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> Exiles Hope, OOC discussion for exiles hope
TinkerGnome
post Nov 18 2003, 05:01 AM
Post #176


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Well, right now my plan is to give the little drone on the wall a bunch of lies and then disable the fragger after we've done all we can to make use of it. After that, the cover story for the flight will have to fall on more creative minds than my own. I'd say the survey route is probably a good one since the craft registry might still indicate that (it'd be a good idea to find out what it's registered as, actually, since if it's designated as scrap, that'd change things, etc.).
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grendel
post Nov 18 2003, 07:34 AM
Post #177


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Attempting remote control network infiltration:

1. Both the targeted deck and the intruder's deck must be within range of each other, which depends on flux. My flux is now 9, which gives me a range of 25 km.

2. The intruder may attempt infiltration by rolling a number of dice equal to his Electronics (electronic warfare) skill against a target number of 6. Apply a modifier equal to the difference between the target's remote-control deck rating and the rating of the intruder's protocol emulation module. I'm specifically looking for the system channel. One success will mean that I locate that channel in 30 seconds. More than one success will divide the base time as usual.

TN: 6+( X-8 )
EW Skill: 9
Dice roll: 5,5,5,5,4,4,2,1,1

If I have no successes, I will expend one karma for reroll. Assuming that I have at least one success, I will continue with the MIJI attack as follows. If I still do not have one success, I will instruct Warpath to terminate the drone.

3. Defeating deck encryption. Make a decryption test against a target number equal to encryption rating + 4. Electronic warfare may be used as a complementary skill for this test. The character must achieve a number of successes greater than half the transmitting device's encryption rating, rounded up. The base time to decrypt the signal is (encryption rating x 5) minutes, divided by extra successes.

TN: encryption+4
Decryption module rating: 8
EW Skill: 9
Dice roll: 13,11,7,5,4,1,1,1 + (11,8,7,5,4,4,3,2)

If I am unsuccessful in this decryption attempt, I will expend one karma for reroll. If I remain unsuccessful, I will instruct Warpath to terminate the drone. If, however, I successfully decrypt the signal, I will continue with the MIJI attack as follows.

4. The MIJI test. The intruder rolls a number of dice equal to his electronics warfare skill against a target number equal to the rating of the targeted remote control deck. The intruder's flux rating may be used as complementary dice for this part of the test. The targeted rigger rolls a number of dice equal to his electronics (electronic warfare) skill, with complementary dice equal to his flux rating. The targeted rigger's target number is equal to the rating of the intruder's protocol emulation module.

TN: targeted rigger's deck rating
EW Skill: 9
Flux: 9
Dice roll: 8,5,4,4,4,3,3,3,3,2 + (11,7,5,5,4,3,2,1,1)

I will spend a karma to reroll all failures. The targeted rigger will immediately know that he is under attack. If I have more successes than him, I will begin to degrade his system channel which has the practical effect exactly like wound modifiers: 1 box = +1 to target numbers, 3 boxes = +2, etc. Likewise, if the targeted rigger has more successes, my system channel will suffer the degradation.

The targeted rigger has a number of options open to him, although each MIJI action/attack is a complex action. He can counterattack in the same manner, rolling his EW skill plus flux against my deck rating (10). He can disengage from the attack, which gives me control over all the drones currently associated to his network. His last, and probably best option, is to switch over all of his control codes. This takes a number of combat turns equal to deck rating x 2. He can reduce this time by making an electronics (control systems) test against a target number equal to the deck's rating. Each success divides the base time as usual. Once the switch-over is initiated, the rigger is immediately placed in captain's chair mode and his remote control network goes to stand-by. He cannot issue commands to his drones, and all sensor and perception tests are made at a +2 modifier. I, the intruding rigger, am immediately kicked out of the system and must begin the MIJI process again.
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Shadow
post Nov 18 2003, 09:13 AM
Post #178


Why oh why didn't I take the blue pill.
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Phew, thanks for all the help there Grendel, it took me an hour of pawing over the books and the enemy rigger to make sure I had it all right. Hope you enjoy the action guys.
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Leowulf
post Nov 18 2003, 12:30 PM
Post #179


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Grendel's got the rigger stuff down man. I think it's his favorite type of character, just like mine's the mages. 8)

By the way, Blackjack doesn't like violence. I do, but she doesn't.

Blackjack's initiative roll: 6+1D6 = 9

Of course, I realize that this will probably be resolved long after everyone else's actions:

Run for cover (No action)
Drop Prone (Free Action)
Ready Weapon (Simple Action)
Observe in Detail (Simple Action), Perception Test: 3, 1, 2, 9, 2, 5
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TinkerGnome
post Nov 18 2003, 02:10 PM
Post #180


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Warpath's initiative: 12+3d6=21

Move to plane and get AACG (simple action)
Load ex-ex clip (simple action)
Move toward doors

Total movement this round is 24m so he'll only be able to do a part of this. It'd have been smarter of me to grab the gun before now ;)

[edit] After the first pass, Warpath will don a respirator from his gear and wait for a target as he continues to move. The rest of the turn will probably be wasted actions if no one rushes the building.[/edit]
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grendel
post Nov 18 2003, 04:15 PM
Post #181


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Initiative: rigged in captain's chair mode: 10+1D6: 15

1st Complex action: Electronic Warfare: ECM to max: 6
Free action: Communication
2nd Complex action: Issue command to drone for suppressive fire across the opening of the hangar door from the turreted Ares Alpha, 500 rounds Ex-Explosive. The Alpha has enough recoil comp to eliminate all penalties from a 10 round burst.
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Grey
post Nov 18 2003, 04:36 PM
Post #182


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Initiative check: 26

Jessie will be running to take cover behind Grendel's Bison and then taking a good look around (turning on her eye vidcam and ear recorders). If there are any targets in sight, she'll squeeze off a round at them.
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Shadow
post Nov 18 2003, 10:02 PM
Post #183


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As soon as everyone has a chance to post I will move on to the next round.

As the hangar stands, the Tilt rotors wings ar folded up in a triangle and meet in the middle of the craft. It's massive propellers span floor to ceiling almost. The Bison is parked to the rear and right (if you were standing facing the back wall). The hanger doors are closed (no one said but I assumed you would close after the techs left to keep the storm out.) There is a small door on the right side of the big doors (again right if you are facing the rear wall).

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Leowulf
post Nov 18 2003, 10:21 PM
Post #184


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I'll just wait until the next combat phase. ;)

Part of me wishes I had brought a more violent character, but everyone has their usefulness I suppose.
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grendel
post Nov 18 2003, 10:47 PM
Post #185


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Belay my last order, then, I'll change the Bison's instructions to cover the man sized door and engage any targets coming through from the outside to the inside. That call will go out over the net as well.
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Shadow
post Nov 18 2003, 11:16 PM
Post #186


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Sorry Grendel, I should have posted that before I asked for init.

As for everyone else, I jsut want to make it clear that I need init checks and what your intention on your turn is from everyone.

So Far

Jessie 26
Warpath 21
Grendel 15
Black Jack 9


Waiting on

Danny
Delcroix
Sedryk
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Fortune
post Nov 18 2003, 11:17 PM
Post #187


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Getting there! :P

Initiative: 10

Action: Take cover and Astrally Poject.
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Chance359
post Nov 18 2003, 11:20 PM
Post #188


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Initiative Check: 11 + 3D6 = 22

Actions: Go prone
Holster a USP
Crawl back to Ingram Smartgun
Begin crawling to the Bison
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Grey
post Nov 18 2003, 11:35 PM
Post #189


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Jessie will be holding her actions until someone shows their face.
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Shadow
post Nov 18 2003, 11:36 PM
Post #190


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QUOTE (Shadow)
So Far

Jessie 26
Sedryk 22
Warpath 21
Grendel 15
Danny 10
Black Jack 9


Waiting on


Delacroix

Ok as soon as the illustrious Delacroix post we can rock and Roll.

*rubs his hands together in anticipation*
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TinkerGnome
post Nov 18 2003, 11:36 PM
Post #191


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With the layout of the place in mind now, Warpath may do something a little different. Where are the controls for the main doors?
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Chance359
post Nov 18 2003, 11:38 PM
Post #192


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Quickness check to search for the Ingram on the table: 2, 2, 3, 4, 4, 5, 5, 15
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Shadow
post Nov 18 2003, 11:45 PM
Post #193


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This hangar is old, very old. The doors are corrugated aluminum and slide out on rails. There are no motorized controls, someone actually has to open and close them manually.

And it is ok if the people who posted before my description wish to change there posts. That was my bad.
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Fortune
post Nov 18 2003, 11:46 PM
Post #194


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We want maps! :P
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Shadow
post Nov 18 2003, 11:47 PM
Post #195


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Dang, everyone but Jr. and Leo are on right now. We could really move along if thery were here.
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Grey
post Nov 18 2003, 11:48 PM
Post #196


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Heh, email them and tell them to get their butts on the board.
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TinkerGnome
post Nov 18 2003, 11:58 PM
Post #197


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Heh, in that case, Warpath'll have to think of something. The basic idea is that he's going to knock the small door open and get out of the way before anyone can shoot him.
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Grey
post Nov 19 2003, 12:18 AM
Post #198


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Ok. I know its there someplace, but for the life of me I can't find it. What are our code names again? I know its One, Two, Three, etc... but which of us is One, which is Two, etc...?
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Fortune
post Nov 19 2003, 12:20 AM
Post #199


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I know Danny is Three. I was searching for that specific post in vain just a little while ago.
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grendel
post Nov 19 2003, 12:38 AM
Post #200


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Delacroix One, Jessie Two, Danny Three, Warpath Four, Sedryk Five, BlackJack Six.
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