OOC: SRM04-00: Back in Business, OOC thread for Back in Business |
OOC: SRM04-00: Back in Business, OOC thread for Back in Business |
Nov 28 2012, 01:15 AM
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#426
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
Update: Currently waiting on actions for Legs, then it will be time for the RH to go.
Actually, Legs give me a few rolls for your Agent and the Drone each trying to detect any intruders. Since neither has an Analyze program, you'll just be rolling their Rating which i believe is 3 for both, right? Just curious when, if ever they would notice an intruder running stealth. -------------- When the RH get a chance to go. The one that was attacking Mr. White will turn to his new opponent Quixote getting 2 hits with 5P spurs. Another RH will notice Neon Mech getting attack on all sides, look around and see that half of the gang is gone and call out "Hey Boss. We need to go. There's too many of them." He will then disengage with the Skraacha he'd been fighting and head to give Neon some backup. He actually takes 3 boxes of stun damage from the Skraacha in doing so though. And another RH that is out of sight and in somebody or somethings mind does things nobody sees. ------------ Then it will be Quixote's turn, which he already posted he would shock glove the RH in front of him. Hmmm...the RH actually managed to get 5 hits. So, a lot will ride on if Quixote took enough damage to reduce that attack by 1 die. I'll wait for him to get the chance to defend from the RH Attack before I say how this will end. ------------ Following that it will be Gardner's turn. |
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Nov 28 2012, 04:24 AM
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#427
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Moving Target Group: Members Posts: 428 Joined: 23-September 11 From: Vegas Member No.: 38,733 |
Reaction (2) + Unarmed (1) + Improved Reflexes (2) (5d6.hits(5)=1)
One net hit remaining, so I need to resist 6P damage. Body (5) + Impact Armor (6) (11d6.hits(5)=7) Lucky dice tonight or what? Believe that, with his five hits, that my attack will go through doing 6S(electric) damage. I <3 electric damage, it's always the big equalizer in my book. |
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Nov 28 2012, 05:02 AM
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#428
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
Reaction (2) + Unarmed (1) + Improved Reflexes (2) (5d6.hits(5)=1) One net hit remaining, so I need to resist 6P damage. Body (5) + Impact Armor (6) (11d6.hits(5)=7) Lucky dice tonight or what? Believe that, with his five hits, that my attack will go through doing 6S(electric) damage. I <3 electric damage, it's always the big equalizer in my book. Looks good. He got 4 hits on his damage resistance test and so only takes 2 boxes of damage and then he makes the body+will(3) test to not go down from the shock. Still. He'll be suffering -2 penalty from it going forward. Good job. |
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Nov 28 2012, 06:28 AM
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#429
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Target Group: Members Posts: 90 Joined: 11-August 10 Member No.: 18,923 |
Let's see...Rumpelstiltskin rolls its rating, which is 3, and I believe for Legs the test would be his Computer skill (since he's jumped in at the moment).
Either way, 3d6 for each. Computer (3) = 1 hit. Rumpelstiltskin (Rating 3 IC) scores 1 hit. For Legs' turn, going to switch the drone's mounted LMG to burst-fire mode for a free action, then Take Aim and Fire at the nearest RH that isn't directly engaged with a friendly or civilian target. Gunnery (4) + AGI (5) + Smartlink Bonus = 11d6 (3, 1, 6, 3, 5, 5, 3, 5, 5, 4, 4) = 5 hits. I would've used InvisibleCastle for the last one, but it decided to go pear-shaped when I tried to use it the third time. |
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Nov 28 2012, 01:30 PM
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#430
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
Let's see...Rumpelstiltskin rolls its rating, which is 3, and I believe for Legs the test would be his Computer skill (since he's jumped in at the moment). Either way, 3d6 for each. Computer (3) = 1 hit. Rumpelstiltskin (Rating 3 IC) scores 1 hit. For Legs' turn, going to switch the drone's mounted LMG to burst-fire mode for a free action, then Take Aim and Fire at the nearest RH that isn't directly engaged with a friendly or civilian target. Gunnery (4) + AGI (5) + Smartlink Bonus = 11d6 (3, 1, 6, 3, 5, 5, 3, 5, 5, 4, 4) = 5 hits. I would've used InvisibleCastle for the last one, but it decided to go pear-shaped when I tried to use it the third time. As there is only one RH you can see not currently engaged with a friendly, you will be shooting at the guy that was coming to help Neon Mech. I'm guessing you were going to do a wide burst to reduce the defenders dice pool by 2. So, he only manages to get 1 hit on his dodge. His armor is able to soak up around half the damage, but that still leaves him taking 5 boxes of physical damage. He's hurting bad. |
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Nov 28 2012, 03:03 PM
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#431
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
Now, we are just waiting on Gardner, who is currently being shot at by two Skraacha, to post actions for finishing out the 2nd IP.
Then we'll be starting up at the top of again for IP 3 starting with Neon Mech and Hez. |
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Nov 29 2012, 01:22 AM
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#432
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Moving Target Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 |
Free Action: "I'm just helping the civilians"
Complex Action: Full Defense (Just in case he still feels like attacking me) |
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Nov 29 2012, 02:28 PM
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#433
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
Free Action: "I'm just helping the civilians" Complex Action: Full Defense (Just in case he still feels like attacking me) Hez responds "There's no such thing as a civilian here. There are only those of us of the Underground and there are Topsiders that are against us. You have already shown where you stand traitor." And when it's his turn he will continue to attack you. Somehow i'm thinking he won't be that successful with you on full defense and using your reach to give him a penalty to his dice pool though. --------------- First though, it's Neon Mech's turn. His eyes briefly focus on something in AR. Then they flicked towards the Doberman drone before returning to the task at hand. With a smirk, he stubbornly attacks Tundra Wolf again. Getting 5 hits on 7P damage. ---------------- After Neon Mech it's time for Hez who only manages to get 2 hits on Gardner. Roll for your Full Defense, I expect you'll be able to dodge that with no problem. ----------------- The Spirit continues to aid tourists to safety. Most of the initial group of injured tourists have now been shuffled off to the relative safety of shops at the sides of the Tourist Highway. That there are still one or two left that will need to be carried out. ---------------- Now it's time for Tundra Wolf and then Legs to go. |
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Nov 29 2012, 04:34 PM
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#434
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Moving Target Group: Members Posts: 869 Joined: 8-March 02 Member No.: 2,252 |
Invisiblecastle is still borked, so I'm using Rolz.org for the nonce.
Defending against Neon Mech; Reaction 6 + Cyberimplant blade 5 - Injury Modifier 1: [ 6; 2; 2; 6; 3; 5; 5; 4; 1; 5; => 5 success(es) against 5 ] = 5 hits, attack parried. TW's initiative step, attacking Neon Mech; Agility 7 + Cyberimplant blades 5 - Injury modifier 1: [ 5; 3; 5; 3; 5; 2; 5; 3; 3; 5; 5; => 6 success(es) against 5 ] = 6 hits. Hope I'm not about to get shot in the back by that LMG, that would suck. |
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Nov 29 2012, 05:25 PM
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#435
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
Invisiblecastle is still borked, so I'm using Rolz.org for the nonce. Defending against Neon Mech; Reaction 6 + Cyberimplant blade 5 - Injury Modifier 1: [ 6; 2; 2; 6; 3; 5; 5; 4; 1; 5; => 5 success(es) against 5 ] = 5 hits, attack parried. TW's initiative step, attacking Neon Mech; Agility 7 + Cyberimplant blades 5 - Injury modifier 1: [ 5; 3; 5; 3; 5; 2; 5; 3; 3; 5; 5; => 6 success(es) against 5 ] = 6 hits. Hope I'm not about to get shot in the back by that LMG, that would suck. Neon Mech only got 3 hits on his dodge. That means you're doing 9P damage, right? On his resistance test he gets 8 hits. So you do manage to do 1 more box of physical damage to him. Oh, and I'm sure Legs and his agent have complete control of the drone..... at least for this combat round. (IMG:style_emoticons/default/wink.gif) |
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Nov 29 2012, 05:47 PM
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#436
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Moving Target Group: Members Posts: 869 Joined: 8-March 02 Member No.: 2,252 |
Neon Mech only got 3 hits on his dodge. That means you're doing 9P damage, right? On his resistance test he gets 8 hits. So you do manage to do 1 more box of physical damage to him. Oh, and I'm sure Legs and his agent have complete control of the drone..... at least for this combat round. (IMG:style_emoticons/default/wink.gif) Holy shit, I actually hurt the bastard? Well, aside from the 5 boxes of stun from shooting him earlier I suppose. |
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Nov 29 2012, 06:29 PM
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#437
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Moving Target Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 |
Actually with my damage penalties its a bit harder, I don't have a much skill to defend with. But I do manage to get 2 hits on my parry, so I deflect his attack.
Now, since I used my action last IP to dodge, I still get my turn this IP; even if it may be last at this point. Gritting his teeth in frustration and concentration, Gardner argues back one last time: "Topsiders aren't all against you." I throw one more Stunbolt at Neon Mech (as my teammates seem to be having trouble with him). This time Force 9 But my chances don't look so good. Not only did I get just a single hit on the spellcasting, I also glitched... The regular Drain would be 3P, possibly modified by the glitch (or it always have weird side effects or something) But luckily for me I managed to get 5 hits on the resistance. Apart from botching the spellcasting, Gardner is going to try and hold his ground for the most part. Although if I can maneuver so the other Skraacha don't have as good a shot on me this time, that seems like a good idea. At this point I would like to note that I really haven't done much to the Skraacha. I hit one with a nonlethal attack 7-8 stun hurts but isn't anything that resting for a couple hours won't solve. And then a Plant Spirit appeared in a protective stance over the Civilians and roared. It just so happens that one of his gangers is afraid of moving plants (IMG:style_emoticons/default/nyahnyah.gif) While none of my spells have been effective against the Reality Hackers, he did start targeting me after just one (nonlethal) spell, and I haven't retaliated against him at all... |
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Nov 29 2012, 06:59 PM
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#438
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
Holy shit, I actually hurt the bastard? Well, aside from the 5 boxes of stun from shooting him earlier I suppose. Yes indeed, you're slowly working him down. (IMG:style_emoticons/default/smile.gif) |
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Nov 29 2012, 07:08 PM
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#439
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
Actually with my damage penalties its a bit harder, I don't have a much skill to defend with. But I do manage to get 2 hits on my parry, so I deflect his attack. Now, since I used my action last IP to dodge, I still get my turn this IP; even if it may be last at this point. Gritting his teeth in frustration and concentration, Gardner argues back one last time: "Topsiders aren't all against you." I throw one more Stunbolt at Neon Mech (as my teammates seem to be having trouble with him). This time Force 9 But my chances don't look so good. Not only did I get just a single hit on the spellcasting, I also glitched... The regular Drain would be 3P, possibly modified by the glitch (or it always have weird side effects or something) But luckily for me I managed to get 5 hits on the resistance. Apart from botching the spellcasting, Gardner is going to try and hold his ground for the most part. Although if I can maneuver so the other Skraacha don't have as good a shot on me this time, that seems like a good idea. At this point I would like to note that I really haven't done much to the Skraacha. I hit one with a nonlethal attack 7-8 stun hurts but isn't anything that resting for a couple hours won't solve. And then a Plant Spirit appeared in a protective stance over the Civilians and roared. It just so happens that one of his gangers is afraid of moving plants (IMG:style_emoticons/default/nyahnyah.gif) While none of my spells have been effective against the Reality Hackers, he did start targeting me after just one (nonlethal) spell, and I haven't retaliated against him at all... Neon Mech just barely gets 1 hit on his willpower to resist your spell. So no damage to him. And i'm not going to up the drain by more than 2 for a regular glitch. If there were a tourist around, i might have had them take some damage. But there isn't so no worries. Looks like no effect. And there is some truth to you saying that you've barely done anything to the Skraacha, but then you are the only person at all that has done anything to the Skraacha other than the RH. That is why he is so focused on you being a traitor. Tell you what, give me a Negotiations test -2 for having attacked the Skraacha. If you can get at least 1 hit and not glitch. I'll have him stop attacking you. Maybe even call off his boys too. |
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Nov 29 2012, 07:19 PM
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#440
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Moving Target Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 |
With my wound penalties and the situational -2 my dice pool on the Influence Group is reduced to 0. I'll go ahead and spend the edge, and try for the longshot.
On my three dice from Edge, I managed to get 2 fives and a one. So with a little bit of luck, Hez apparently sees the sincerity in my eyes? (It's the Stun damage that gets me, and it adds up... A few more good shots/bad damage resistances and it's lights out. That's really what worries me. There's a reason why I overcast... to avoid more Stun damage >.<) |
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Nov 29 2012, 07:31 PM
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#441
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
Forgot about your damage modifier. But that works. Looks like Hez will stop attacking you. Let's see what happens when it comes back around to his turn. (IMG:style_emoticons/default/smile.gif)
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Nov 30 2012, 03:58 PM
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#442
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
Ok, we are currently waiting on actions for Legs' turn.
But to keep things moving along, I'll go ahead and post what happens immediately following Legs' turn. In the virtual environment of the drone's node, Rumpelstiltskin, Legs' Agent/IC turns toward the persona of Legs and lashes out with a brutal attack at it's master. Scoring 4 hits with base damage of 3. Not exactly sure if a rigger that is dived into a drone is supposed to get a defense against Matrix attacks, but I'll give it to you. Because you are dived into the drone, your attributes are that of the drone and not of your commlink. So roll Response 3 + Firewall 3 to defend yourself. And then just System 3 to resist any damage that gets through your defense. Then, the Agent disappears from the node. Feel free to roll your Firewall 3 to see if you detect any intruders on the node yet. ----------- Following that it will be Quixote's turn. And then we've already resolved Gardner's turn. |
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Nov 30 2012, 04:21 PM
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#443
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Target Group: Members Posts: 90 Joined: 11-August 10 Member No.: 18,923 |
I think for this round, since Neon Mech seems to be so interested in the drone, he's going to get a taste of what his buddy got. Taking Aim, Called Shot (shooting for one of NM's knees), Fire Weapon (Burst-Fire mode).
Response (3) + Gunnery (4) + Smartlink (2) = 5 hits I'll get to the Matrix actions in a moment. |
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Nov 30 2012, 04:43 PM
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#444
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
I think for this round, since Neon Mech seems to be so interested in the drone, he's going to get a taste of what his buddy got. Taking Aim, Called Shot (shooting for one of NM's knees), Fire Weapon (Burst-Fire mode). Response (3) + Gunnery (4) + Smartlink (2) = 5 hits I'll get to the Matrix actions in a moment. What is the purpose behind your Called Shot? Is it to avoid Neon Mech's armor? Then you'd suffer a -11 dice pool modifier. Is it to target a vital area and thus increase the DV of the attack? Then you'd suffer a penalty equal to the increase in DV. |
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Nov 30 2012, 04:55 PM
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#445
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Target Group: Members Posts: 90 Joined: 11-August 10 Member No.: 18,923 |
What is the purpose behind your Called Shot? Is it to avoid Neon Mech's armor? Then you'd suffer a -11 dice pool modifier. Is it to target a vital area and thus increase the DV of the attack? Then you'd suffer a penalty equal to the increase in DV. Bah, you GMs and your dice penalties. Retract the free action then, to keep things going and avoid a re-roll, and make it a narrow burst to increase the DV and to avoid hitting TW. |
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Nov 30 2012, 05:06 PM
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#446
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
Oh WOW! Not only did Neon Mech fail to roll even 1 success, but he all glitched!!! So I'm saying the critical glitch means you shoot him in the head bypassing his armor.
He still gets to roll his 8 body though and I guess rolz.org is feeling sorry for him becaue it gives him almost all successes. Still, you just did a whopping 7 boxes of Physical damage to him. Great job, Legs! |
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Nov 30 2012, 05:33 PM
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#447
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Moving Target Group: Members Posts: 428 Joined: 23-September 11 From: Vegas Member No.: 38,733 |
I think we know what I'm doing. Touch the RH again to give him a lil' jolt.
Unarmed (1) + Agility (7) + Touch Attack (2) + Personalized Grip (1) (11d6.hits(5)=4) Also, note to self: get a tacnet set up for the team. |
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Nov 30 2012, 05:36 PM
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#448
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Moving Target Group: Members Posts: 869 Joined: 8-March 02 Member No.: 2,252 |
Wow, that's gotta sting. Nice shooting, Legs.
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Nov 30 2012, 07:11 PM
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#449
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
I think we know what I'm doing. Touch the RH again to give him a lil' jolt. Unarmed (1) + Agility (7) + Touch Attack (2) + Personalized Grip (1) (11d6.hits(5)=4) Also, note to self: get a tacnet set up for the team. Even with his penalties for damage, the RH manages to get 4 hits on his 7 dice. --------------- While we wait for the defense rolls from Legs being attacked by his agent, let's start the new combat turn. --------------- Neon Mech spits out a glob of blood and teeth as he reassesses the field of battle. "" Well play my electronic friend. Reality is yours this day," he says toward's drone. "Time to go boys," he shouts to what remains of his crew. He then goes on full defense as he withdraws from melee combat with Tundra Wolf. You get a free melee attack against him. ---------------- Hez eyes Gardner warily as he steps back and away from melee with him. You can take a free melee attack if you want to, though Im doubting you will. Then he yells at his gang "Forget this slag. Don't let that hacker get away." He then runs after Neon Mech but won't reach him this IP. ------------------ Tundra Wolf you are up next. . . . . . . . . . . . . . . . . . . . To be followed by the Knight Errant Rapid Response Team arriving on site. |
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Nov 30 2012, 08:07 PM
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#450
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Target Group: Members Posts: 90 Joined: 11-August 10 Member No.: 18,923 |
Matrix defense rolls:
Response (3) + Firewall (3) = 2 hits Hmm...looks like karma's biting me in the ass. System (3) = 1 hit Wow...almost glitched that one... And finally, to see if I can pick up any intruders (though I think he is pretty sure by now there has to be at least one): Firewall (3) = 2 hits |
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