IPB

Welcome Guest ( Log In | Register )

155 Pages V  « < 17 18 19 20 21 > »   
Reply to this topicStart new topic
> 2072 [+4 Months], Multiple Players / GMs - Recruitment Always Open
Seth
post Sep 1 2011, 04:42 PM
Post #451


Neophyte Runner
*****

Group: Members
Posts: 2,248
Joined: 14-October 10
Member No.: 19,113



@LostProxy
Your character looked cool: Mr Lucky with lots of face stuff. I note you took Seattle Mafia families as a contact. As far as I know that is what the advantage "Made Man" gives you, so maybe you get some points back.

I note you are a mafia made man. So is my character... I see a very easy way to get you in the story...it goes along the lines of "HELP!!!", and being Mr Lucky you are probably already in the area.

@Copperhead
Noted the detect enemies are before this combat. Snake still hissed at you...
The corporates are in light military armor. Light is of course all relative, but it comes with full respirator protection / bottles of air...etc. Confusion isn't a bad option at all
I didn't find your rolls for the shooting of the baddies, but I suspect
Ill treat the engulf roll as a confuse roll. These goons don't look the smartest tool in the box.

@JxJxA
Hope it's a little clearer now.
  • There is an ouch opponent for the goon in the doorway as he glitches his dodge roll and head butts the incoming sniper bullets. Unlike Dealer's damage, this slams through the armor, and the guy's head explodes spraying brains and gore everywhere... very messy...
  • Can you sort out IP 2? I suspect between you and Dealer, the four corporates charging the door have been just mowed down.


@Xarin
Noted Pepe's male sneaking rolls. So far no one has taken a pot shot at the van.
Can you make a suitable flying roll for Eddie, I only need 1 success, but 'he' is at minus's for damage. Glitches would be rewarding for me..(IMG:style_emoticons/default/ork.gif)
Happy for you to manage Alpha and Eddie
As to the aside: I believe that your drones used grenades. Grenades kill people. To help assuage your conscience, the goons were using grenades and assault rifles. They are not here to take prisoners...
At the start of next round could I have another visual perception and assensing roll for you?

@AppliedCheese/JxJxA
I have a pacifist Doctor too... quite hard work in shadowrun.

@Aria
QUOTE
Bloody hell...go away for the weekend and this thread explodes

I'm just being really simple with FAB and treating it as a local background count. If that's not how its supposed to be, then Molly has access to some seriously interesting research! The patches with FAB in are all background count -4, and that is most of the parking lot, and the entrance to the cafe.
Hansai has taken 7 body. He did his bit stopping the grenade, but 4 wide bursts do the trick to get most people! He is still conscious, but has noted that you all here, and jumping back in the way of fire from two directions isn't his idea of fun. The bleeding from his arm is quite bad, and the arm is useless. He is currently applying a trauma patch to the arm, and popping some pills.

@General
My poor goons...mowed down, as they entered. They had stuck a fibre under the door, and there were only 2 people. Open the door, shoot in a grenade...and then it all goes horribly wrong. Ah well sucks to be a goon.
In IP 2 the windows shatter, raining shards of glass upon everyone. I'll treat this as a suppression fire with 3 successes, damage 4P. Reaction + Edge to avoid being hit.
From IP 3 onward's the visibility is deteriorating, so its the equivalent of smoke.

If everyone is happy, tomorrow night I will move into the next combat round with an IC post wrapping this up. The goons don't go on IP 3.



Go to the top of the page
 
+Quote Post
AppliedCheese
post Sep 1 2011, 05:14 PM
Post #452


Moving Target
**

Group: Members
Posts: 459
Joined: 2-October 10
Member No.: 19,092



Question the 1st: does Dealer need to roll, since he had the neat presence of mind to duck behind the the pizza-dispensing portion of the cafe before the charges kicked in?

Question the 2nd: Some of those bigger hits (the ones with 7 hits) had to break the damage/armor barrier...didn't they?
If he does:

Ah...3 successes..but its a glitch!
http://invisiblecastle.com/roller/view/3171770/

I'll treat that as 5P of damage unless otherwise noted...

8 Armor converts to stun...

http://invisiblecastle.com/roller/view/3171776/

soaks three...so 2 stun.


As for IP 3:

Thank the gods for smoke helping with obscuration. Doesn't affect the ultrasound any though. Dealer takes full advantage of being faster than they are to recover from the blast, fully expose himself for optimal shooting, hammer two long wide bursts at the window targets, then drop back into cover.

Agi 9 + Autos 5 + Smart 2 - Enemy in Cover (2?) - recoil 3 = 11d6 ...ned to get a lot more recoil comp on this bad boy after tonight...

2 hits + 1 if the enemy isn't "in cover"
3 hits + 1 if the enemy isn't "in cover"

http://invisiblecastle.com/roller/view/3171790/
http://invisiblecastle.com/roller/view/3171791/

Of interest, this leaves precisely 6 rounds in the magazine going into turn two, IP 1
Go to the top of the page
 
+Quote Post
Seth
post Sep 1 2011, 06:37 PM
Post #453


Neophyte Runner
*****

Group: Members
Posts: 2,248
Joined: 14-October 10
Member No.: 19,113



QUOTE
Question the 1st: does Dealer need to roll, since he had the neat presence of mind to duck behind the the pizza-dispensing portion of the cafe before the charges kicked in?
Question the 2nd: Some of those bigger hits (the ones with 7 hits) had to break the damage/armor barrier...didn't they?

  • Nice thing about suppression fire is that only people that aren't cowering behind cover, or flat on the floor need to roll. Don't forget to include the "shooter behind cover" penalty on your ranged attacks.
  • I'm sorry I didn't understand question the 2nd. Which damage/armor barrier?
  • The enemies in the windows are not shoot-able at the moment, as they are behind the wall. The wall counts as a Barrier rating 16: its much tougher than it looks. This leaves precisely no enemies left in sight, although Pixel's feed is telling you that there are enemies near the windows.
Go to the top of the page
 
+Quote Post
Notsoevildm
post Sep 1 2011, 06:53 PM
Post #454


Shooting Target
****

Group: Members
Posts: 1,547
Joined: 29-July 10
From: PAN Hidden
Member No.: 18,869



@Seth:
Copper only got one hit with a wide burst on the guys at the door, but they are down anyway so not an issue. I am also assuming the flashbang went off before second pair entered so it had no effect either.

At least with Snake warning her about the guys at the window she would have taken cover away from the windows. In any case rolls for avoiding shrapnel:

Dodge: Agi 3 + Dodge 2 + Combat sense 1 = 6d6.hits(5)=2 = 1 success left, 5P damage
Soak: Body 6 + Armor 15 = 21d6.hits(5)=9 - puny glass fragments! Copperhead is very happy with her new armor!

Will remember to include firing from cover modifier if our cyber dudes ever let her get a shot in!

Air spirit realises bad dudes are sealed in so will stick to Confusion power for next round: 6d6.hits(5)=4, 6d6.hits(5)=2
Go to the top of the page
 
+Quote Post
AppliedCheese
post Sep 1 2011, 07:02 PM
Post #455


Moving Target
**

Group: Members
Posts: 459
Joined: 2-October 10
Member No.: 19,092



He has been using shooter behind cover penalties. For IP 3 he was stepping out for a better shot before dropping back in (since no one else is 3 IP fast). Of course, since everyone coming in via door is incapacitated

He still doesn't have pixel's feed - there's been no voice comms that its up, only commlink from pixel- makes it hard for you to hear IMs once your off the net. He does know that they just breached the windows...how far away is he from the windows? Can't be more than a 10 meter room...

He sprints towards the window ( 3 hits on Str 4 + Running 3 = 7d6..invisible castle is not responding for some reason. used http://juhani.naskali.net/files/ShadowrunDice.html), grenade in hand, and gently drops it outside as the breachers are recovering from their blast ( no roll...I mean, he literally just drops it through the window). Then he flings himself into a full combat roll to get away from the wall and behind an overturned table. (6 hits on agi 9 + gymnastic 3s = 12d6).








Go to the top of the page
 
+Quote Post
Xarin
post Sep 1 2011, 07:54 PM
Post #456


Target
*

Group: Members
Posts: 64
Joined: 15-August 11
Member No.: 35,833



QUOTE (AppliedCheese @ Sep 1 2011, 02:33 AM) *
Moral qualms? I know a fixer who will give us 35% on any ware they can recover from the bodies!

Though, a few living for interrogation might be good.


heh, maybe I should get my Tamanous-raised banshee ripperdoc in to hang out with you (IMG:style_emoticons/default/nyahnyah.gif)
Go to the top of the page
 
+Quote Post
AppliedCheese
post Sep 1 2011, 08:06 PM
Post #457


Moving Target
**

Group: Members
Posts: 459
Joined: 2-October 10
Member No.: 19,092



Well, even with moral qualms, we'll make a killing of the mil spec they're wearing. Possibly literally if we use them as human shields against the sniper. And I imagine not all of them are going to make it through interrogation. Actually, given the likelihood of internal links still broadcasting, precisely 0% of those we take for questioning will.

And hey, who needs tamanous banshees? Dealer is pure human, with a degree in economics!
Go to the top of the page
 
+Quote Post
Seth
post Sep 1 2011, 08:12 PM
Post #458


Neophyte Runner
*****

Group: Members
Posts: 2,248
Joined: 14-October 10
Member No.: 19,113



@NotSoEvil
I included the flashbang (I assumed 6s damge) as general damage and carnage on the goons at the door. The sniper shots were obvious, everything else was so much carnage that it's difficult to say who got the killing blows...
Pleased that the puny glass fragments bounced of the tough armored troll. Good thing Pixel wasn't inside!
Noted the two hits in the confuse power, and I am assuming that it is being used on one of the goons outside the window

@AppliedCheese
Spoilsport, I was going to throw the grenades next IP. Ah well, there are two windows that just exploded, so we'll see what happens.
The Max Greer post was funny as well
Happy to have you get to the windows. It is in fact I think 1 15 m long cafe, but one of the windows is within 5m, and the other is 10m away (roughly evenly spaced).
Not worried with the aiming roll, as you say just outside the window
Just checking the rules: Frag grenades are 12P damage, but the baddies get 5 extra armor if they are wearing any armor. There is no dodge, and as they are goons I'm not going to let them dive for cover or anything.
Two of the guards at the nearest windows. Soak rolls: 3 and (checks his counting) 10 successes. Being a frag grenade there is very little effect on the already trashed walls of the cafe.
Go to the top of the page
 
+Quote Post
Xarin
post Sep 1 2011, 09:35 PM
Post #459


Target
*

Group: Members
Posts: 64
Joined: 15-August 11
Member No.: 35,833



The only drone grenades were Eddie's Smoke grenades. So Pixel can be happy she's not killing anyone. Just giving them a savage beating to remember her little metallic friends by. With a smile! (They earned a beating!)

As for a landing test for Eddie... he can't do it. Pilot 3 - 3 for 9 boxes of damage = 0 dice pool. Nothing to roll, but no glitches either. Eddie's moving slow, so probably just thunks to the ground unceremoniously. Unless tacnet applies to find a soft spot to "land" in. Marvin and Alpha are aorund providing inputs so Eddie could conceavably roll 1 die. In which case: Does Eddie crash?: Pilot 3 + tacnet 1 - damage 3 = (1d6.hits(5)=1) I'll be darned. If tacnet applies, he might find a nice beat up old bucket seat to plunk down into. (IMG:style_emoticons/default/biggrin.gif)
Go to the top of the page
 
+Quote Post
Seth
post Sep 1 2011, 10:57 PM
Post #460


Neophyte Runner
*****

Group: Members
Posts: 2,248
Joined: 14-October 10
Member No.: 19,113



Rename him to Lucky Eddie when you give him a paint job, and your conscience is appeased.
Go to the top of the page
 
+Quote Post
Xarin
post Sep 2 2011, 04:05 AM
Post #461


Target
*

Group: Members
Posts: 64
Joined: 15-August 11
Member No.: 35,833



QUOTE (Seth @ Sep 1 2011, 04:57 PM) *
Rename him to Lucky Eddie when you give him a paint job, and your conscience is appeased.


No kidding (IMG:style_emoticons/default/smile.gif) For IP 2:
Moving towards cafe near the side (not the front where the fighting is going on), sneakily. Fresh Infiltrate roll if you want it:Sneaking toward cafe: Agility 4 + Infiltrate Urban 3 + tacnet 2 = (9d6.hits(5)=1)

For complex action, remoting Beanie to quietly start rolling away towards Eddie (Infiltration check):
Sneaking Beanie away: Command+link 7 + Urban Infiltration 3 + tacnet 2 + Codesling 2 - Matrix damage 1 = (13d6.hits(5)=2)

And hoping they're thoroughly occupied elsewhere.

Perception check:Perception check: Intuition 4 + Perception 1 + A/V Enhancement 3 + tacnet 2 = (10d6.hits(5)=4)

Not using Astral (takes a simple to activate, another to turn off, and makes me very vulnerable to astral threats like projecting mages. It's a death trap right now.)
Go to the top of the page
 
+Quote Post
JxJxA
post Sep 2 2011, 07:10 AM
Post #462


Neophyte Runner
*****

Group: Members
Posts: 2,162
Joined: 14-June 10
From: San Diego, CA
Member No.: 18,704



OK, I'll post my IP 2 action ASAP. Work is being a drag this week (along with being suck, but c'est la vie). I should have something up in the next 4 hours.

Basically, I'm thinking of taking 2 shots from cover and then taking the brunt of the shrapnel stuff so Hansai has a fighting chance to get out of this alive (he's the closest thing Demon has to a "golden ticket" out of this snafu (IMG:style_emoticons/default/nyahnyah.gif) ).
Go to the top of the page
 
+Quote Post
Notsoevildm
post Sep 2 2011, 07:28 AM
Post #463


Shooting Target
****

Group: Members
Posts: 1,547
Joined: 29-July 10
From: PAN Hidden
Member No.: 18,869



QUOTE (JxJxA @ Sep 2 2011, 09:10 AM) *
Basically, I'm thinking of taking 2 shots from cover and then taking the brunt of the shrapnel stuff so Hansai has a fighting chance to get out of this alive (he's the closest thing Demon has to a "golden ticket" out of this snafu (IMG:style_emoticons/default/nyahnyah.gif) ).

You handle the shooty stuff, Copperhead has Hansai covered - literally!
Go to the top of the page
 
+Quote Post
AppliedCheese
post Sep 2 2011, 07:33 AM
Post #464


Moving Target
**

Group: Members
Posts: 459
Joined: 2-October 10
Member No.: 19,092



10 soaks? Jeesh. I like to think goon 1 blocked most of the blast and frag meant for goon two with his body. As the french speakers on the team would say "cest la guerre."



Go to the top of the page
 
+Quote Post
Seth
post Sep 2 2011, 07:51 AM
Post #465


Neophyte Runner
*****

Group: Members
Posts: 2,248
Joined: 14-October 10
Member No.: 19,113



QUOTE
You handle the shooty stuff, Copperhead has Hansai covered - literally

I suspect Copperhead is worth...let me see...at least 15 points of armor, and probably quite a lot of concealment.
Got to love trolls.
Go to the top of the page
 
+Quote Post
JxJxA
post Sep 2 2011, 11:02 AM
Post #466


Neophyte Runner
*****

Group: Members
Posts: 2,162
Joined: 14-June 10
From: San Diego, CA
Member No.: 18,704



Ok, finally home (Busan must be loaded with anti-JxJxA biological warfare agents, because the whole being sick thing is starting to become the rule instead of the exception).

@Copperhead:
More than happy to oblige with the shooting stuff, keeps things simpler for me. (IMG:style_emoticons/default/nyahnyah.gif)

@Seth:
Demon moved behind cover after the first two shots, so he'll be taking those cover penalties now.

Still rocking my Arc d'Morte sniper rifle, so here are the stats (because this thread is getting pretty busy now (IMG:style_emoticons/default/nyahnyah.gif) )
Sniper Rifle info:
Short Range: 0-165m (I think I'm within it, lol)
AP: Base(3) + APDS(4)=7
DV: 7P
RC: 1 (Oops, forgot that the +2 came from the bipod. It is not definitely not deployed)

Firing two shots at the closest goon I can see

Shot #1:
Agility(6) + Firearms(4) + Smartgun(2) + TacNet(2) - Firing from Cover(2) = 12d6 for 3 hits.

Shot #2: (RC of 1 negates the recoil penalty of 1)
Agility(6) + Firearms(4) + Smartgun(2) + TacNet(2) - Firing from Cover(2) = 12d6 for 7 hits. Apparently, I'm out to snuff all these foolish corporate clowns. I love that Invisible Castle loves this character as much as I do! (IMG:style_emoticons/default/rotfl.gif)
Go to the top of the page
 
+Quote Post
Aria
post Sep 2 2011, 12:08 PM
Post #467


Dragon
********

Group: Dumpshocked
Posts: 4,258
Joined: 9-March 10
From: The Citadel
Member No.: 18,267



QUOTE (Seth @ Sep 1 2011, 05:42 PM) *
@LostProxy
Your character looked cool: Mr Lucky with lots of face stuff. I note you took Seattle Mafia families as a contact. As far as I know that is what the advantage "Made Man" gives you, so maybe you get some points back.

I note you are a mafia made man. So is my character... I see a very easy way to get you in the story...it goes along the lines of "HELP!!!", and being Mr Lucky you are probably already in the area.


Can someone point me in the direction of which post your character is linked in as I think I've missed it! HELP is an acceptable way into the story (IMG:style_emoticons/default/smile.gif)

QUOTE (Seth @ Sep 1 2011, 05:42 PM) *
@Aria

I'm just being really simple with FAB and treating it as a local background count. If that's not how its supposed to be, then Molly has access to some seriously interesting research! The patches with FAB in are all background count -4, and that is most of the parking lot, and the entrance to the cafe.
Hansai has taken 7 body. He did his bit stopping the grenade, but 4 wide bursts do the trick to get most people! He is still conscious, but has noted that you all here, and jumping back in the way of fire from two directions isn't his idea of fun. The bleeding from his arm is quite bad, and the arm is useless. He is currently applying a trauma patch to the arm, and popping some pills.

@General
My poor goons...mowed down, as they entered. They had stuck a fibre under the door, and there were only 2 people. Open the door, shoot in a grenade...and then it all goes horribly wrong. Ah well sucks to be a goon.
In IP 2 the windows shatter, raining shards of glass upon everyone. I'll treat this as a suppression fire with 3 successes, damage 4P. Reaction + Edge to avoid being hit.
From IP 3 onward's the visibility is deteriorating, so its the equivalent of smoke.

If everyone is happy, tomorrow night I will move into the next combat round with an IC post wrapping this up. The goons don't go on IP 3.


7 boxes of damage? He can bugger off then unless he's about to kark it! The drain would be crippling and he's not a helpless baby in need of saving (IMG:style_emoticons/default/smile.gif)

Given my reaction is a measly 4 at the moment can I assume cowering being a successful defense against all that glass? Copperhead should take the brunt as I'm assuming I'm with Hansai to assess his condition?!?

I didn't specifiy on summoning but can I assume that Tempests additional power is Fear? (IMG:style_emoticons/default/ork.gif) She'll use that or accident to attack the goons as engulf etc isn't likely to work?!?
Go to the top of the page
 
+Quote Post
JxJxA
post Sep 2 2011, 12:38 PM
Post #468


Neophyte Runner
*****

Group: Members
Posts: 2,162
Joined: 14-June 10
From: San Diego, CA
Member No.: 18,704



QUOTE
And hey, who needs tamanous banshees? Dealer is pure human, with a degree in economics!


QUOTE


Well, pure human in the most lawyered sense of the word. (IMG:style_emoticons/default/nyahnyah.gif)
Go to the top of the page
 
+Quote Post
Seth
post Sep 2 2011, 01:40 PM
Post #469


Neophyte Runner
*****

Group: Members
Posts: 2,248
Joined: 14-October 10
Member No.: 19,113



This thread is getting seriously busy (which I am enjoying) but I am very likely to miss stuff, so once again: if I haven't answered by the end of this post, remind me.

@Demon, I think that the post here is on IP 3. If so...you cannot see anyone: All the goons in the room have been mowed down (you can keep the rolls for the next round if you want)

<<A moment of silence for the poor defenseless corporates who are just doing their job>>

We are in the next round . Initiatives + Perception rolls at -2 (unless you are taking a simple action) from everyone please. The visibility modifiers are as per smoke.

The actions of Alpha Squad (your tacnet tells you) are

IP 1:
Alpha 1 drops his grenade and sprays Alpha 2 with his organs and various unpleasantries. He drops his grenade.
Alpha 3&4 both toss a grenade into the room
Sniper misses Pixel by a very small margin

IP 2:
Alpha 1's grenade goes off, just after Alpha 2 tosses his grenade into the room.
The Fire Elemental enters the room over the pile of corpses
Guess what the Sniper is thinking of doing...

The guards have an initiative of 10.
If you make 2 successes with perception you can see where the grenades go, and have until 10 on the next IP to Do Something About Them (IMG:style_emoticons/default/ork.gif)
If you get a large number of successes you could always try and catch the grenade...(A.K.A. Look Ma I have no hands)

Options:
  • If you get initiative and hold an action you can have one shot at the hand throwing the grenade through the window (the tacnet feed from outside is very helpful). The hand has total cover, and is a called shot, so its -8. You could (I think) aim up for a simple action as well.
  • You can scrabble for the grenade (if you can see it): Gymnastics with 3 successes looks about right to get one.
Go to the top of the page
 
+Quote Post
JxJxA
post Sep 2 2011, 01:53 PM
Post #470


Neophyte Runner
*****

Group: Members
Posts: 2,162
Joined: 14-June 10
From: San Diego, CA
Member No.: 18,704



Ok, cool. I'll keep the rolls for my next round of shots. Instead, I'll edit my post to have Demon toss his APDS-loaded Kompakt S to Hansai. At the very least, he can blow his brains out if this turns sour. (IMG:style_emoticons/default/nyahnyah.gif)

I'll keep the introspective, though. Demon, he is an eclectic soul. (IMG:style_emoticons/default/biggrin.gif)
Go to the top of the page
 
+Quote Post
Seth
post Sep 2 2011, 02:00 PM
Post #471


Neophyte Runner
*****

Group: Members
Posts: 2,248
Joined: 14-October 10
Member No.: 19,113



@Demon
Lol

@Aria
Intimidate roll: 3 successes. I'm not very good at intimidation, just lucky...need to get some skill in it! I forgot the pain on this, but maybe that made me look more desparate
Pilot roll: 3 successes
Visual perceptions: Yet another 3 successes
Go to the top of the page
 
+Quote Post
JxJxA
post Sep 2 2011, 02:39 PM
Post #472


Neophyte Runner
*****

Group: Members
Posts: 2,162
Joined: 14-June 10
From: San Diego, CA
Member No.: 18,704



Okay, forgot to post my rolls:

Initiative:
Reaction(4) + Intuition(3) + Wired Ref(1) = 8d6 for 4 hits.

New Init is 12, still IP of 2

Perception Roll:
Intuition(3) + Perc(3) + Vis Enh(2) + TacNet(2) - Modifiers(2) = 8d6 for 2 hits + 0 hits and a glitch if ultrasound negates the penalties (lol)

Okay, so this actually syncs up pretty well with my last rolls. Demon has found out that a lady is in danger, so it's time to be a suave motherf***er!

Running outside and then taking shots at the sniper! (Let me know if it's legal, and then I'll post IC)

Still rocking my Arc d'Morte sniper rifle, so here are the stats (because this thread is getting pretty busy now )
Sniper Rifle info:
Short Range: 0-165m (I think I'm within it, lol)
AP: Base(3) + APDS(4)=7
DV: 7P
RC: 1 (Oops, forgot that the +2 came from the bipod. It is not definitely not deployed)

Firing two shots at the would-be Pixel-Popper!

Shot #1:
Agility(6) + Firearms(4) + Smartgun(2) + TacNet(2) - Running(2) = 12d6 for 3 hits.

Shot #2: (RC of 1 negates the recoil penalty of 1)
Agility(6) + Firearms(4) + Smartgun(2) + TacNet(2) - Running(2) = 12d6 for 7 hits.
Go to the top of the page
 
+Quote Post
Seth
post Sep 2 2011, 02:56 PM
Post #473


Neophyte Runner
*****

Group: Members
Posts: 2,248
Joined: 14-October 10
Member No.: 19,113



QUOTE
Running outside and then taking shots at the sniper!
  • I think you need to climb or gymnastic your way to the roof, as the sniper is directly above you and lying flat on the roof. Good news is that with all the damage, the wall is actually quite easy to climb. It will take an extended (5 successes, 1 complex action to climb the roof) As the roof is only 10 feet up, maybe there is a way up that I haven't though of
  • Another option would be to dive out of the window that Alpha1/2 are 'guarding' jump on a burning car and shoot from there. I suspect that's 1 full round of movement, shoot next round
  • Alternatives: indirect fire (grenades). Shooting through the roof (although its got Kevlar wallpaper too...Barrier 16 and total cover) as Pixel can tell you roughly were to shoot
I picked the roof as a hard place to get too (IMG:style_emoticons/default/ork.gif)


Go to the top of the page
 
+Quote Post
JxJxA
post Sep 2 2011, 03:11 PM
Post #474


Neophyte Runner
*****

Group: Members
Posts: 2,162
Joined: 14-June 10
From: San Diego, CA
Member No.: 18,704



The jump through the window between two corp goons looks like the most viable option for my d00d. I'm a weapons-specialist/assassin, not a Russian gymnast. I'm usually the one camping out on rooftops and taking shots.

Posting ASAP and then I'll see if I can still take my shots. (IMG:style_emoticons/default/biggrin.gif)
Go to the top of the page
 
+Quote Post
Notsoevildm
post Sep 2 2011, 03:38 PM
Post #475


Shooting Target
****

Group: Members
Posts: 1,547
Joined: 29-July 10
From: PAN Hidden
Member No.: 18,869



@Seth:
Copperhead
Initiative: 6 + 6d6.hits(5)=3 = 9, 1 IPs
Perception: Int 3 + Per 2 + enh 3 - 2 mods = 6d6.hits(5)=0 - what grenades?
Forgot + 2 for tacnet =2d6.hits(5)=0 - what grenades?

Air spirit
Init: 9 + 9d6.hits(5)=3 = 12, 2 IPs
Perception: Int 3 + Per 3 - 2 mods = 4d6.hits(5)=1 - that looks like one of them grenade-thingies. I wonder where it went?

IP1:
Air spirit attempts to confuse one of the remaining guards: 6d6.hits(5)=2 - resisted with Will
Copperhead peers over table, doesn't spot anything, hits herself with a dose of cram (simple), covers door / window as best she can

IP2:
Air spirit continues to attempt to confuse the remaining guards: 6d6.hits(5)=1 - resisted with Will
Copperhead waits for cram to kick in, spots Fire elemental, goes 'eek', if allowed shoots it using simple action held from previous IP even though it's likely to be immune:
Agi 3 + Shotgun 4 + (Smart 2 + tacnet 2 - cover 2 - v.mods 2) = 7d6.hits(5)=3, 7P base, -1AP

F3 Air Spirit: B1 A6 R7 S1 C3 I3 L3 W3 Edg3 Ess3 M3 Init9 IP2, Astral Init6 IP3
Movement: 15/75 (flight)
Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Flight, Perception, Unarmed Combat
Powers: Accident, Astral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search
Optional Powers: Psychokinesis
Go to the top of the page
 
+Quote Post

155 Pages V  « < 17 18 19 20 21 > » 
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 14th September 2025 - 10:43 PM

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.