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> Jumping from a Moving Vehicle
Brahm
post Sep 28 2006, 11:00 PM
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QUOTE (Glayvin34 @ Sep 28 2006, 05:33 PM)
There are four of us in the car, so I was thinking of ditching the rest of the team and running off to hide somewhere.  My character does have Gymnastics, Edge, and some Body, so I'm thinking a tuck-and-roll might be the best call.  Then at least the majority of the baddies will go after the rest of the team and I'll only have to deal with one or two of the bikers coming back to get me.  And I've got an Ares Alpha and 13 dice to shoot it with, that should help me against a few bikers.

Never...split...the team. 8) As much fun as and as spectacular a move as bailing would be, I'd save that card for now. You've got the Ares Alpha? With a few 'nades? Unload into the engine of the semitractor to slow him down and get that big unknown out of the picture. After all they could have hardmounted some pretty big bang-bangs on something like that. Then you are just left with 5 motorcycles, AKA speedbumps. :cyber:

Now if things go really south, like say they draw bead on your car with a TOW or something. Then yeah it is time to eject.

Or you can go all hero and get your driver to drop you and maybe a team member off on the semi for a little hand to hand to remove that threat and leave the car to deal with the motorcycles. After all if they do have really big weapons hardmounted on the trailer and you are on the that vehicle at least they aren't going to be pointing them at you. :love:
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Eryk the Red
post Sep 29 2006, 01:34 PM
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As to a Gymnastics test to reduce damage from leaping from a moving vehicle, I don't think a separate test is necessary. I would just resolve this damage in the same way as falling damage: resist with Body + Gymnastics + 1/2 impact armor (if memory serves). I might allow armor specifically designed for this sort of thing (some kind of biker bodysuit) to contribute its full armor value, or protective gear (like a helmet) might give something like +2 dice to the test.
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Brahm
post Sep 29 2006, 01:49 PM
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QUOTE (Eryk the Red @ Sep 29 2006, 08:34 AM)
As to a Gymnastics test to reduce damage from leaping from a moving vehicle, I don't think a separate test is necessary. I would just resolve this damage in the same way as falling damage: resist with Body + Gymnastics + 1/2 impact armor (if memory serves). I might allow armor specifically designed for this sort of thing (some kind of biker bodysuit) to contribute its full armor value, or protective gear (like a helmet) might give something like +2 dice to the test.

That's how normal Falling Damage works. Body + Gymnastics + 1/2 Impact. However it doesn't work with the concept of avoiding doubling of damage Threshold. A concept that really reflects the difference between a vertical fall with a relatively abrupt stop and this [ideally] largely parallel to the ground movement. Otherwise you are back to trying to convert vehicle speed to a distance fallen.

There really is that much difference, if not more, between sliding out smoothly and doing it poorly. A thin line between suffering a few abrassions and being beaten to a broken, bloody pulp.
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Eryk the Red
post Sep 29 2006, 02:01 PM
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While I don't disagree with you about that, Brahm, I would still go with making it just one big damage resistance roll. I prefer to resolve things in as few rolls as possible. Keeps the game moving. If I thought it wouldn't be terrible, I'd make attacks get resolved with a single roll and turn the defense roll and damage resistance into static values.

It's mostly just a matter of personal preference.
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Brahm
post Sep 29 2006, 02:35 PM
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QUOTE (Eryk the Red @ Sep 29 2006, 09:01 AM)
While I don't disagree with you about that, Brahm, I would still go with making it just one big damage resistance roll. I prefer to resolve things in as few rolls as possible. Keeps the game moving.

Normally I'm all for keeping things moving if the result of the extra roll is of little consequence. However an realistically attainable but difficult attempt to avoid the doubling of damage on an event that rarely happens tends to equate to dramatic pause. Really [EDIT where I'm coming from is I see] jumping from a moving vehicle as an action that is insane in a cool way that can go so spectacularly wrong if you screw it up but have you looking like the love child of Indiana Jones and Sonney Hooper if you pull it off. :)

And if you don't have the separate Gymnastics Test you are still left with the quandry of trying to determine what the appropriate falling height equivalent/damage is.
QUOTE
If I thought it wouldn't be terrible, I'd make attacks get resolved with a single roll and turn the defense roll and damage resistance into static values.

Incidentally I happen to think that combat attacks still have at least one step too many in the process. I was kind of disappointed that SR4 didn't go further in reducing that. Notice however that that is something that happens a lot, and is therefore relatively mundane in the context of playing the game.
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WhiskeyMac
post Sep 30 2006, 03:18 AM
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Screw jumping out of the car to hide, that's for pussies. Shoot out the back window, crawl onto the trunk, jump kick one of the motorcycle drivers in the chest and steal his bike. :D That would make more of a difference than running off.
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cx2
post Sep 30 2006, 10:35 AM
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Or more realistically you could try grabbing that Alpha and making a called shot to the tyres.
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kzt
post Sep 30 2006, 07:54 PM
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QUOTE (cx2)
Or more realistically you could try grabbing that Alpha and making a called shot to the tyres.

Put a frag grenade into the middle of the bikers using the alpha. At the very least they will have some issues with shredded tires. Then set another one off next to the truck drivers window/widshield. Repeat until the window blows in. (You DO have an airburst link, right?) This should tend to induce some control difficulties if there is a driver. If there isn't, you now can get into the cab and take over control.

But shooting out the tires, if you don't have anything else that seems like a good idea, certainly won't help the guy driving the truck.
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Lantzer
post Oct 2 2006, 12:46 AM
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You could use some grenades to force a crash test for the truck, and start laying odds on how many bikers he takes out when he jackknifes... :D

Really, taking out the truck should be first priority. Bikers have a hard time shooting on the move - they may have something heavier in the truck.
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eidolon
post Oct 2 2006, 01:02 AM
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QUOTE (Brahm)
Incidentally I happen to think that combat attacks still have at least one step too many in the process.


Coming in October, Shadowrun 4.1! Now, every single action is decided by coin flip!

- Speeds up play!
- Reduces bookkeeping!
- No more looking around for dice, everyone has a quarter!
- Further integrates decking and rigging because you can just use the sammy's pocket change!

;)
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NightHaunter
post Oct 2 2006, 03:29 PM
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How about if your buddys spirit uses the movement power on you and doesn't tell you before you run through traffic, straight into a bus at a speed of about 150.
2x body damage, half impact at that speed.

Incidently they later highjacked that bus and then accidentally ran over their next contact. They didn't know whether to laugh or cry!
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Butterblume
post Oct 2 2006, 04:18 PM
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QUOTE (eidolon)
Coming in October, Shadowrun 4.1!  Now, every single action is decided by coin flip! 

- Speeds up play!
- Reduces bookkeeping!
- No more looking around for dice, everyone has a quarter!
- Further integrates decking and rigging because you can just use the sammy's pocket change!

Damn. I don't have a quarter. The whole Euro currency doesn't have a quarter. Well, we could always continue to use the Shadowrun 4.0 rules.

(This post is, of course, not entirely serious. I have in fact still quarters from my last visit to the new world, so I am set :D)
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eidolon
post Oct 2 2006, 04:52 PM
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Ha! The first round of errata for SR4.1 is of course going to include a passage about the use of foreign currency as a substitute for the U.S. quarter. :D
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Glayvin34
post Oct 2 2006, 05:30 PM
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QUOTE (kzt)
Put a frag grenade into the middle of the bikers using the alpha. At the very least they will have some issues with shredded tires. Then set another one off next to the truck drivers window/widshield. Repeat until the window blows in. (You DO have an airburst link, right?) This should tend to induce some control difficulties if there is a driver. If there isn't, you now can get into the cab and take over control.

But shooting out the tires, if you don't have anything else that seems like a good idea, certainly won't help the guy driving the truck.

That's probably what I'm going to do, I generally keep my Alpha loaded with Frag grenades and only civilians don't have Airburst links. However, we do have a Combat Mage with absurd intiative in the passenger seat, I expect him to get a stunball off before anything happens. Hopefully those aren't biker-Mages with Counterspell...

I thought this was going to be a smash-and-grab, or I wouldn't have left my Doberman and my Patrol car back in the slums. They both have Ares Alphas, too, so I've only got a third of my usual firepower.
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