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> OOC: SRM04-00: Back in Business, OOC thread for Back in Business
Slacker
post Nov 19 2012, 10:06 PM
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QUOTE (ChromeZephyr @ Nov 19 2012, 03:16 PM) *
How close to the burn line on the map are the civilians and the gangers? Are the gangers more interested in beating each other stupid(er) or are they just killing indiscriminately?


The tourists are basically right at the burn line on the map scattering everywhere at the moment (both towards the exit where you guys are and back towards the Underground). The ork gangers are closer to the Underground, while the Reality Hackers are closer to you guys.

The ork gangers are attacking anybody with chrome and not an ork or troll as I mentioned, with the assumption that they are all Reality Hackers or other topsiders that want to invade their turf.

The reality hackers are attacking everybody else regardless of if they are tourists or ork with the intent of hurting all the backwards scum that live in the Underground and those that would support them.
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ChromeZephyr
post Nov 19 2012, 10:25 PM
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Derp, I knew I read that before. Sorry, Slacker.

Well, that's the way to get TW interested in the fight, kiirnodel. (IMG:style_emoticons/default/wink.gif) Starting with my next IP, let me know when the Reality Hackers notice Gardner moving up to them. They're not going to like the response, I'd imagine.
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Slacker
post Nov 19 2012, 10:28 PM
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We're only waiting on Quixote's initiative now.

I'm going to be using the same Initiative for the members of each gang, except for their leaders. So currently the first IP so far is:

Neon Mech
Hez
Legs
Reality Hackers
Tundra Wolf
Skraacha gangers
Drone
Gardner
Mr. White
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ChromeZephyr
post Nov 19 2012, 10:31 PM
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Damn, those are some amped gangers.
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Kiirnodel
post Nov 19 2012, 10:42 PM
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just to note. I'm not going over waving my arms or anything, just trying to get closer so I can see as much as possible. I'm just not very sneaky nor am I taking an action to take cover or anything...

(Used up my turn Complex Action cast spell, Free action speak 5 words...)
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ChromeZephyr
post Nov 19 2012, 10:44 PM
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Oh, right, speaking. Let me edit that last post of mine IC.
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Slacker
post Nov 19 2012, 10:45 PM
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QUOTE (ChromeZephyr @ Nov 19 2012, 04:31 PM) *
Damn, those are some amped gangers.


Aparently all the Reality Hackers have wired reflexes and so do both gang leaders.
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ChromeZephyr
post Nov 19 2012, 10:47 PM
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QUOTE (Slacker @ Nov 19 2012, 03:45 PM) *
Aparently all the Reality Hackers have wired reflexes and so do both gang leaders.


Uhhh, wow. Apparently I need to adjust my SR worldview, I didn't think security/military grade cybernetics were really available at the gang level other than maybe the Ancients with their Tir connections. Learn something new everyday.

edit: I'd have thought that if you wanted gangers to stand up to sammies you'd just let them be on Nitro or betameth. Guess whoever wrote this season of Missions thought otherwise.
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Forces In Motion
post Nov 20 2012, 12:28 AM
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Two Simple Actions for Legs: Ready Weapon and Issue Command, whenever it gets to being his turn.

And hopefully he won't get shot at in the meantime.

I'm probably not that lucky, though...
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taeksosin
post Nov 20 2012, 03:36 AM
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Sorry guys, been rush rush hurry hurry on class and work all day, haven't had time to check in. My initiative roll: Reaction (2) + Intuition (3) + Improved Reflexes (2) (7d6.hits(5)=3). 3 successes for a total of 10 on my initiative. The first/free action that it looks like everyone else took will involve Quixote pulling his FN 5-7C and seeing if he can melt into any handy shadows/cover (infiltrate and try to get the drop on a few gangers, around shop 7/8 perhaps?) FN 5-7C is loaded with SticknShock by default.
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Slacker
post Nov 20 2012, 04:40 AM
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QUOTE (taeksosin @ Nov 19 2012, 09:36 PM) *
Sorry guys, been rush rush hurry hurry on class and work all day, haven't had time to check in. My initiative roll: Reaction (2) + Intuition (3) + Improved Reflexes (2) (7d6.hits(5)=3). 3 successes for a total of 10 on my initiative. The first/free action that it looks like everyone else took will involve Quixote pulling his FN 5-7C and seeing if he can melt into any handy shadows/cover (infiltrate and try to get the drop on a few gangers, around shop 7/8 perhaps?) FN 5-7C is loaded with SticknShock by default.


Do you normally walk around with wired reflexes turned on? Or are you turning them on once it gets to your turn like all the other runners? Also, drawing a weapon is a simple action, not a free action. Are you going to be doing anything else with your other Simple action?

Also, what type of cover are you heading towards? The closest cover would be the tents/flimsy kiosks. It may make a difference once the bullets start flying.
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taeksosin
post Nov 20 2012, 05:15 AM
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Huh, I'd assumed for adepts with Improved Reflexes (adept power) that it was an always on sort of deal, kinda like synaptic boosters (neither specifically mention turning on/turning off like Wired Reflexes does). If I'm mistaken, feel free to adjust my initiative as necessary. My mistake on the actions bit, I'd assumed everyone was reacting to the periphery of the fight, before getting initiative involved.

Simple -> Draw FN 5-7C
Move -> Move towards a flimsy kiosk and take cover behind
Free -> Observe in Detail (multitasking) for any potential environmental advantages available (the classic giant chandelier overhead, better cover that's close by, etc.) Perception (1) + Intuition (3) + Vision Enhancement (3) (7d6.hits(5)=4)
2nd Free (multitasking, assuming not involved in combat yet): Flip on Improved Reflexes if necessary
Simple -> Take aim at nearest Reality Hacker member
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Slacker
post Nov 20 2012, 05:34 AM
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Unfortunately for Gardner, even suffering a heavy penalty for being in the middle of everythin, Neon Mech, the Reality Hacker's leader, happens to notice the giant that is behind him and his forces.
"Drek. The damn trogs are coming in behind us too."

He scores 2 hits with the first shot of his Colt Manhunter, and 1 hits with his second shot. Roll reaction for each and if they still hit, they are 5P with armor piercing 1.

-------

Seeing his counterpart distracted, Hez, leader of the Skraacha, starts running towards Neon firing off two quick shots with an Ares Predator. Neon takes a hit in the shoulder from the first shot, but it seems to be absorbed by his Armor Jacket. He then uses the momentum from that impact to shift his position enough to get out of the way of the second shot.

Looks like the two of them may be moving to trade melee blows here very shortly.

-----

It's now Legs turn. He flips on his wired reflexes, draws his pistol and calls out the Doberman drone.

------------

Reality Hackers turn. You see a couple of tourists impaled by cyberspurs with a splash of blood and horrified screams. Another man is shot through the leg and falls to the ground. Two more are standing there laughing as their eyes focus on something other than the people standing around them.

One RH moves to backup his boss, he takes a swipe at the large org with his cyberspur. But hez knocks the spur away with ease using his hand razors.

-------------

Tundra Wolf's turn. He readies his weapon and seeks cover. Since Neon Mech already took a couple shots at Gardner, I'll say you can take a shot at him with your second Simple Action if you want in addition to moving toward cover.

--------------

Skraacha ganger time. Two of them seem to be having difficulty with their guns and or AR goggles, one of them finally just tears the goggles off and tosses them aside. He then quickly starts running towards one of the RH that was standing and laughing calling to some friends to "Gank those smoothies.". Two of his buddies try to do just that, shooting at the laughing RH. The first shot skitters across the Armor Jacket to no effect, second shot slips inside the coat to wing him pretty good (4 boxes of damage), third shot gets him in the leg (another 3 boxes), and the final shot misses. Looks like the one guy is in some serious pain and on the verge of getting knocked down.
The remaining Skraacha are using their nailbats to lay waste to the closet human and elven among the tourists.

---------------

Quixote's turn. You mentioned readying your weapon and seaking cover. Anything else?

------------------

Moving at top speed, Legs Doberman leaps from the van and charges through the mall parking lot, absolutely terrifying nearby shoppers along with a security guard that spots it. Regardless, it follows its order and heads down towards the runners. (It won't arrive until the second combat turn)

--------------

Gardner got shot at before his turn came up. So I'll let you change your plans if you'd like, though I assume you would still be casting your spell and heading for cover/to help civilians.

----------------

Mr. White's turn. you draw your weapon and head for cover.

-------------

Tourists turn. they are scattering all over the place. Some foolishly head right back into the Underground, some rush towards any obvious humans thinking the Orks have gone crazy only to be attacked by the RH, others cower with whatever meager cover the can find. One young woman with her dress spattered with blood stumbles towards Mr. White begging for his help. Her husband is struggling with one of the RH a short distance away. "Please help him. He's all I have in the world." she begs of the hardened shadowrunner.



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Slacker
post Nov 20 2012, 05:35 AM
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QUOTE (taeksosin @ Nov 19 2012, 11:15 PM) *
Huh, I'd assumed for adepts with Improved Reflexes (adept power) that it was an always on sort of deal, kinda like synaptic boosters (neither specifically mention turning on/turning off like Wired Reflexes does). If I'm mistaken, feel free to adjust my initiative as necessary. My mistake on the actions bit, I'd assumed everyone was reacting to the periphery of the fight, before getting initiative involved.

Simple -> Draw FN 5-7C
Move -> Move towards a flimsy kiosk and take cover behind
Free -> Observe in Detail (multitasking) for any potential environmental advantages available (the classic giant chandelier overhead, better cover that's close by, etc.) Perception (1) + Intuition (3) + Vision Enhancement (3) (7d6.hits(5)=4)
2nd Free (multitasking, assuming not involved in combat yet): Flip on Improved Reflexes if necessary
Simple -> Take aim at nearest Reality Hacker member


Duh. Sorry, late night. You're improved reflexes are fine.
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taeksosin
post Nov 20 2012, 06:01 AM
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Any results from the perception test for any potentially helpful environmental objects that weren't immediately obvious?
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Kiirnodel
post Nov 20 2012, 06:06 AM
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Gardner pretty much depends on his armor to keep him safe, so he isn't taking the time to get a really good dodge in (Keeping my original action).

Dodge 1 -> 2 hits.
Dodge 2 -> 1 hit.

That should dodge both, but just to be sure, I rolled damage resistance and both times rolled 7+ hits to resist damage, which should negate the damage from the manhunter.

At this point it's a waiting game to see how many shots I have to dodge before the next combat turn starts...
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Forces In Motion
post Nov 20 2012, 06:20 AM
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This is why Legs has a couple layers of armor on. Dodging in a wheelchair isn't exactly the easiest thing in the world.
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taeksosin
post Nov 20 2012, 06:27 AM
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Being homo sapiens robustus definitely has its advantages for staying alive in a fight. More armor means throw more dakka at me!
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Slacker
post Nov 20 2012, 12:58 PM
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QUOTE (taeksosin @ Nov 20 2012, 12:01 AM) *
Any results from the perception test for any potentially helpful environmental objects that weren't immediately obvious?


Not really. You could maybe trying pushing one of the kiosks in front of you as you move forward, but they aren't exactly built that strong.
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Slacker
post Nov 20 2012, 03:04 PM
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Second Initiative Pass of first combat turn:

Neon Mech
Hez
Tundra Wolf
Legs - continues movement only since he only has 1 IP
Reality Hackers
Quixote
Gardner
Skraacha gangers - continue movement only
Doberman Drone - will be continuing movement through Lordstrungs to reach the escalators leading to the Underground
Mr. White - continues movement only

-------------
Neon Mech sees that his buddy is distracting Hez. So he moves to cover and takes two more shots at Gardner. This time the first shot gets 5 hits and the second shot gets 4 shots, but is also a glitch and so the gun jams and he won't be able to use it again.

------------
Hez slices at the RH that had attacked him. The RH tries to defend with his cyberspur, but not only does he not get enough successes, but he also glitches. His arm gets torn into and will be useless for the remainder of combat. (Wow, rolz.org is liking the ones today he almost glitched his damage resistance too) He takes a whopping 6 boxes of damage.

------------

Tundra Wolf's turn.

and the res of you can post what you are planning on doing once your turn comes up.


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Dak
post Nov 20 2012, 04:11 PM
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QUOTE (Slacker @ Nov 20 2012, 06:34 AM) *
Her husband is struggling with one of the RH a short distance away. "Please help him. He's all I have in the world." she begs of the hardened shadowrunner.


Slacker, once I've got some cover, I'll take a shot at this bad guy.
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ChromeZephyr
post Nov 20 2012, 04:46 PM
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I'll take that shot in the first IP pass, Slacker. Agility 7 + Pistols 4 + Smartlink 2 - Attacker behind cover 1 = 4 hits. Predator IV loaded with EX-Ex rounds with 4 hits is 10P with AP -2.

I'll continue shooting him as he is still shooting at Gardner. What kind of cover is he behind when I get to shoot in the second IP?
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Slacker
post Nov 20 2012, 05:05 PM
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QUOTE (ChromeZephyr @ Nov 20 2012, 10:46 AM) *
I'll take that shot in the first IP pass, Slacker. Agility 7 + Pistols 4 + Smartlink 2 - Attacker behind cover 1 = 4 hits. Predator IV loaded with EX-Ex rounds with 4 hits is 10P with AP -2.

I'll continue shooting him as he is still shooting at Gardner. What kind of cover is he behind when I get to shoot in the second IP?


For your shot on the first pass, he got 3 successes on his Reaction roll, so it's only 9P AP -2...and he rolled 9 successes on his armor+body test to resist the damage, so it bounces off his armor jacket.

For your shots in the second IP, if you are firing from cover you suffer a -2. His partial cover of a kiosk will be giving him +2 dice for his defense.
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Slacker
post Nov 20 2012, 05:11 PM
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QUOTE (Dak @ Nov 20 2012, 10:11 AM) *
Slacker, once I've got some cover, I'll take a shot at this bad guy.


I'll say you were holding your shot from the first IP until you reached cover. So go ahead and take a shot, -2 dice because you are shooting from cover.
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Dak
post Nov 20 2012, 05:25 PM
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Pistols, its a Fichetti Executive Action.

4D6E5 => 1

4P

Maybe it'll distract, at least!
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