IPB

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> Parachuting?!?
gh0st.walk3r
post May 18 2006, 03:23 PM
Post #1


Target
*

Group: Members
Posts: 15
Joined: 20-April 06
Member No.: 8,489



I've just been flicking through some of the 3rd edition sourcebooks (the ones we're still using) looking for some rules and ideas for a plan we're coming up with. I got to reading the Canon companion for small unit tactics and remembered that parachuting was covered, this would be an ideal way to get at least some of the team into/onto the building (B & E).

So, I flicked to the rules and looked up the difficulty...

Its rediculous, to say the very least! I was trying to work out where they got the formula for calculating the difficulty to OPEN the parachute!

So i was just wondering if anyone has any house rules concerning parachuting

cheers guys
Go to the top of the page
 
+Quote Post
hyzmarca
post May 18 2006, 03:34 PM
Post #2


Midnight Toker
**********

Group: Members
Posts: 7,686
Joined: 4-July 04
From: Zombie Drop Bear Santa's Workshop
Member No.: 6,456



You mean like parachutes open automaticly unless sabotaged or rule 'o 1ed and landing does not cause as much damage as being shot in the face with a Beretta M9?

Determine opening altitude before jumping. Most parachutes open automaticly unless otherwise stated. Damage is taken only opening altitude is below the safe attitude. It is equal to falling damage from a height of (safe altitude - opening altitude).
Go to the top of the page
 
+Quote Post
mmu1
post May 18 2006, 03:50 PM
Post #3


Running Target
***

Group: Members
Posts: 1,070
Joined: 7-February 04
From: NYC
Member No.: 6,058



I think the rules are (in general) completely absurd, and I'd drop the roll for opening the parachute in non-emergency situations altogether, aside from some sort of a check for a malfunction. (similar to rule 0, done using the skill of the person who packed the parachute, not the jumper)

As for the rest of it... For jumping onto/into a building, the SR rules aren't quite as stupid as for most other cases.

That actually is a use of a parachute likely to result in life-threatening injury if you're not highly skilled, since failure doesn't just mean a clumsy landing and (maybe) a tiwsted ankle.

If you miss your landing zone, you can run at high speed into the side of the building, get busted up, then have your parachute collapse from the impact (the modern ones rely on airflow to stay "inflated" in the correct wing-like shape) and falling down to the ground trailing a streamer of tangled-up fabric that barely slows you down... Or bounce off, only to spin around because of a partially tangled parachute and slam into the wall again. Or impale yourself on one of the antennas many buildings will have up top. Or...

I'd actually be inclined to give the parachute a handling score like it was a vehicle, and require a piloting check to make a safe landing on a small an unsafe target like a rooftop. Use crash checks in case of a failure, based on the speed.
Go to the top of the page
 
+Quote Post
mfb
post May 18 2006, 06:05 PM
Post #4


Immortal Elf
**********

Group: Members
Posts: 11,410
Joined: 1-October 03
From: Pittsburgh
Member No.: 5,670



i think you should probably take damage from using military parachutes. i don't believe they slow you down as much as civvie chutes do. i also think that any parachuting during windy weather should involve some sort of test to get out of the chute when you land. failing means you get dragged around and take some damage.

what i'd do is have the rigger who packs the chute make a skill test against TN 4 or so. if he passes, the chute opens correctly.
Go to the top of the page
 
+Quote Post
Tarantula
post May 18 2006, 06:57 PM
Post #5


Dragon
********

Group: Members
Posts: 4,664
Joined: 21-September 04
From: Arvada, CO
Member No.: 6,686



Easy fix for the fall damage, hydraulic jacks, an athletic test, adept powers... Easy fix for not being dragged about by the wind, knife.
Go to the top of the page
 
+Quote Post
Telion
post May 18 2006, 07:17 PM
Post #6


Moving Target
**

Group: Members
Posts: 152
Joined: 11-May 06
Member No.: 8,547



I've always considered the rules to be the high altitude low opening rules or something related to difficult drops. They should have just created a TN system involving difficulty. Still a mage casting levitate would be a much easier means out of the plane, or at least a mage saying he cast levitate on you.
Go to the top of the page
 
+Quote Post
Backgammon
post May 18 2006, 07:29 PM
Post #7


Ain Soph Aur
******

Group: Dumpshocked
Posts: 3,477
Joined: 26-February 02
From: Montreal, Canada
Member No.: 600



I tried to use Parachuting once also. Maybe if you use the Search function it'll come up, though I think that thread was in a previous incarnation of DSF. In any case, yeah, the rules are fucked. I never did craft suitable rules. In the end, I just made them roll and went "myeah ok you make it" or something.
Go to the top of the page
 
+Quote Post
psyberian
post May 18 2006, 08:21 PM
Post #8


Target
*

Group: Members
Posts: 24
Joined: 23-June 03
Member No.: 4,796



ok, we have five of use parachuting on an island. numbers were nuts and we would take a lot of damage. We did the following to lower numbers and some was ad GM discretion.

1 - lessons. We went to a small diving school (the kind where the owner lives in the hanger) at around ten o'clock at night and paid some guy that works there something like 5000 nuyen plus equipment to train us on the spot and drop us out of his plane. oh, HALO jump by the way.

2 - double up. we had the small guys strapped to the guys with big athletics. That being the close combat ork sam, mage (go figure), and phys ad.

3 - wind spirit (may have just been air). Mage summoned a wind spirit to slow her decent and help contol it.

4 - auto release parachutes. these exist now so should be available fifty years from now. At a certain altitude or time they pop.

We managed to get the numbers down to around fours and fives and after body tests were down to a couple of the smaller guys with light wounds.

If anyone is interested the orc was also cybered for building jumping. With the wind spirit he probably could have made it without a chute and no damage. Nothing like dropping a drugged up close combat orc from 1000 feet to suprise someone.

mook #1: do you hear a whistling sound?
mook #2: yeah, it seems to be getting louder *mook looks up*
*WHAM!!!*
orc: hi guys, we need to talk.
mooks #1 and #2 proceed to wet themselves.

Go to the top of the page
 
+Quote Post
hyzmarca
post May 18 2006, 11:46 PM
Post #9


Midnight Toker
**********

Group: Members
Posts: 7,686
Joined: 4-July 04
From: Zombie Drop Bear Santa's Workshop
Member No.: 6,456



QUOTE (mfb)
i think you should probably take damage from using military parachutes. i don't believe they slow you down as much as civvie chutes do.

Right. Because paratroopers fight soooo much better with broken legs.

Landing properly shouldn't cause any damage at all. If it does then someone screwed up somewhere.
Go to the top of the page
 
+Quote Post
Kagetenshi
post May 18 2006, 11:51 PM
Post #10


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



QUOTE (hyzmarca)
Landing properly shouldn't cause any damage at all. If it does then someone screwed up somewhere.

That isn't the question, though. The question is, how much training and hardiness is required to land properly?

While I'm not going to hazard a guess either way, I could definitely see the answer to both parts of that being more for the military 'chute than for the civilian one.

Remember, if you have to resist 3M at the end, it's still a pretty decent chance of "no damage" for someone with Body 4.

~J
Go to the top of the page
 
+Quote Post
mfb
post May 18 2006, 11:56 PM
Post #11


Immortal Elf
**********

Group: Members
Posts: 11,410
Joined: 1-October 03
From: Pittsburgh
Member No.: 5,670



QUOTE (hyzmarca)
Right. Because paratroopers fight soooo much better with broken legs.

Landing properly shouldn't cause any damage at all. If it does then someone screwed up somewhere.

then make it a 'landing properly' test. paratroopers have to learn to land properly, because if they don't, they will get hurt. and even when they do land properly, they often get bruised. jumping with a military chute doesn't make for a soft landing.
Go to the top of the page
 
+Quote Post
eidolon
post May 19 2006, 01:50 AM
Post #12


ghostrider
********

Group: Retired Admins
Posts: 4,196
Joined: 16-May 04
Member No.: 6,333



Last time I had a player run a character that did any parachuting (he was an avid base jumper), I just had him roll athletics for the jump (since he was basically running and jumping off of stuff), and another athletics for the landing. Both were base TN 4 modified by circumstances.

On chutes and landing, I just went to the local sport jumping airfield last Friday. Those dudes do not land hard. At all. Unless they seriously screw up. One guy was still facing the ground at about 50 feet doing a bitchin' spiral going like a bat outta hell, and he pulled up and dead-sticked a perfect, soundless (except for the wind through his chute) landing about ten feet in front of me with a big "I'm a badass" grin on his face.

Yeah, military chutes aren't quite that nice, but unless they specifically say their character has a military chute, I assume they're using a nice airfoil.

(Oh, and no, I didn't get to jump. Didn't have the cash to blow on it. We were there to watch a reenlistment ceremony.)
Go to the top of the page
 
+Quote Post
Snow_Fox
post May 19 2006, 02:24 AM
Post #13


Prime Runner
*******

Group: Members
Posts: 3,577
Joined: 26-February 02
From: Gwynedd Valley PA
Member No.: 1,221



HALO
the call it High Altitude, Low Opening.
In fact it has that name because if your screw it up, that's what you'll be wearing next.
Go to the top of the page
 
+Quote Post
eidolon
post May 19 2006, 03:34 AM
Post #14


ghostrider
********

Group: Retired Admins
Posts: 4,196
Joined: 16-May 04
Member No.: 6,333



QUOTE (Snow_Fox)
HALO
the call it High Altiturde, Low Opening.
In fact it has that name because if your screw it up, that's what you'll be wearing next.

Watch out for low flying Altiturds!

;)
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 29th April 2024 - 01:05 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.