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> Effective Tactics, What to do and NOT do
Siege
post Dec 29 2003, 05:52 PM
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QUOTE (Zazen @ Dec 29 2003, 02:49 PM)
QUOTE (Siege @ Dec 29 2003, 09:25 AM)
And two kilos of c-12?  :eek:

Dude, that would have created such a massive explosion, the rest of the junkyard would have turned into shrapnel, never mind killing the crane.

Unless you were 2 meters away, in which case it would've gently caressed you with a warm, sweet-smelling breeze ;)

Two meters is roughly six feet.

Look at video samples of the explosive content of just a couple ounces of C-4, never mind kilograms.

Now, crank that up to kilograms of C-12.

Two meters ain't gonna cut it. Unless it's two meters of battleship steel.

-Siege

Edit: Although I realize the SR mechanics regarding explosives is a little limited and I'm freaking over real life scenarios, but still...:grinbig:
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Austere Emancipa...
post Dec 29 2003, 05:57 PM
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QUOTE
Two meters ain't gonna cut it.

In Real Life, you're absolutely correct. In English SR canon, you're wrong. The rules are quite clear on that. 2 meters away, 2kg of C12 do not do a god damn thing. Zero damage. In Real Life, standing 2 meters away from 2kg of C4 would fuck you up, bad. Though 1.9 meters and 10cm of steel would still protect you from everything except the sound, unless the steel wall toppled on you.

In my games, standing 2m away from 2kg of straight C-12 on open ground gets you 11D+1.

[Edit]Damn, you edited first. :([/Edit]

This post has been edited by Austere Emancipator: Dec 29 2003, 05:58 PM
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Frag-o Delux
post Dec 29 2003, 06:58 PM
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QUOTE (Sigfried McWild)
QUOTE (Frag-o Delux @ Dec 29 2003, 04:00 PM)
QUOTE (Sigfried McWild @ Dec 29 2003, 09:38 AM)
QUOTE (Sammiel @ Dec 29 2003, 07:52 AM)
Also, don't forget that natural vision is superior to cybered, so remember that before you get a full cybereye package.  In full darkness, admittedly rare, natural thermo is only a +2, cyber is +4, and anything else is +8.  In the more common minimal light, its still 2 better than cybered.  PhysAd gunbunnies especially take note, cause when you buy them as a power, they count as being natural, not cybered.

Cyber eyes with lowlight and eye lights. Never fear darkness again (every single character of mine had these since I read this CLUE file).

What happens when you look into something reflective? Wouldn't you blind yourself? SpecOps and other groups have a little LED (green usually) that attaches to the goggles that emits enough lght for the low-light goggles to amplify, but not enough to blind you or give away your position. They also make a little LED that attaches to your finger so you can aim your finger at maps or papers so your goggles amp the image so you can read it.

I just find having low-light goggles and a flash light attached to then a little silly and possibly a danger to your health.

I'm pretty sure the eye light implants are desinged just for this kind of use and anyway that's what the anti flashbang implant is for (can't rember the name).

Flare compensation.

True it could be built that way(you could also assume low light goggles have flare comp built in them the makers of the tech know the draw backs to them also) but it would take all the fun out of it. But I would still rather have a little LED than look like a cartoon character in the dark. :D
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Austere Emancipa...
post Dec 29 2003, 07:06 PM
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Frankly, I think a little LED is pretty fricken hazardous already. In the Finnish Defense Forces, we were warned not to turn NODs on until they were firmly placed over your eyes so that not one bit of light would be reflected off your face and be visible to anyone else. In near-pitch black, the tiniest little LED is bad.

An extremely faint IR-light, for use in complete dark only, might be a good idea. The guys in my group only turn their Eye-Light systems on when the enemy already knows where they are or when it doesn't matter if people know where they are.
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Sahandrian
post Dec 29 2003, 07:13 PM
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Aren't eye-lights polarized anyway?
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Austere Emancipa...
post Dec 29 2003, 07:15 PM
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They'll still be reflected all over the place. You can't spot the source of the eyelights very easily, but you can see what they are looking at, unless every surface is a near-perfect mirror. And if there's smoke or fog in the air, the guy with eye-lights is immediately spotted.
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Sigfried McWild
post Dec 29 2003, 07:17 PM
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QUOTE (Austere Emancipator)
Frankly, I think a little LED is pretty fricken hazardous already. In the Finnish Defense Forces, we were warned not to turn NODs on until they were firmly placed over your eyes so that not one bit of light would be reflected off your face and be visible to anyone else. In near-pitch black, the tiniest little LED is bad.

An extremely faint IR-light, for use in complete dark only, might be a good idea. The guys in my group only turn their Eye-Light systems on when the enemy already knows where they are or when it doesn't matter if people know where they are.

Yeah, I guess that while the eye-light with low-light vision would reduce darkness penalties by some amounts (don't have books with me) for the character using them but anyone else would have no (or maybe very little) penalties when shooting the character.
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Frag-o Delux
post Dec 29 2003, 07:19 PM
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I always thought the LED were for near perfect dark other wise you would just use the ambient light, you wouldn't need another light source.
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Sigfried McWild
post Dec 29 2003, 07:26 PM
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Yes, but unless you are underground or in a room with no windows, perfect darkenss is quite hard to find. Having any source of light on you it's the equivalent of putting on a hawaian shirt with a target painted on in normal light.

And even in perfect darkness it's a lot better if you can get the enemy to turn on their lights first.

[edit]
Actually I think I'd rule that a shot to a light in the darkness would be counted as a called shot to whatever part of the body is holding the light (called shot to the head for eye-lights for example). The shot would incur in a +4 TN (called shot) but no darkness modifiers and possibly a -1/2 for a contrasting target and then apply all the effects of a called shot.
[/edit]

This post has been edited by Sigfried McWild: Dec 29 2003, 07:33 PM
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Austere Emancipa...
post Dec 29 2003, 07:26 PM
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QUOTE (Frag-o Delux)
I always thought the LED were for near perfect dark other wise you would just use the ambient light, you wouldn't need another light source.

Certainly. But in near perfect dark, that little LED is spotted even easier. :)

This post has been edited by Austere Emancipator: Dec 29 2003, 07:27 PM
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Frag-o Delux
post Dec 29 2003, 07:43 PM
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I didn't make the device, I just saw it in the catalouge. :D I believe in the first cybertech book they showed a guy with the eye-lights and it looked like he had car head lights in his head, so I never gave them a second look. I just read the new versions and they sound a lot more appealing.
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Sammiel
post Dec 29 2003, 08:10 PM
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QUOTE (Zazen @ Dec 29 2003, 02:49 PM)
Unless you were 2 meters away, in which case it would've gently caressed you with a warm, sweet-smelling breeze

:rotfl: :grinbig: :D

Precisely. =)

Now, while I will quickly accept the fact that the SR rules for explosions have no basis in reality, I am bound by them when I use explosives. I was a it more than 2 meters away, but still close enough that I probably would have been injured/killed by the debris irl.
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Frag-o Delux
post Dec 29 2003, 08:18 PM
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We use the fudge method with expolsives. If you should be a smear on the street you best bet you will be. That is for the kids who use explosives to much and try to loophole their way around somethig.
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Diesel
post Dec 29 2003, 10:48 PM
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Copy that, Frag-O.

If you're not prone and a ways away, kiss your ass goodbye.
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Frag-o Delux
post Dec 29 2003, 11:29 PM
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We had a guy try doing the 2 meter thing. I had to walk through several apartment buildings to find his weapon foci, which I promptly sold to his Oyabon (been a while i can't remember how to spell that word) for a tidy profit. The oyabon didn't like him much either. I kept his titanium watch that I dug out of a homeless dude standing down the street. :) We are pretty lenient with the explosive thing but sometimes close is just to close. He, well was way to F***ing close.
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Austere Emancipa...
post Dec 29 2003, 11:39 PM
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You shouldn't exaggerate the effects of undirected explosives either, especially not when they are just sitting on open ground. 2kg of C-12 certainly is a big deal -- after all, the rules would have us believe that is the equivalent of 32kg of Commercial Explosives, and being 2 meters away from that might indeed rip you into chunks.

However, standing 2 meters away from 2kg of Commercial Explosives on open ground probably wouldn't -- you'd be mangled and burned for sure (about Deadly, perhaps a bit of overdamage), but you wouldn't be ripped into pieces.

My players just have never used any explosive charge (apart from grenades, rockets and the like) which weighed less than 10kg, and even that is always C-12. So they've never used an explosive charge that has done less than 36D+4. Being 2 meters away from that wouldn't save you even by canon... Anything more than 3 meters would still spare you from all harm.

This post has been edited by Austere Emancipator: Dec 29 2003, 11:41 PM
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Frag-o Delux
post Dec 29 2003, 11:56 PM
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We usuallly stick to the rules in 99% percent of the cases, but once in a while you had guys who thougth the more chrome you had the longer you will live no matter how dumb you are. This guy was set up in an ambush buy some triads. He was supposed to pick up something. He had a body guard open the trunk but jack ass decide 5 meters was more then enough to be safe, he thought chrome plus adept equals GOD. I don't remeber the amount of explosives used, but it was alot and of the sort meant to knock down builds. I know a little about explosives and I know C4 is really good at certain things, but he wanted some thing with a real bang. I had the GM use a RDX mixture with a nitro starter. The GM asked for advice on it weeks ahead of time one of the players was a demo expert or we were going out hire one for a run, so I didn't give it a thought. My character tagged along because I knew the soon to be flamed character. I knew there was a gang war going on and I didn't want to get caught in the cross fire so I was in the stuffer shack on the corner filling up on some soy, the symbiotes were aching. I usually tagged along because my character hated his but hid it well, but I was not going to miss his demise for nothing, I knew it was a matter of time, I just had to wait it out. :D

We have had great dragon shot outs. The character I had at the time had an uncanny ability to roll extremely high for finding gear, so I was the go to guy in the group. Our GM goes with the rolls 99% of the time, because a standing quote in our group is "if it is good for the PC it is good for the NPC" and generally vice versa. That usually keeps a cap on the mayhem and ungodly amounts of weapons to a minimum. We figure if we don't use AV rounds neither will the GM, but we keep a few clips around jsut incase we hit a guy that is tough.
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Birdy
post Jan 5 2004, 05:53 PM
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QUOTE (Sigfried McWild)
of course all this is only useful as long as both players and gms use it.

If it's only the gm the campaign will involve a lot of short lived characters.
If it's only the players there will be tons of crying gms asking for help in dealing with "munchkins".

More interesting than the actual real life tactics, would be how do you adapt them to SR rules . Also how useful are things like granades, delaied action , suppressive fire etc. in game?

Depends on the group. As you said if everybody knows his stuff (Try playing with a bunch of Infantryman ;-) ) these tactics work nicely. Mainly because the GM knows his players will react correctly (Cover, Bounded overwatch, mine placement etc) If not - dead players and/or dead npc.

Systems-Wise the main problem I found is that most (N)PC don't react to flying bullets the way they should. Most keep standing around and trade shots "Hollywood style" instead of seeking cover. SR with it's lack of damage locations and a rather "soft" combat system does it's own to encourage this (try playing Milleniums End the same way and you'll learn the chargen system really well)

Some rules makes no sense (i.e. the basic rules burstfire) and some are missing (walking fire) Some weapons (i.e. grenades) are to weak and some things you can not use (the 1mile sniper i.e) on players.

IMHO the best tactical advice is to be taken from stuff about resistance fighters in western europe or the UdSSR and television series like Mission:Impossible or Bugs. Military stuff does not mesh well with Shadowrun as both the setting and the system are not up to it. For that there are better systems and settings (GURPS, Twilight:2000, Cyberpunk/Fuzion...)

Birdy
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Siege
post Jan 5 2004, 09:04 PM
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A limited tactical approach is still beneficial -- the concepts still apply, if the exact mechanics don't translate well.

PCs and NPCs should dive for cover at the sound of gunfire, but there are plenty of people who stand around and look for the noise. The long-lived tend to have learned that lesson early.

-Siege
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Stein
post Jan 5 2004, 10:47 PM
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Let's keep in mind that IRL, today, a 40mm HE grenade launched from an M203 or M79 has a kill radius of 5 meters. Those handy little buggers have about 0.033 kg of C-4 in them, and the only metal is the casing of the round. Scale that to C-12 and then multiply the effect by 66 to simulate your 2 kg of C-12.

Welllllll, not exactly. Explosions, like any wave, follow the path of least resistance. In this case, with the ground as an obstacle, straight up and out. Makes a decent size hole and a real big boom, falsh and burn. Yeah, the rules suck for safe distance calculation. 'Nuff said. However, the real question is the destruction of the crane. Since the explosion was not directed by tamping, or shaping, I would be really surpised that it took down a structurally sound crane.

Demolition charges are always directed. Even then, we look for weaknesses in the structure and use physics and gravity to be able to carry enough charge to do the job. For said crane, supported on probably 3 or 4 I-beam, or cylindrical legs, I estimate that it would take about 12 kg (12 pakages) of C-4 or RDX specifically placed and tamped with, at least, wooden backstopping to cut those legs would be necessary.

Apply the conversion from C-4 to C-12 to get the reduction in weight, but one still needs to account for specifically placing the charges. It would take at least a 250 lb (120 kg) bomb, with a close to direct hit to take down that crane with undirected explosives.
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The Jopp
post Jan 5 2004, 11:00 PM
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QUOTE (Austere Emancipator)
QUOTE
Two meters ain't gonna cut it.

In Real Life, you're absolutely correct. In English SR canon, you're wrong. The rules are quite clear on that. 2 meters away, 2kg of C12 do not do a god damn thing. Zero damage. In Real Life, standing 2 meters away from 2kg of C4 would fuck you up, bad. Though 1.9 meters and 10cm of steel would still protect you from everything except the sound, unless the steel wall toppled on you.

In my games, standing 2m away from 2kg of straight C-12 on open ground gets you 11D+1.

[Edit]Damn, you edited first. :([/Edit]

Say, are there NO rules whatsoever about shockwaves in shadowrun? Ok, so the EXPLOSION (fire, heat, big kaboom) doesn't affect the character but there should be rules about being thrown several meters away. Say, half original power of explosive in shockwave radius?
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Rev
post Jan 5 2004, 11:07 PM
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There are knockdown rules someplace in the combat section of the main book. Not sure what they say about explosions though.

If you want any of this explosive power stuff to be remotely realistic the rule needs to follow the inverse square law as well. Damage should drop with the square of distance in a fairly open space. That will greatly alleviate the problems of the power being too low nearby or too high far away no matter what reduction per meter you choose with a linear model.
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Austere Emancipa...
post Jan 6 2004, 12:18 AM
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QUOTE (Stein)
For said crane, supported on probably 3 or 4 I-beam, or cylindrical legs, I estimate that it would take about 12 kg (12 pakages) of C-4 or RDX specifically placed and tamped with, at least, wooden backstopping to cut those legs would be necessary.

Now I admit I know absolutely nothing about how sturdy such cranes are, but I do know that a steel I-beam can be cut with far less than a kg of C-4 or RDX. Completely untrained individuals in my MP platoon did it with, I think, 400g of TNT or something similar.

QUOTE (The Jopp)
Say, are there NO rules whatsoever about shockwaves in shadowrun? Ok, so the EXPLOSION (fire, heat, big kaboom) doesn't affect the character but there should be rules about being thrown several meters away. Say, half original power of explosive in shockwave radius?

The "big kaboom" = shockwave. Using the normal combat Knockdown rules at double Power might be in order, because any shockwave with significant damaging potential is pretty darn likely to make you fall down (whether actually knock you down or just make you decide that lying down would be better).

QUOTE (Rev)
If you want any of this explosive power stuff to be remotely realistic the rule needs to follow the inverse square law as well. Damage should drop with the square of distance in a fairly open space. That will greatly alleviate the problems of the power being too low nearby or too high far away no matter what reduction per meter you choose with a linear model.

I haven't seen a good square root system for dropping the Power of explosives at range for SR yet. Though it might actually be that I have never seen a single such system at all. You might argue that it shouldn't be neccessary because SR already uses a square root in determining the Power of an explosion, and because Power is rather abstract.

Still, a system where all Blast ratings are given in "Halves after 4 meters" instead of "-1 after 4 meters" might work wonders. I have never tried, will have to think about it.
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gknoy
post Jan 6 2004, 12:21 AM
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QUOTE (Sigfried McWild)
More interesting than the actual real life tactics, would be how do you adapt them to SR rules . Also how useful are things like granades, delaied action , suppressive fire etc. in game?

Since few people have touched on this, I'll add my few cents. :)
Some of this is based on playtesting, and some on rule knowledge.

0) Not getting Hit is better than hitting them, IMO. I find myself using my combat pool for dodging, and hoping to hit with one or two shots.

1) Burst and autofire is almost always Better Than a pistol. Burst fire will screw you over if it hits, whereas Pistols don't do as much:
- H. Pistol does 9M. Takes 4 net successes to stage to deadly - you'll probably need two hits staged to Serious to kill anyone
- SMG on burst does 10S damage. AR does 9S, I think. 2 successes make it Deadly -- and with a harder TN to soak down, too. Not to mention that the first burst SHOULD have no TN mod, if you have good recoil compensation ... :)
(This is from some playtesting I did: my pistol-adept was doing well, but one lucky mook with an UZI III nearly took me to S damage in one hit. Luckily, he missed. Recall point 0. :))

2) Use ammo that improves your Power. Versus a lined coat, EX-EX is just as effective as APDS. ;)

3) Give your opponent every modifier you can. This ties in with point 0 (the TIE pilot's mantra).

4) On Modifiers: If possible, stack wound modifiers. A concussion grenade instead of an HE grenade will add stun mods in addition to their physical damage mods. (This gets nasty when you use both at once.) This is the main reason I'd LOVE my character to have an underbarrel grenade launcher. Loaded with

5) Grenades: Toss them into a small room or hallway (that you are not in) . Bring some chips forthe salsa-effect.

6) Don't get hit. :)

7) Wear armor just in case. :evil:

I have no advice to give on magic or decking - I know nothing. :)
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Fahr
post Jan 6 2004, 05:59 AM
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(aside:TIE pilots - either you are very good or you are dead)
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