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Dissonance
post May 22 2004, 07:34 AM
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Two quick questions.

1) I'm looking to tweak out a GMC Bulldog for rigging/remote operations. I don't really care what all I have on it, but I want to be able to pretty much summon the thing, and I want it to have some kind of rigger-controlled weaponary. Because that's delicious. Suggestions?

2) If a spirit is pissing me off, and I don't have the means to kill it with said weapons due to immunity constraints... Does ramming it at 300 meters per turn an acceptable solution for getting around immunities? Seriously. Is it?

EDIT: Manifested spirits. I'm not going to try and ram an unmanifested one, unless I line the entire thing with biofiber... Hmm....
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Omega Skip
post May 22 2004, 07:43 AM
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2) IIRC, ramming the thing at that speed would cause 30D damage, so yeah, that should blow the spirit to smithereens. I'm not sure how I'd handle the staging rules for collisions with pedestrians though... Also, your own vehicle now needs to resist 30S, which may or may not suck for you.

[Edit] Yuu mean materialized, don't you?[/Edit]
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Dissonance
post May 22 2004, 07:48 AM
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Manifested, materialized. *chuckles* Leave me alone! But, yes. I have to resist that much? Bwah, that's no good.

But I'll remember that the next time I'm driving someone ELSE's car.
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Moonwolf
post May 22 2004, 12:41 PM
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The spirit would take 30D, the van would take 30L. A light is nothing to worry about if the spirit needs killing fast.
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Omega Skip
post May 22 2004, 01:46 PM
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Nope Moonwolf, check the BBB, collisions with pedestrians. Clearly states that damage for the vehicle is staged down one step, so D becomes S.
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Jason Farlander
post May 22 2004, 03:08 PM
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I'd like to go ahead and point out that an armored truck taking 30S damage from hitting a pedestrian is... completely retarded.
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TinkerGnome
post May 22 2004, 03:29 PM
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You shouldn't be moving at 100m/s (ie, 6 k/minute or 360 kph) when you hit someone, then. Now, if that collision were at 200m/ct (240 kph) then the pedestrian would take 20D and the vehicle would take 20M.
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BishopMcQ
post May 22 2004, 03:30 PM
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Jason--you forgot that all pedestrians in this land have titanium bone lacing, dermal sheath, and are possessed by a force 12 greater form City Spirit. Either that or the guys who wrote the rules were trying to deter you from killing pedestrians with your car....I'm still working on the latter concept. :D
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TinkerGnome
post May 22 2004, 03:36 PM
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And don't forget that you reduce the damage for the colliding vehicle by body x number of successes on the ramming test. So a body 4 vehicle with 4 successes would take only 6M in the 200m/ct case. And you can always use control pool on the resistance test.
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BishopMcQ
post May 22 2004, 03:43 PM
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TKG--Why exactly 6M? I'm tired but I keep coming up with a different number...closer to 4M

Also do you get armor on the Crash test? If so is it applied after you reduce the damage of the collision?
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Vlad the Bad
post May 22 2004, 04:39 PM
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What if the pedestrian has titanium bone lacing or has a cybertorso or something? Physics is shadowrun sometimes has to take a back seat. It should also be mentioned that said 300m/turn is very, very, very fast (225mph).
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Vlad the Bad
post May 22 2004, 04:41 PM
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man, I am just too slow. I need move-by-wire to type fast enough for you guys.
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TinkerGnome
post May 22 2004, 05:04 PM
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20M-(successes x body) = 20M - (4 x 4) = 4M. I was backwards.

In any case, I don't know how you're getting a Bulldog up to 200 m/ct ;)
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BishopMcQ
post May 22 2004, 05:20 PM
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QUOTE (TinkerGnome)
In any case, I don't know how you're getting a Bulldog up to 200 m/ct ;)

5 Shamans summoning spirits to use movement power, custom jet fuel in the Bulldog, and then launch it from a massive cyclotron
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Kagetenshi
post May 22 2004, 05:21 PM
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QUOTE (TinkerGnome @ May 22 2004, 10:36 AM)
And don't forget that you reduce the damage for the colliding vehicle by body x number of successes on the ramming test.  So a body 4 vehicle with 4 successes would take only 6M in the 200m/ct case.  And you can always use control pool on the resistance test.

You can also use it on the ramming test. With a good VCR and Drive-By-Wire, you ought to be reducing Power by 40 to 44 in that example.

Also, the L damage code comes from the alternate vehicle collision rules from Rigger 3.

~J
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Moonwolf
post May 22 2004, 06:10 PM
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Sorry, I was using the Rigger 3 damage tables, where the body of both sides is used. It means that vans can run people over and take some damage, rather than wiping out in one go.
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Dissonance
post May 22 2004, 07:40 PM
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*boggles*

Wow. So, er, is it a good idea to ram spirits, then?

I deserve a prize! :biggrin:

Now, all I need to do is find out how to find a full-automatic shotgun to mount to the roof of my.. Er. Delivery truck. Yeah. That's the ticket. Delivery.

EDIT: Oh! As for impossibly fast vehicles? I want this bike.
http://www.ircuser.org/files/219mph.mpg
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CircuitBoyBlue
post May 22 2004, 07:58 PM
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Screw "good idea." It's just COOL to ram spirits!
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Phaeton
post May 22 2004, 08:54 PM
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QUOTE (Dissonance)
EDIT: Oh! As for impossibly fast vehicles? I want this bike.
http://www.ircuser.org/files/219mph.mpg

...:eek: :eek: :eek: :eek: :eek: :eek:
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lodestar
post May 22 2004, 09:51 PM
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I hate to be the voice of reason here but watch out, most spirits are a lot tougher to ram than one would think, especially if your GM is on the ball. Assuming you'll mostly be ramming city spirits, they have various movement and accident powers to trip you up. Movement powers of course can slow your ramming speed to make you ineffectual, and the accident power can be very liberal on what it means, You ever watch They Must be Mad? You get the idea. The best idea for dealing with most spirits is just to move out of its domain.

Elementals on the other hand are much more difficult to deal with, the only solution being high caliber weapons when they materialize. Fire, air and water elementals will most likely just manifest inside the vehicle and incinerate/suffocate/drown the occupants. And earth elementals? Well they can make nasty speed bumps.

Geek the mage.
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Cain
post May 22 2004, 11:59 PM
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For your bulldog-- a Security model with rigger adaptation can be summoned on command. An improved Pilot would be helpful; but simply rigger-adapting the thing will give you a Pilot of 1. For weapons, a pop-up turret should do the trick.

As for spirits... it depends what you put in that turret. I tend to load Great Dragons into the damn things, which will fry most spirits easily. A water cannon or flamethrower can do the trick as well.

If you're dead set on ramming the damn thing, get yourself a low-level nitro injector. That will get you up to 2.5 x your normal speed. If I were the GM, I'd be imposing all kinds of handling modifiers after firing off one of those, but YMMV, of course.
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TinkerGnome
post May 23 2004, 01:07 AM
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QUOTE (lodestar)
Fire, air and water elementals will most likely just manifest inside the vehicle

Which brings to light one of the cardinal rules of Rigging. Unless there is absolutely no way to manage it, make sure the mage wards the inside of your vehicle before the run. It might not save you, but at least the mage should have a little warning of what's coming.
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Kagetenshi
post May 23 2004, 01:31 AM
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That's why my rigger keeps a blowtorch next to her at all times.

~J
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TinkerGnome
post May 23 2004, 01:32 AM
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Tasers are better :)
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lodestar
post May 24 2004, 10:42 PM
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QUOTE (TinkerGnome)
QUOTE (lodestar @ May 22 2004, 05:51 PM)
Fire, air and water elementals will most likely just manifest inside the vehicle

Which brings to light one of the cardinal rules of Rigging. Unless there is absolutely no way to manage it, make sure the mage wards the inside of your vehicle before the run. It might not save you, but at least the mage should have a little warning of what's coming.

Having a Mage/Shaman on astral overwatch is better to use his/her own spirits to defend a command vehicle, or better yet, use a spirit's conceal or movement powers to hide or escape respectively.
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