The Indestructable Leopard III, Call in the big guns... |
The Indestructable Leopard III, Call in the big guns... |
Feb 14 2005, 11:29 PM
Post
#276
|
|
Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
an indirect spell is probably the best option. for instance, Move Earth might be used to flip the tank, or possibly even bury it; since the target isn't the tank itself, you don't have to worry about the high TN or force.
|
|
|
Feb 14 2005, 11:32 PM
Post
#277
|
|
Manus Celer Dei Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 |
With the ramming rules, a Rigger with a good VCR and low Handling doesn't need to die to bring the divine wind. See somewhat earlier when I suggested ramming tiny drones into it (though bigger is better for the extra Body to soak 2S or 2D).
~J |
|
|
Feb 14 2005, 11:40 PM
Post
#278
|
|
Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
personally, i like the idea of making a supercheap ~dwarf-sized chemical rocket drone and packing it with explosives. drive it into the tank, jump into Captain's Chair at the last second.
|
|
|
Feb 14 2005, 11:48 PM
Post
#279
|
|
Manus Celer Dei Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 |
With something important to take out, if you're otherwise unwounded and in no immediate danger from other sources, it may be worth it to not jump out just to make sure you do the job properly.
~J |
|
|
Feb 14 2005, 11:49 PM
Post
#280
|
|
Resident Legionnaire Group: Dumpshocked Posts: 2,136 Joined: 8-August 04 From: Usually Work Member No.: 6,550 |
Yeah, then using a bound spirit's movement power to speed it to mach 33 and an army of similarly augmented T-birds laden with explosives and with armor so high they can't be hurt so you can crash them into the Aztechnology pyramid.
But seriously, that's not a bad idea, mfb. |
|
|
Feb 14 2005, 11:56 PM
Post
#281
|
|
Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
it'd be interesting to add in some sort of device that logs you out of the drone just before impact, if and only if the impact is nose-on. that way, you could steer it all the way in, but not suffer dumpshock. if the drone gets shot down, or impacts wrong, you still get dumpshock.
|
|
|
Feb 15 2005, 12:01 AM
Post
#282
|
|
Manus Celer Dei Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 |
We have to assume that that's not possible because there's no way to do it, say, if the drone does get shot down (assuming anything of similar or greater time-to-destruction).
~J |
|
|
Feb 15 2005, 12:05 AM
Post
#283
|
|
Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
i dunno. i know i'm trying to mix realism and SR (a dangerous combination !!) but it seems like the simsense data from a clean, nose-on impact would be pretty much the same every time, whereas the simsense data from being shot down or impacting at an angle would be all ove the map. you could maybe install a filter in the drone that blocks any set of simsense data matching what you'd get from a nose-on impact. maybe set a threshold for it--if your ramming test generates 3+ successes, you hit cleanly and take no dumpshock; lesser successes might reduce dumpshock by 3/4 (for 2) or 1/4 (for 1).
|
|
|
Feb 15 2005, 12:08 AM
Post
#284
|
|
Resident Legionnaire Group: Dumpshocked Posts: 2,136 Joined: 8-August 04 From: Usually Work Member No.: 6,550 |
Hook up your cut-off to a laser rangefinder. When range=1, *zip*
|
|
|
Feb 15 2005, 12:09 AM
Post
#285
|
|
Manus Celer Dei Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 |
If your ramming test generates 3+ successes, you're at -6 to impact Power anyway. Might as well go for the whole -something near your ramming speed/10, soak it all, and then jump out before you trigger the explosives.
I'm not arguing that you can't use a cutoff, but getting your signal cut off involves dumpshock too. I'm just not sure that you can get it cut off that quickly while still doing whatever is required to avoid shock. ~J |
|
|
Feb 15 2005, 12:14 AM
Post
#286
|
|
Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
yeah, probably not. frosty's idea sounds a lot more workable anyway.
|
|
|
Feb 15 2005, 12:52 AM
Post
#287
|
|
Manus Celer Dei Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 |
My comment applies to Frosty's solution as well. The shortest amount of time we know will allow successfully jumping out is three seconds divided by the Rigger's maximum number of passes. Does anyone have the stats on the highest Initiative you can get there?
~J |
|
|
Feb 15 2005, 12:58 AM
Post
#288
|
|
Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
well, jumping from direct control to captain's chair takes less than half a second, on average, for a rigger with a VCR-3. i'm not sure if you could do it in the time it'd take a chemical rocket to travel 1m, but you should be able to do it fast enough that it wouldn't impact the end result.
|
|
|
Feb 15 2005, 01:03 AM
Post
#289
|
|
Manus Celer Dei Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Right. We know we can jump out one initiative pass before impact. I'm just saying that there may be occasions where the impact is sufficiently important that it may make sense to ride it all the way in and take the dumpshock.
~J |
|
|
Feb 15 2005, 01:09 AM
Post
#290
|
|
Great Dragon Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
If my team was facing off against one of these things, and my GM allowed for drone crash rules to take it out, I'd suffer the dumpshock in a heartbeat. If they were squaring off against two, I'd try to avoid it, because you'll need to hit both of them.
|
|
|
Feb 15 2005, 01:10 AM
Post
#291
|
|
Resident Legionnaire Group: Dumpshocked Posts: 2,136 Joined: 8-August 04 From: Usually Work Member No.: 6,550 |
Hard to phase exactly what I'm trying to ask...
Does anybody houserule dumpshock at all? We don't deal with riggers too often but I was thinking about the possibilities. Suppose you have the same UAV drone. In scenario Q, the drone takes damage gradually, and eventually gets plinked by a stray LMG round, doing L damage, and just barely finishing it off. In scenario V, the drone is in good shape until being hit by an AV missile, which destroys it instantly. Is your dumpshock any worse in scenario V than in scenario Q? If so, that dwarf-sized chemical rocket would prolly cause your rigger's head to explode too. |
|
|
Feb 15 2005, 01:12 AM
Post
#292
|
|
Runner Group: Members Posts: 2,751 Joined: 8-August 03 From: Neighbor of the Beast Member No.: 5,375 |
If my team was squaring off against one of these I'd wonder where we fucked up and start working on my next character concept.
Barring that, I'd put on my Bandana of Unlimited Ammo and wait for the opening... :) |
|
|
Feb 15 2005, 01:26 AM
Post
#293
|
|||
Manus Celer Dei Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Why should it be? Dump shock is clearly the result of the abrupt termination of the signal together with random and erroneous signal reception rather than from the vehicle damage itself. ~J |
||
|
|||
Feb 15 2005, 01:33 AM
Post
#294
|
|
Resident Legionnaire Group: Dumpshocked Posts: 2,136 Joined: 8-August 04 From: Usually Work Member No.: 6,550 |
Well Ok then :P
|
|
|
Feb 15 2005, 01:34 AM
Post
#295
|
|
Manus Celer Dei Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 |
My reasoning for that being that the Power of the shock is increased with higher remote-control deck rating, and is barely less potent for being forcibly jacked out of a vehicle than being jumped directly into a destroyed vehicle.
~J |
|
|
Feb 16 2005, 03:11 AM
Post
#296
|
|
Moving Target Group: Members Posts: 586 Joined: 22-November 02 From: Gordonsville, Virginia, U.S.A. (or C.A.S.) Member No.: 3,630 |
I saw something awhile back that MIGHT work.
Somebody had developed a new toy for law-enforcement, intended to stop freeway pursuits as quickly and safely as possible. Essentially, the device was a powered skateboard, fitted with a solid-fuel rocket booster. It was designed to be launched from a retractable cradle attached to the police vehicle's undercarriage. The rocket motor was used to give the device enough acceleration to gain distance from the launch vehicle as quickly as possible. After release from the cruiser, it was to be guided by remote control until it was underneath the other car. At this point, a number of small probes--I believe that the prototype was fitted with four of them--would extend until they made contact with the target vehicle's underside. When contact was made, a jolt of high-voltage electricity would be released. The intent was to overload and disable the vehicle's electrical system by overwhelming its grounding capacity. The theory was that a modern car, even with no electrical power (engine, power brakes, power steering inoperative), would have enough reserve remaining for the driver to bring it safely to a stop. I realize that it would probably take a MASSIVE jolt of electricity (or an EMP roughly equivalent to a small nuclear weapon) to disable a tank, but would such a weapon work against the Leopard III ? --Foreigner |
|
|
Feb 16 2005, 03:46 AM
Post
#297
|
|
Great Dragon Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
It would, but the power rating would have to be astronomial. Even assuming a very generous call of halving the armor, the power of the jolt would have to be 21.
|
|
|
Feb 16 2005, 07:45 AM
Post
#298
|
|
Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
i don't think it'd work. ceramics don't transmit electricity very well, generally, and 2060+ tank armor almost certainly makes heavy use of ceramics.
|
|
|
Feb 16 2005, 02:26 PM
Post
#299
|
|
Dragon Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Look at zapper strips in R3R for police methods of stopping cars, its essentially what you're talking about, zapper strip on a mini drone.
|
|
|
Feb 16 2005, 04:26 PM
Post
#300
|
|||
Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
The zapper also can't penetrate the tank armor, which it needs to do. |
||
|
|||
Lo-Fi Version | Time is now: 23rd January 2025 - 07:02 AM |
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.