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#451
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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.
@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. |
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#452
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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 |
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#453
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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?
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#454
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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 |
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#455
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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). |
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#456
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Target ![]() Group: Members Posts: 64 Joined: 15-August 11 Member No.: 35,833 ![]() |
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) |
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#457
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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! |
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#458
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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. |
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#459
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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) |
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#460
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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.
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#461
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Target ![]() Group: Members Posts: 64 Joined: 15-August 11 Member No.: 35,833 ![]() |
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.) |
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#462
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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) ). |
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#463
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,547 Joined: 29-July 10 From: PAN Hidden Member No.: 18,869 ![]() |
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! |
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#464
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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."
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#465
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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. |
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#466
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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) |
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#467
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 ![]() |
@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) @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?!? |
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#468
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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) |
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#469
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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:
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#470
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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) |
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#471
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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 |
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#472
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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. |
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#473
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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!
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#474
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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) |
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#475
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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 |
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Lo-Fi Version | Time is now: 14th September 2025 - 10:43 PM |
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