4 door car, and will heavily damage but not take out a pickup truck on average. I guess it removes the one shot destructo weapon for people with money to burn and I guess that could improve gameplay. |
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#13
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Moving Target ![]() ![]() Group: Members Posts: 315 Joined: 30-December 08 Member No.: 16,720 ![]() |
Its 2d6 scatter -1 per success in 4a for airburst. Also even a direct hit will barely take out a 4 door car, and will heavily damage but not take out a pickup truck on average. I guess it removes the one shot destructo weapon for people with money to burn and I guess that could improve gameplay. Runners are much more likely to be shot at by people with rocket launchers than to be the ones doing the shooting, no? Corporate security doesn't have any problem getting ahold of such weapons, in comparison to street trash. Thus, making rocket hits on the getaway car survivable is a feature, not a bug. |
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#14
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Moving Target ![]() ![]() Group: Members Posts: 483 Joined: 16-September 08 From: Madison, WI Member No.: 16,349 ![]() |
I'd call it an automatic failure on a crash test (or at least demand a crash test at a huge penalty) and say the vehicle is immobilized until repaired. Mounted weapons would probably still work, but that's a case-by-case kinda thing, I think. That sounds like a pretty fair assessment to me. I know in SR3 you had to make a called shot to do damage to a person inside a vehicle, so unless you do that, the only thing that takes damage is the vehicle itself. It sounds kind of bizarre sometimes, like when you lace APDS rounds into the side of a car, but it's one of those results from the abstraction of the hit/damage rules. And as far as mounted weapons, I'd say that pintle mounts and ring mounts would work fine, but no such luck on turrets since they're powered and would require engine power to work. |
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#15
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Moving Target ![]() ![]() Group: Members Posts: 509 Joined: 16-June 09 Member No.: 17,282 ![]() |
That sounds like a pretty fair assessment to me. I know in SR3 you had to make a called shot to do damage to a person inside a vehicle, so unless you do that, the only thing that takes damage is the vehicle itself. It sounds kind of bizarre sometimes, like when you lace APDS rounds into the side of a car, but it's one of those results from the abstraction of the hit/damage rules. Not if you go full auto. Fully automatic bursts (in addition to things like rockets) damage the passengers equally (although the add the car's armor to their own). An HMG firing AV rounds full-auto is going to be eating a lot of money's worth of bullets, but it'll be guaranteed to hit something or someone hard. |
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#16
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 ![]() |
You could also consider the vehicle a barrier and apply damage to the internals (such as characters inside or cargo). Especially on a thin walled low armor target like a semi. Ramming, AoE attacks and full auto attacks deal the same damage to the contents of a vehicle as the vehicle itself. Damage and Passengers, page 162 SR4. |
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#17
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 ![]() |
Runners are much more likely to be shot at by people with rocket launchers than to be the ones doing the shooting, no? Corporate security doesn't have any problem getting ahold of such weapons, in comparison to street trash. Thus, making rocket hits on the getaway car survivable is a feature, not a bug. For some it will be a feature, for others a bug. I think the not increasing damage part could be a feature, but that combined with the ridiculous scatter rules make it a bug. |
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#18
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 ![]() |
Ramming, AoE attacks and full auto attacks deal the same damage to the contents of a vehicle as the vehicle itself. Damage and Passengers, page 162 SR4. Didn't we go over this once? If I recall correctly, if you put four people in each of two family sedans and threw them at each other at a combined 80 mph the cars collide, bounce off, take no damage, and all 8 passengers are blood splatters. |
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#19
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,973 Joined: 3-October 07 From: Fairfax, VA Member No.: 13,526 ![]() |
Didn't we go over this once? If I recall correctly, if you put four people in each of two family sedans and threw them at each other at a combined 80 mph the cars collide, bounce off, take no damage, and all 8 passengers are blood splatters. Nope. Per Arsenal, if they're wearing their seatbelts and haven't disabled the airbags, they are fine. |
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#20
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Moving Target ![]() ![]() Group: Members Posts: 191 Joined: 11-May 09 Member No.: 17,162 ![]() |
How many AV rockets does it take to get to the chewy center of a patrol car?
[ Spoiler ] Answer: 17 rockets to destroy a moving patrol car. Now for a parked patrol car: [ Spoiler ] Answer: 10 rockets to destroy a parked patrol car. |
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#21
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Moving Target ![]() ![]() Group: Members Posts: 137 Joined: 16-July 07 Member No.: 12,281 ![]() |
That's why you use airburst links and missiles with high sensor rating or laser designated missiles
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#22
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 ![]() |
That not really new info, it has been pointed out multiple times in these forums that it's completly ridiculous that you can end up killing your self with a hand grenade, even thought you cot an criticall succes with the attack.
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#23
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 ![]() |
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#24
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,973 Joined: 3-October 07 From: Fairfax, VA Member No.: 13,526 ![]() |
All I remember is that there was some vehicle that would cream its occupants before taking damage itself. If you use the core crash damage rules, most collisions that would leave the vehicle unscathed will horribly injure the occupants. That's probably why the item in Arsenal was added. |
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#25
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 ![]() |
QUOTE That's why you use airburst links and missiles with high sensor rating or laser designated missiles Fuck airburst. You shouldn't need that crap to make it work. There's a rules problem when unguided shoulder-fired rockets can't reliably hit a stationary vehicle at 50 meters when fired by 'best-of-the-best' uber-users. |
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