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> Anti-mage tactics, A Street Sam primer
mfb
post Sep 6 2006, 11:57 PM
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drugs. hit 'em with a DMSO/whatever cocktail, to raise their TNs. but if you can shoot them with a squirt, you can shoot them with a bullet.
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Lantzer
post Sep 7 2006, 12:07 AM
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QUOTE (Shrike30 @ Sep 6 2006, 06:33 PM)
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?

Simple. They don't use binocs while Astrally perceiving with their eyes closed. Binocs are useful to eyes. Astral perception doesn't use your eyes. Glass passes light. What you see on the astral ain't light.

I go for the "Physical nonliving objects are boring grey opaque stuff, tinted by recent emotional overtones and whatever happens to be growing on it." interpretations. This goes for metal, Brick, glass, sterile water, etc.

Living creatures, life-infested solids, and water (you know, like in the ocean) are bright, glowy, and still opaque.
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Ranneko
post Sep 7 2006, 12:34 AM
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That said, the rule of thumb is if you can see through it in the physical, you can see through in in the astral. The only exception to that are wards.
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Samaels Ghost
post Sep 7 2006, 01:23 AM
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QUOTE (Ranneko)
That said, the rule of thumb is if you can see through it in the physical, you can see through in in the astral. The only exception to that are wards.

That's what I was going by, but Lantzer raises good points.

What about this: Transparent, plascrete walls. Is it still see through in the astral even though it is so thick? Or thick glass bricks?
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Zen Shooter01
post Sep 7 2006, 01:24 AM
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Strike fast and hard. That's what samurai do. When the only tool you have is a hammer, every problem looks like a nail.
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Aaron
post Sep 7 2006, 01:42 AM
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Chances are, you're going to have more IPs than the magician. So stay behind solid cover for your first IP, then go get 'em. If the magician doesn't cooperate and delays her action, toss a grenade or something to get her to dodge, then smite her.
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Samaels Ghost
post Sep 7 2006, 01:47 AM
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QUOTE (Aaron)
Chances are, you're going to have more IPs than the magician. So stay behind solid cover for your first IP, then go get 'em. If the magician doesn't cooperate and delays her action, toss a grenade or something to get her to dodge, then smite her.

Good! YES! This is the kind of stuff I'm looking for. Great guys, I'll be editing the first post of this thread with summaries of mage-busting tactics and methods some time tomorrow. These comments should be considered by every GM that has ever had his poilce NPCs wasted by magic before. A prepared SWAT team or HTR Corp Sec squad should be able to utilize all these ideas and do it frequently.
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JonathanC
post Sep 7 2006, 01:57 AM
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QUOTE (Samaels Ghost)
QUOTE (Aaron @ Sep 6 2006, 08:42 PM)
Chances are, you're going to have more IPs than the magician. So stay behind solid cover for your first IP, then go get 'em. If the magician doesn't cooperate and delays her action, toss a grenade or something to get her to dodge, then smite her.

Good! YES! This is the kind of stuff I'm looking for. Great guys, I'll be editing the first post of this thread with summaries of mage-busting tactics and methods some time tomorrow. These comments should be considered by every GM that has ever had his poilce NPCs wasted by magic before. A prepared SWAT team or HTR Corp Sec squad should be able to utilize all these ideas and do it frequently.

The thing is, any combat mage is going to have increase reflexes, and any competent mage will get enough hits to have 4 IPs.
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Samaels Ghost
post Sep 7 2006, 02:12 AM
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Let me expand on that then. Take cover, throw a grenade on your second to last action, then attack. If I see a grenade coming and I can't take it out or get behind cover, then I'm going on Full Defense when that thing goes off. Which will give the sammie the edge.
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hyzmarca
post Sep 7 2006, 02:17 AM
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You can't rely on having more initative passes. Increased reflexes in a sustaining focus is still a viable.
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Jaid
post Sep 7 2006, 03:14 AM
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well, look, if we're gonna give the mage unlimited resources (oh noes! he has 50 different spells sustained on himself with foci) then we may as well just end the thread now, because it's just getting silly.

sure, you can go on about how "any decent mage is gonna have X", but quite frankly, that isn't always true. not everyone *has* 20,000 :nuyen: to just toss around you know, mage or not. not everyone knows increase reflexes either... this is for dealing with mages, not pure combat mages who make it their life goal to nuke everything in sight.

and anyways, i personally would assume that increase reflexes is a lot like wired reflexes in terms of flavor text... that is, it's really annoying to have it running all the time.

iiiiiiittttt fffeeeeeeelllssssssss liiiiiiiike eeeeeveryyyyyooooonnnneeee iiiiissss taaaaalllllkkkkiiiiiinnnnnngggg rrrrreeeeeaaaaaallllllyyyyy ssssssslllllooooowwww, for example.


and it would get annoying after a while. then, when it's time for combat to begin, they may very well not have time to cast over and over until they get max sucesses, and each time they do retry gives you time to set up, and costs them drain.

so, sure, if we're dealing with a situation where the mage literally has everything going in their favor, then you're screwed. but this isn't just about situations where the mage has 9 bound spirits, all of his stats raised to racial maximum, 4 IPs, and a force 10 ally spirit. it's for situations where you're dealing with reasonable mages who aren't purely specialised to kill you.

i personally have made mages before that i intended to be capable in a fight, but they didn't have increase reflexes on their spell list. just as the runner team's mage can be a combat mage without being the main damage dealer, a combat mage may very well want to do other things with his karma than turn himself into a killing machine. the mages you go up against can just as easily be built around supporting allies as around nuking stuff.
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toturi
post Sep 7 2006, 04:12 AM
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QUOTE (Jaid)
well, look, if we're gonna give the mage unlimited resources (oh noes! he has 50 different spells sustained on himself with foci) then we may as well just end the thread now, because it's just getting silly.

sure, you can go on about how "any decent mage is gonna have X", but quite frankly, that isn't always true. not everyone *has* 20,000 :nuyen: to just toss around you know, mage or not. not everyone knows increase reflexes either... this is for dealing with mages, not pure combat mages who make it their life goal to nuke everything in sight.

and anyways, i personally would assume that increase reflexes is a lot like wired reflexes in terms of flavor text... that is, it's really annoying to have it running all the time.

iiiiiiittttt fffeeeeeeelllssssssss liiiiiiiike eeeeeveryyyyyooooonnnneeee iiiiissss taaaaalllllkkkkiiiiiinnnnnngggg rrrrreeeeeaaaaaallllllyyyyy ssssssslllllooooowwww, for example.


and it would get annoying after a while. then, when it's time for combat to begin, they may very well not have time to cast over and over until they get max sucesses, and each time they do retry gives you time to set up, and costs them drain.

so, sure, if we're dealing with a situation where the mage literally has everything going in their favor, then you're screwed. but this isn't just about situations where the mage has 9 bound spirits, all of his stats raised to racial maximum, 4 IPs, and a force 10 ally spirit. it's for situations where you're dealing with reasonable mages who aren't purely specialised to kill you.

i personally have made mages before that i intended to be capable in a fight, but they didn't have increase reflexes on their spell list. just as the runner team's mage can be a combat mage without being the main damage dealer, a combat mage may very well want to do other things with his karma than turn himself into a killing machine. the mages you go up against can just as easily be built around supporting allies as around nuking stuff.

I would disagree. Flavor text of Imp/Inc Reflexes have often stated that the spell/adept power naturally increases the reflexes of the individual. In the case of the adept, it does not really matter as he can choose to switch on and off his powers. The mage however cannot, but consider that the Inc Reflexes being "natural" I would assume that it isn't as annoying, apart from the fact that it is wards might get in the way.
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JonathanC
post Sep 7 2006, 04:57 AM
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I honestly think that it is reasonable for a combat mage to have a force 3 sustaining focus (30k), or to simply walk around always sustaining an increased reflexes spell at force 3, giving him 4 initiative passes. initiative passes are very important to combat; a mage specializing in combat would be ill advised to ignore such an important spell. I've seen some mages who go so far as to have both an armor spell and a physical barrier spell sustained on them. But that's going a bit far.

A reasonable configuration for a combat mage would be something like an armored vest (6/4 armor; I'm assuming the mage didn't go higher than 3 on their body, and doesn't want to take the penalties for armor encumbrance), has a sustaining foci for their Increased Reflexes (+6 reaction, 4 initiative passes), and as soon as they sense trouble, will cast a decent armor spell on themselves.

That's the bare minimum to expect from a combat mage, IMO. A serious combat mage, say, one heading into what they know is trouble, would have the armor spell up to begin with, possibly a physical barrier as backup, or maybe the combat sense spell.

But forget about that. Let's assume our mage went light on his physical stats, say a reaction 3, and an intuition of 4. So he's already running around with an initiative score of 13 with his foci on. You can't assume that your street sam is going first, unless you invested in edge points. And if you do go first, consider that he's rolling about 9 dice in reaction to defend against your firearms test, more than that if he's got a decent dodge skill and is willing to abort to a dodge (thus giving up his complex action...actually a good thing, since you'll have him on the defensive). But with 9 dice and an armor rating of 9 (on par with a street sam), he might be willing to take his chances to drop you with his next spell.

A combat mage is a bear to deal with, and a well-twinked combat mage is an absolute nightmare. Your best bet is either using another combat mage, sending drones after them, or running them over in a car with tinted windows. 8)
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Slithery D
post Sep 7 2006, 05:08 AM
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QUOTE (JonathanC)
I honestly think that it is reasonable for a combat mage to have a force 3 sustaining focus (30k), or to simply walk around always sustaining an increased reflexes spell at force 3, giving him 4 initiative passes.

One correction - you need one success per total IPs, not one per bonus, so the first success gets you bupkis, and you'd need four successes and a Force 4 focus to max out the spell.

And, sadly, logic does suggest that every serious organization is going to buy one of these for their mages and encourage him to bind it if he wants to stay employed. Of course, by "serious organization" I mean Lone Star SWAT/HRT, Firewatch, Red Samurai, Jaguar Guards, etc. Except for the Star when you screw up bad, normal runners won't run into these guys too often.

Real security mages want a sustaining focus for their astral armor spell or a counterspelling focus to protect them on astral patrols while their meat bod stays safe in a locked and warded room. 3 IP on the astral is almost as good, and it's even safer to dump spirits down onto the physical plane and wait to ambush their mage if he goes astral looking for you.
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lorechaser
post Sep 7 2006, 05:43 AM
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That mage with Inc. Ref going in his sustaining focus 24/7 is a great candidate for focus addiction....

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Critias
post Sep 7 2006, 05:53 AM
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QUOTE (Dudukain)
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

I...you said...you...what?

Maybe we've just got different definitions of "street samurai" and "beat" and "mage." And maybe "range" and "fry" and "MUST." And maybe even "sword."
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SL James
post Sep 7 2006, 08:08 AM
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QUOTE (Samaels Ghost)
QUOTE (Dudukain @ Sep 6 2006, 06:31 PM)
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


Think of the sammies, man! They're dyin' out there! Help them out, don't spout spellslinger propaganda.

Let him, especially since it is (like most propaganda) comprised of 100% bullshit.
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2bit
post Sep 7 2006, 02:39 PM
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QUOTE (Aaron)
Chances are, you're going to have more IPs than the magician. So stay behind solid cover for your first IP, then go get 'em. If the magician doesn't cooperate and delays her action, toss a grenade or something to get her to dodge, then smite her.

hey, a real tactic :) only the grenade is really viable though, as you really shouldn't be able to see a character "delay action".
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DireRadiant
post Sep 7 2006, 02:44 PM
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Flash paks.

Granted flash comp is cheap and easy, but did they remember to get that?
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Samaels Ghost
post Sep 7 2006, 03:26 PM
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Having a camera record what you're seeing or double checking your eye recorders is a great way bypass mana Invis and Phantasm. The spells won't affect the hardware, so the recording will be clean.

Think about how a sammie can deal with each type of spell category and spirits too. Spirits are just as much a part of an encounter with a mage as spells are.

Combat - LOS limitation, usually taking cover. Indirect spells can be dodged, but enhancements to your armor like Nonconductivity can save you from most of the damage from these spells. Manabolt, not so much. Good luck with that one.

Detection - A good Will roll can make some of these spells vague. Even Clairvoyance can be made more vague by sneaking, so don't get discouraged when you know there's a mage looking for you. You still have a good chance to evade his watchful eye. These spells aren't a catch-all.

Health - The offensive ones are touch, so this is a no brainer. Don't get close and, like others have suggested, shoot 'em dead. Mage buddies that are buffed by these can't be too powerful. To make them uber they need lots of spells sustained. Unless they have just one Inc Reflexes. In which case deal with it.

Illusion - above^

Manip - Pain Editor is a great piece of bio, grab it for the extra Will. Someone Controlling your Thoughts has free riegn, however. That one is tough, does anyone have a counter for that? Besides counterspelling support and LOS tricks as mentioned above? Manip is tricky, as it can do so much. It's not usually immediately deadly like a Manabolt is, though. You'll probably get a chance to shake them.
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Ranneko
post Sep 7 2006, 03:28 PM
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QUOTE (JonathanC)
has a sustaining foci for their Increased Reflexes (+6 reaction, 4 initiative passes)

Wrong, the Increase Reflexes Spell does not increase reaction.

It increases initiative and initiative passes.

QUOTE (SR4)
This spell increases the reflexes (Initiative and Initiative Passes) of a voluntary subject. Each level of increase adds +1 Initiative and +1 Initiative Pass.


It then goes on to list a table, and mention the threshold required (The threshold being as mentioned before, the number of passes total that you want, so 3 hits gives +2 init, +2 IP) etc.

If you want to use magic to increase reaction you need to use the Increase (Reaction) spell.
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Samaels Ghost
post Sep 7 2006, 03:34 PM
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Inc Reflexes is a non-issue. Keep in mind this is a thread about countering mages. Assume your enemy is just as fast and take the chance to pop a shot into the mage every chance you get. Damage might make him drop the spell and if his has a sustaining focus then there's not much you can do. Just keep him on a defensive.

A lot of that can be said for any character in many situations. Stick to Sammy vs. Mage tactics and strategies, favoring the sammy of course :D
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Butterblume
post Sep 7 2006, 03:55 PM
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Basic infantry tactics work well against mages.
  • Spread out
  • Cover
  • Concealment (Stealth)
  • Covering fire (in SR terms, suppressive fire and delayed actions)
+ a lot of things mentioned before.

Of course this works only in groups, but someone mentioned his NPCs chewed by Mages. And, Manipulation spells are still a tough nut.
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Samaels Ghost
post Sep 7 2006, 03:58 PM
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Good, that's more of what I'm looking for. I've delayed summarizing because I'm still getting suggestions. Once this degrades into talk about something completely different and I can't keep it on topic, then I'll wrap it up.

Thanks to everybody that has contributed something useful thus far :D
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maeel
post Sep 7 2006, 04:18 PM
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i'd prefer the squirt or a capsule round (they will be in arsenal, wont they) with DMSO and a decent toxin, splash grenade(arsenal) or flyspy equipped with a chemical deployment system, if the target is in hiding.

Reasons: wether or not the mage got more than 1 IP, most mages will have spirit ready or summon one to protect them, so if u don't take em down right at the beginning, u will very likely face a pretty pissed force 5 spirit (good luck). u stun the mage the spirit is still after u, u kill the mage, spirit goes bye-bye.

spirits are ur major concern, plus the possibility of the target (mojo-tosser) being decently armored in mundane and magic ways.

"geek the mage first!" ain't a sayin just for kicks....
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