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> Nothing's Free in the Free Zone (OOC), Adventure 2: A Dish Best Served Cold
Melpomene
post Oct 9 2015, 12:17 PM
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Mel will then DS one of the SUVs...if a choice needs to be made, the closest one. If they're both same distance, the one on the right.

As for IC talking, Mel would be humming (not loudly, so it'll probably be swallowed up by by the tire-squealing and burst fire) "Ode to Joy" as she works.
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Lobo0705
post Oct 9 2015, 01:56 PM
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Ok - no worries (and yes, drones are affected by the secondary effects, because they differentiate between drones and vehicles).

So, spellcasting of 11 dice:
11d6.hits(5)=6 Nice roll (IMG:style_emoticons/default/smile.gif) Reduced to 4 by limit.

As we discussed, it has no effect on the vehicles

There are 4 total passengers. No Dodge test is possible because it is an area effect spell.

Each is wearing an Armor Jacket (Armor 12), +12 for the vehicle of the armor, -4 for AP = 20 dice, plus their Body of 4 = 24 dice, resisting 5DV
24d6.hits(5)=8, 24d6.hits(5)=5, 24d6.hits(5)=8, 24d6.hits(5)=9

Unfortunately, since they manage to avoid all damage, there are no Secondary Effects (you have to do at least 1 box of damage)

However, you've at least damaged, if not bricked or destroyed, any electronics they might be carrying.

Next - drain
13 dice, versus 3DV drain
13d6.hits(5)=3

So no Drain.

Sisco is using Evasive Driving (dropping his initiative to 6) and then using a Complex action to Drive.

Jack goes, and shoots at one of the goons.

Range is 50 meters, which is is long range, but between the range finder and your cybereyes, you reduce that to short. Lowlight negates vision penalty, so you just have the -4 for moving, and +1 for Aiming (your strength handles recoil).

Automatics 4, Agility 5, Sm 2, Aim +1, Movement -4 = 8 dice
8d6.hits(5)=2

He attempts to dodge, 8 dice normally, -2 for the short burst:
6d6.hits(5)=1

So you hit him, DV =7+1 for net hit=8 DV Stun due to armor

He resists:
16d6.hits(5)=0 ROFLMAO - that is pretty bad...
So he takes 8 boxes of stun and is knocked down.

Mel then attempts to Data Spike the closest SUV
9d6.hits(5)=5 You guys are on a roll today (IMG:style_emoticons/default/smile.gif)

So 11 DV it attempts to "dodge"
8d6.hits(5)=4

So you are doing 8DV damage (6 base, +2 for net hits)

It resists
8d6.hits(5)=1

So it takes 7 boxes of Matrix Damage (more than halfway to bricked).

Now the bad guys go (IMG:style_emoticons/default/smile.gif)

The SUVs start accelerating and chasing you.

Everyone else opens up on you:

So, first we have the two bad guys 80 meters behind you:
Take Aim, 6 round burst
Base dice 8, +2 for SM, -1 for range, -2 for recoil = 7d6 each
7d6.hits(5)=2, 7d6.hits(5)=3

Sisco can dodge, his Int + Reaction=11, + 2 for Evasive Driving (Willpower =2), -5 for the full auto burst, -1 for wounds, -4 for speed = 3 dice
3d6.hits(5)=1

So guy number 1 gets 1 net hit.

Base damage of his weapon is 7, +1 is 8, he is loading APDS ammo, meaning the modified armor is 8, so he still can't hurt Mr. T, it has to exceed the modified armor.

Mr. T resists 8DV with 16 Body and 8 Armor
24d6.hits(5)=10 = no damage.

Second attack, 3 base hits, Sisco can dodge, but now only with 2 dice
2d6.hits(5)=2 - nice roll (IMG:style_emoticons/default/smile.gif)

Again, no damage, since it is 8 to 8. (IMG:style_emoticons/default/smile.gif)

Now the three goons to the west
7d6.hits(5)=2, 7d6.hits(5)=1, 7d6.hits(5)=4

At this point, probably not worth it to try and dodge with only 1 die left, the first shot does no damage, so Mr. T has to resists 9DV, and 11 DV
24d6.hits(5)=13, 24d6.hits(5)=7

So it takes 0 damage from the first shot, and 4 damage from the second.

This will require Sisco to make a Piloting test:
React 6, Piloting 6, Specialization 2, VR 2, Control Rig 2, Wounds -1, Vehicle damage -1 = 16 dice
16d6.hits(5)=4

His threshold is Base 2, +2 for restricted terrain, -2 for his Control Rig = 2, so he passes easily.

I'll have an IC post up later today, in the meantime, next IP:

Snap 6
Spirit of Man 6 - Await instructions from Snap.
Jack 4





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Jack VII
post Oct 9 2015, 03:00 PM
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I'll shoot at the next guy in the group closest to us. Whoever it was that just hit and damaged Mr. T.

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Lobo0705
post Oct 9 2015, 03:41 PM
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One other note - Sisco has to resist 2 boxes of Biofeedback damage:
He resists with Willpower+Firewall:
6d6.hits(5)=1

So he takes 1 box of Stun Damage (he is still in Cold Sim VR)
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Chrome Head
post Oct 9 2015, 05:00 PM
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With the fighting so intense, let's go for a much more drastic measure. Ball lightning F7 at the vehicles. Snap can't pull this off too often (I expect serious drain unless I use edge on drain) but I think the tradeoff is worth it right now, and we need a big boom to affect these guys and their vehicles at all.

Snap's thoughts: I gotta protect our team. Better give it all I've got.
Out loud: "DON'T follow us!"

@Lobo we've now reverted to your typical fireball throwing magician (IMG:style_emoticons/default/wink.gif)
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PraetorGradivus
post Oct 9 2015, 06:52 PM
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My understanding is that I'm going to have to make a Vehicle Test to make the turn in addition to the standard Control Vehicle for the turn.
Does it matter what order I do it in?

Does the van move half its speed in each of my passes or all of it's speed in one of my passes?
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Lobo0705
post Oct 9 2015, 06:56 PM
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QUOTE (PraetorGradivus @ Oct 9 2015, 01:52 PM) *
My understanding is that I'm going to have to make a Vehicle Test to make the turn in addition to the standard Control Vehicle for the turn.
Does it matter what order I do it in?

Does the van move half its speed in each of my passes or all of it's speed in one of my passes?


The van moves all of its speed in one of your passes. - and I don't think the order matters, no.
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PraetorGradivus
post Oct 9 2015, 07:06 PM
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Then I'll do the move and vehicle test first pass and the control vehicle the second.
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Lobo0705
post Oct 9 2015, 07:16 PM
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Ok Force 7 Ball Lightning

12d6.hits(5)=5

So 3 hits make it on target, and 2 more increase damage from 7 DV to 9 DV, with an AP of 7.

Both SUVs resist with 21 dice:
21d6.hits(5)=5, 21d6.hits(5)=6

So, Van 1 takes 4 points of damage, and Van 2 takes 3.

Passengers inside Van 1:
17d6.hits(5)=6, 17d6.hits(5)=9

Passenger 1 takes 3 boxes of Damage, Passenger 2 escapes unharmed.

Passengers inside Van 2:
17d6.hits(5)=9, 17d6.hits(5)=7

Passenger 1 takes no damage, passenger 2 takes 2 boxes.

Control Test for Van 1:
8d6.hits(5)=3

Control Test for Van 2
9d6.hits(5)=4

Both pass (although Van 1 just barely squeaked by).

@Chrome - are you using Edge before the Drain Test, or do you want me to roll and then let you decide?

Jack shoots, 7d6 this time (since you don't have Vision Mag)
7d6.hits(5)=3

The Triad attempts to dodge 8 dice down to 6 for the burst
6d6.hits(5)=5 - rolling an insane amount of hits (IMG:style_emoticons/default/frown.gif) - no damage.
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Chrome Head
post Oct 10 2015, 01:09 AM
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Not using edge before the drain test, but she will use edge to reroll the failed dice if she gets less than 4 hits.
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Lobo0705
post Oct 10 2015, 02:37 AM
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QUOTE (Chrome Head @ Oct 9 2015, 09:09 PM) *
Not using edge before the drain test, but she will use edge to reroll the failed dice if she gets less than 4 hits.


Ok so resisting 6 DV Stun Drain
13d6.hits(5)=4

So Snap takes 2 boxes of Stun Damage.

Current Damage:
Sisco 5 boxes of Stun
Snap 2 boxes of Stun
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Lobo0705
post Oct 12 2015, 01:13 PM
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Next Combat Turn:

Snap
4d6+11=23
Sisco
3d6+8=18
Jack
2d6+7=9 - ouch (IMG:style_emoticons/default/frown.gif)
Mel
1d6+9=13
Spirit of Man
2d6+10=18

Snap 23
Spirit of Man 18 Awaiting instructions
Sisco 18 Control Vehicle Test
Mel 13
Jack 9 Free Action Eject Mag, Simple Action Insert Mag, Simple Action Fire 3 round burst.
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Jack VII
post Oct 12 2015, 02:30 PM
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I'll grab the last mag with 16 rounds in it and load it in the SMG. Fire 3-round burst at one of the closer dudes (preferably the one who dodged last time).
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Chrome Head
post Oct 12 2015, 05:23 PM
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Snap obviously can't keep doing the same thing here or she'll knock herself out. Is it possible to try a called shot on the front wheel of one of the SUVs with a Clout spell? If so she'd do that with a F6 Clout and see what happens.
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PraetorGradivus
post Oct 12 2015, 05:31 PM
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[indent][/indent]what is the data processing of a control rig?
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Lobo0705
post Oct 12 2015, 05:37 PM
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QUOTE (PraetorGradivus @ Oct 12 2015, 01:31 PM) *
[indent][/indent]what is the data processing of a control rig?


I apologize - I've actually been calculating your Init wrong - it should be 3d6+9, not 3d6+8.

You aren't using your Control Rig to enter VR - you are using your commlink, which has a DP of 4.

I've edited the Initiative chart above to reflect that - sorry about that!
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Lobo0705
post Oct 12 2015, 05:40 PM
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QUOTE (Chrome Head @ Oct 12 2015, 01:23 PM) *
Snap obviously can't keep doing the same thing here or she'll knock herself out. Is it possible to try a called shot on the front wheel of one of the SUVs with a Clout spell? If so she'd do that with a F6 Clout and see what happens.


The problem is that Clout only does Stun damage, and Vehicles ignore Stun Damage.
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PraetorGradivus
post Oct 12 2015, 05:48 PM
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QUOTE (Lobo0705 @ Oct 12 2015, 12:37 PM) *
I apologize - I've actually been calculating your Init wrong - it should be 3d6+9, not 3d6+8.

You aren't using your Control Rig to enter VR - you are using your commlink, which has a DP of 4.

I've edited the Initiative chart above to reflect that - sorry about that!



I'd still like to know the DP of the Control Rig... is it equal to it's device rating?
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Lobo0705
post Oct 12 2015, 05:59 PM
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QUOTE (PraetorGradivus @ Oct 12 2015, 01:48 PM) *
I'd still like to know the DP of the Control Rig... is it equal to it's device rating?


I don't believe the Control Rig has a DP rating, it is similar to any other piece of cyberware, in that it only has a Firewall Rating (based on its DR). It has no Attack, Sleaze, or DP.

The only things that I'm aware of that have DP are Commlinks, Decks, and RCCs.
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Jack VII
post Oct 12 2015, 07:36 PM
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I think all devices have DP and Firewall ratings, equal to their device ratings unless otherwise noted. (Matrix Attributes, p.226 & Devices, p.234)
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Lobo0705
post Oct 12 2015, 11:01 PM
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QUOTE (Jack VII @ Oct 12 2015, 03:36 PM) *
I think all devices have DP and Firewall ratings, equal to their device ratings unless otherwise noted. (Matrix Attributes, p.226 & Devices, p.234)

Hmm - looks like that is right - strange in that except for 'links, RCCs, and decks, I'm not sure what you would use a DP stat for, but it looks like all devices do have a DP equal to their DR.

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PraetorGradivus
post Oct 12 2015, 11:26 PM
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The reason I asked is because I just realized I don't need the comlink to jump into the vehicle.
the control rig provides the VR.
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Chrome Head
post Oct 13 2015, 12:11 AM
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QUOTE (Lobo0705 @ Oct 12 2015, 01:40 PM) *
The problem is that Clout only does Stun damage, and Vehicles ignore Stun Damage.

Ah yes! Very true. I'd need the physical damage version, I see.

Hmm, for now she could target the men not in vehicles. Let's try a F4 Ball Lightning against them, assuming they stand close enough together (Clout F5 on one of them at random otherwise).
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Melpomene
post Oct 13 2015, 12:25 AM
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Mel will DS that same SUV icon on her next go.
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Lobo0705
post Oct 13 2015, 02:00 PM
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Snap 23 - Cast Force 4 Ball Lightning
Spirit of Man 18 Awaiting instructions
Sisco 18 Control Vehicle Test
Mel 13 - Data Spike
Jack 9 Free Action Eject Mag, Simple Action Insert Mag, Simple Action Fire 3 round burst.

Snap Casting:
12 dice
12d6.hits(5)=5 - reduced to 4 by limit

Thugs resist 5 DV AP 4
12d6.hits(5)=4
12d6.hits(5)=3

So first one takes 1 box of damage, the second one 2, both of them suffer the secondary effects of Electrical Damage

To clarify - these are the ones 80 meters behind you.

You resist 3DV Drain
13d6.hits(5)=4

No damage

Next up, Sisco makes his Control Test:
React 6, Piloting 6, Specialization 2, VR 2, Control Rig 2, Wounds -1, Vehicle damage -1 = 16 dice
16d6.hits(5)=5

He easily passes.

Mr. T also moves an additional 40 meters - putting the group at the northeast corner 120 meters away, and the group on the southern side of the building about 60 meters away (they were due west of you, and you headed due south toward the gate). This also now puts that group within Snap's Line of Sight.

Mel goes next, and Data Spikes the SUV
9d6.hits(5)=2

It resists:
8d6.hits(5)=2

Equal number of hits means no damage

The bad guys go before Jack does:

The two bad guys 60 meters away shoot again
First one:
7d6.hits(5)=0 - wow - a Critical Glitch - so that's not good for him at all (IMG:style_emoticons/default/eek.gif)

Next one:
7d6.hits(5)=0 Holy Crap! - ok, not a Critical Glitch - but just barely - still a Glitch though - so that threat is passed.

The SUVs - accelerate again - you were about 20 meters in front of them, then you moved 40, and now they move 20 - so you are 40 meters in front.
The passengers lean out and fire out their window:

The first one had been unharmed by the Ball Lightning and so has the following modifiers:
Skill + Ag + SM = 10 dice, -2 for being a Passenger, -2 for recoil = 6 dice.
6d6.hits(5)=1
ETA - he is actually an additional -2 dice for speed, but that does not affect the die roll.

Sisco can Dodge:
Int + React = 11, -1 for wounds, -5 for Full Auto, -4 for full speed - only 1 die, I'm thinking that it is probably wise not to, since he has no Edge.

PG - do you want to go Full Defense again - this would give you 3 dice total.

2nd SUV passenger
Skill + Ag + SM = 10 dice, -2 for being a Passenger, -2 for recoil, -2 for speed, -1 for Electrical damage = 3 dice
3d6.hits(5)=0

He misses.

The last 2 guards, 120 meters away, with their SUVs between you and them, don't bother shooting, being more likely to hit their own guys than you.

Jack goes, firing at the goons at 60 meters:
7d6.hits(5)=0 - missing.

I'll wait to hear from PG before I resolve the attack (which, if he doesn't go Full Defense, will be 8DV resisted by 24 dice) - and then I can put up the IC post. In the meantime you can think about your actions for next IP.

Snap 13 -
Spirit of Man 8 Awaiting instructions
Sisco 8
Mel 3
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