![]() |
![]() ![]() |
![]() |
![]()
Post
#1
|
|||
Moving Target ![]() ![]() Group: Members Posts: 984 Joined: 15-June 06 Member No.: 8,717 ![]() |
Sammies tend to whine a lot about spellslingers. But this comment in another thread got me thinking
There should be a list of anti-magic tactics out there just for Street Sams. I've seen comments about how to geek mages or cripple their spellcasting ability before, but never in one, easy to reference place. I want to compile a list of tactics here so that frustrated GMs with frustrated sammies can print it off and calm down their mundane players. Please pitch in your own ideas :D Indirect Attacks: Use grenades or explosives to attack an Awakened target. Without LOS they can't retaliate. Limit their visibility: Using smoke and flashpaks are a great way to obscure and mage's neccesary LOS. I'll try to think of more later. |
||
|
|||
![]()
Post
#2
|
|
Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 ![]() |
3) Shoot them in the face with a assault rifle.
|
|
|
![]()
Post
#3
|
|
Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 ![]() |
hiding is also quite good. it even works against astral perception. and most any sammy should be able to hide at least a little, many of them will be very good at it too ;)
in comparison, not too many mages will max out their perception (not that they'll never have it at all, just not likely maxed out). |
|
|
![]()
Post
#4
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,241 Joined: 10-August 02 Member No.: 3,083 ![]() |
How exactly do LOS penalties affect spellcasting? I mean, smoke only subtracts a number of dice from visual perception tests...and if the mage has cybereyes, wouldn't that remove that penalty for the most part?
Plus, couldn't the mage just activate their astral perception and target you that way? |
|
|
![]()
Post
#5
|
|
Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 ![]() |
Just about anything that will counter a gun will counter a combat spell. Magicians don't suffer range penalties but they do suffer all of the visual penalities that other characters do.
Darkness is less useful due to astral perception, but thermal smoke works very well, as does taking cover and shooting from a fully concealed position using a smartlink camera or a grenade. Large amounts of living material can make astral perception difficult, as well. Since all life has an aura it is difficult for a magician to pick out a single astral target in a jungle, for example. Hiding in foliage is very useful as is decorating your abode with far too many potted plants. Dual-natured plants are even better since the an astral being will not be able to move through them and won't be able to see or attack through them if they are sufficiently dense. Background count is almost a requirement for the discerning samurai's home. You know how homes where grizzly murders and mass suicides took place usually sell for far les than their actual value today? Well they'll go for far more than their actual value in the future because those grizzly murders and mass suicides will make it far more difficult for a magician to kill you in your home. If you can't buy a home with a Background count then you can always make your own. You don't have to be a twisted magician to gain benefits from torturing and murder a few children every day. Remember, a murder a day keeps the spirits away (except for blood spirits because they like that sort of stuff). It is also important to know where the background counts are and what they are. If you keep up with the latest geomancy journels and almanacs then you should know the safest places to battle a mage of a specific tradition are and you should make sure the battles take place in those locations. Then there are Free Spirits. Remember, anyone can summon a free spirit, even a mundane. It is quite possible for a samurai with a decent willpower and edge to bind a Force 1-3 free spirit and keep it on call for emergencies.I really wound't recomend this because it tends to make the spirit angry and angry free spirits aren't good for mundanes. However, a samurai should be able to safely rebind a force 1 spirit indefinitely. Likewise, a mundane can make a spirit pact just like anyone else. A samurai doesn't need nearly as much karma as a magician does so he can benefit from karma trading far more easily. Power Pact: Magic Guard is of particular use to the anti-magic samurai since it would allow him to learn and use counterspelling. A savy samurai with knowledge of spirits could bind a force 1 free spirit with the magical guard power and force it into two pacts, first a formula pact (so no one else cound bind the spirit; immortality is a plus) and second a power pact for magical guard. As long as the samurai keeps the spirit bound and renews the power pact daily he can learn and use counterspelling as if he were a magician. When the power pact is disolved the counterspelling skill would become a far less useful knowledge skill untill another power pact is made. A samurai could also purchase wards and anchors from magicians who make them for a living. This cound get expensive, especially if the anchors are used often, but there are some great benefits. A samurai could buy an anchored mana static spell, for example, and use it whenever he goes up agaisnt a magician. Specific spells can be countered specific ways. Invisibility can be defeared wirth ultrasound, for example. Also, drones can be used to defeat or bypass certain spells or to just stay out of danger. Drones are far cheaper now and any samurai with a comlink can use them. Due to the OR threshold even the smallest drone is nearly immune to all low force spells and drones are naturally immune to some illusion spells such as forboding and orgasm. A single skimmer with a brick of C4 strapped to it can do in a mage far more cheaply and easily than some other methods. |
|
|
![]()
Post
#6
|
|
Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
I'm a big fan of the "beat them with your superior initiative, shoot them in the face" plan. If, for some reason, that doesn't work out, I've yet to fail with the "spam thermal smoke grenades, then hurl high explosive or incendiary grenades into the cloud of smoke."
Mages tend to not soak damage real well. So the street sam's old standby of "kill shit" is often the answer. |
|
|
![]()
Post
#7
|
|
Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 ![]() |
[edit] this is in response to JonathanC's post, for the record [/edit]
well, if the mage has cybereyes, then he's already got a penalty to spellcasting. secondly, cybereyes won't help against thermal smoke (and i can't imagine anyone bothering with normal smoke, to be honest... thermal vision is too common) thirdly, if the mage fails a perception check to see you (provided one is required), then he cannot target you with spells. with the possible exception of the high-drain indirect AOE spells, depending on your GM's opinion at present (rules can be interpreted either way), and even then they need a general idea of where you are to target you. so, for example, if a mage has intuition 3 and perception 2, and you give him -5 or more to his dice pool to see you, then he has 0 dice in his pool... and therefore, he cannot target you with any of his spells. as another example, i personally recommend electrical damage. most sammies will have some stick'n'shock ammo... and mages often can't afford as high a body as they would need to resist the secondary elemental effect =) [edit] oh, and about astral perception... that works great against invisible targets and the like. it does absolutely nothing to help you spot someone who is hiding behind stuff, or to help you see through a smoke cloud. [/edit] This post has been edited by Jaid: Sep 6 2006, 06:02 PM |
|
|
![]()
Post
#8
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 ![]() |
Smoke works on the astral the same as it does on the physical.
Cover is incredibly useful against mages. Unlike sams with guns, you can't "blind-fire" a spell. Get some remote information feeds piped in, and being behind a solid object isn't a problem. Sure, the mage can get behind cover, too... but he's less likely to have a weapon capable of reaching *around* cover. Smart characters will know that mages are incredibly dangerous. The smart character, when faced with a mage and not having a good shot will find cover, prepare for a possible spirit attack, and get their own mage/hacker/rigger online to nail the opposing mage indirectly. |
|
|
![]()
Post
#9
|
|
Moving Target ![]() ![]() Group: Members Posts: 313 Joined: 5-March 04 From: UK Member No.: 6,125 ![]() |
My personal favourite is the Ranger Arms SM-3 but any rifle with enough range will do the job. Shoot, repeat until they are down, shoot one more just to be sure. Remember that 500m is great for most people but not very far if they have any kind of elemental or astral servant.
Alternatively, there are a variety of knock-out gas grenades. A simple respirator will allow you to approach the now-unconscious mage and remove any items that look like sustaining focuses. Complete this with a few well-place bullets, coups-de-gras if you will. The most spectacular I ever saw involved a rating 10 Fire spell of some description... That was how I learned the GM was a twinky bastard... |
|
|
![]()
Post
#10
|
|
Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 ![]() |
...superior firepower, cunning, and a called shot to the head is always a good solution.
Just hope the offending spellcaster isn't a troll though (as has been the case too many times in runs I have been on). That would take a PJSS (with EXEX), Panther Assault Cannon or light anti tank weapon to bring down in one shot. |
|
|
![]()
Post
#11
|
|||
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 ![]() |
Actually, non-thermal smoke is useful when your entire crew is running thermal and you've got a white-noise generator going, too. Ultrasound is a pretty common building security system, in my games. |
||
|
|||
![]()
Post
#12
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,328 Joined: 9-September 04 From: Alabama Member No.: 6,645 ![]() |
Seems that tinting windows tends to be helpful, getting into the whole need line of sight thing.
|
|
|
![]()
Post
#13
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 ![]() |
Making your windows one-way glass (reflective on the outside, transparent on the inside) would help too.
Is there any actual RAW text on whether or not you can see through glass on the astral? I've always played glass as an opaque surface. Actually, glass = opaque doesn't make any sense. How do mages use binoculars, otherwise? |
|
|
![]()
Post
#14
|
|||
Running Target ![]() ![]() ![]() Group: Members Posts: 1,241 Joined: 10-August 02 Member No.: 3,083 ![]() |
Really? Smoke works in Astral? That seems odd to me. Game balanced, but not all that logical...I mean, it's not living, it's just particle matter. |
||
|
|||
![]()
Post
#15
|
|
Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 ![]() |
Yeah. Unliving matter between you and what you're trying to see. Kinda like a wall is unliving matter between you and what you're trying to see.
|
|
|
![]()
Post
#16
|
|
Moving Target ![]() ![]() Group: Members Posts: 984 Joined: 15-June 06 Member No.: 8,717 ![]() |
I like the electrical damage, but what it is really useful for is knocking out their buffs. A mage has to make a check when damaged to hold his sustaining. If you you're hit with a spell that saps your abilities or are faced with a mage or his buddy that seems to be affected by a spell, electrical damage makes it really hard to keep up spells (the roll they make is Body+Will (3) i think).
Buying wards for your team van and your apartment is a neccesity. I'm pretty sure Demonseed Elite said that you can ward a vehicle. Drone sappers are a good idea to have for any team in many situations, so I don't think it really counts... But I love the idea :D Hanging up curtains in a hallway is a great way to limit visibility that can't be countered with Astral Perception. Any thin, unliving barrier that can be seen through with Thermal vision is a good idea for killing mage LOS. |
|
|
![]()
Post
#17
|
|
The Dragon Never Sleeps ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 6,924 Joined: 1-September 05 Member No.: 7,667 ![]() |
Send in the armed drones. Object resistance tests are horrible.
|
|
|
![]()
Post
#18
|
|||
Running Target ![]() ![]() ![]() Group: Members Posts: 1,241 Joined: 10-August 02 Member No.: 3,083 ![]() |
You can't ward a moving object. Well you can, but the ward drops as soon as it moves. You can put a mana or physical barrier around something and move it without a problem, but not a ward. Likewise, if the mage is using Quickened spells, or sustaining foci, then electrical damage won't drop any of their buffs. At that point, you need to be using wards, mana barriers, or counterspelling to drop their buffs, which means you need another mage to properly counter a mage. Comparatively, you can easily drop a street sam without using another street sam. |
||
|
|||
![]()
Post
#19
|
|
Moving Target ![]() ![]() Group: Members Posts: 984 Joined: 15-June 06 Member No.: 8,717 ![]() |
This is important. Read these carefully.
http://www.sprawledout.com/?p=15 http://forums.dumpshock.com/index.php?showtopic=14230 The second will take awhile to find where they start really talking about moving wards, but just search with your browser within the page and you'll find it eventually. |
|
|
![]()
Post
#20
|
|
Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 ![]() |
...so, (using the case of the warded shipping container) if a ward were cast on the body shell (not the wheels or drivetrain) of say, a Bulldog Van or Conestoga Trailer unit, it would not come down when the vehicle moved?
|
|
|
![]()
Post
#21
|
|||
Moving Target ![]() ![]() Group: Members Posts: 984 Joined: 15-June 06 Member No.: 8,717 ![]() |
That's right, unless the body shell is damaged considerably or changed in shape the ward doesn't fall. |
||
|
|||
![]()
Post
#22
|
|
Target ![]() Group: Members Posts: 55 Joined: 10-June 06 Member No.: 8,690 ![]() |
Street Samurai cannot beat mages at longrange. A fireball or lightning bolt will fry you. You MUST close to melee range, and if you have wired reflexes, it should be simple from there to hack them up with a sword.
Fireball>Gun |
|
|
![]()
Post
#23
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,241 Joined: 10-August 02 Member No.: 3,083 ![]() |
True, but I'd put money on an Adept carving up a street sam in melee, if both men are specialists in the area.
|
|
|
![]()
Post
#24
|
|||
Moving Target ![]() ![]() Group: Members Posts: 984 Joined: 15-June 06 Member No.: 8,717 ![]() |
Fireball is AOE. Compare Fireball to Grenades or Guns to Flamethrower. This isn't a debate about whos better, sammies or mages. This is a guide to saving sammies from mages. Getting in close won't help. You use a Complex to attack in melee, a Simple to fire a gun or throw a grenade. Attacking more times from a moderate distance is better, sniping the best. Closing distance is not a good idea. Keeping distance between you and the mage cuts the chances that he'll use a Touch spell on you down to zero. Think of the sammies, man! They're dyin' out there! Help them out, don't spout spellslinger propaganda. |
||
|
|||
![]()
Post
#25
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 ![]() |
In d20, the grapple is the ultimate mage killer, but that doesn't seem to be the case in SR so much. Is there a way to slap a blinder on a mage, though, given that they will tend to have weak physical stats?
|
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 14th October 2025 - 12:21 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.