IPB

Welcome Guest ( Log In | Register )

13 Pages V  « < 10 11 12 13 >  
Reply to this topicStart new topic
> The Indestructable Leopard III, Call in the big guns...
mfb
post 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.
Go to the top of the page
 
+Quote Post
Kagetenshi
post 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
Go to the top of the page
 
+Quote Post
mfb
post 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.
Go to the top of the page
 
+Quote Post
Kagetenshi
post 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
Go to the top of the page
 
+Quote Post
FrostyNSO
post 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.
Go to the top of the page
 
+Quote Post
mfb
post 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.
Go to the top of the page
 
+Quote Post
Kagetenshi
post 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
Go to the top of the page
 
+Quote Post
mfb
post 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).
Go to the top of the page
 
+Quote Post
FrostyNSO
post 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*
Go to the top of the page
 
+Quote Post
Kagetenshi
post 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
Go to the top of the page
 
+Quote Post
mfb
post 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.
Go to the top of the page
 
+Quote Post
Kagetenshi
post 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
Go to the top of the page
 
+Quote Post
mfb
post 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.
Go to the top of the page
 
+Quote Post
Kagetenshi
post 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
Go to the top of the page
 
+Quote Post
James McMurray
post 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.
Go to the top of the page
 
+Quote Post
FrostyNSO
post 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.
Go to the top of the page
 
+Quote Post
kevyn668
post 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... :)
Go to the top of the page
 
+Quote Post
Kagetenshi
post 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



QUOTE (FrostyNSO)
Is your dumpshock any worse in scenario V than in scenario Q?

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
Go to the top of the page
 
+Quote Post
FrostyNSO
post 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
Go to the top of the page
 
+Quote Post
Kagetenshi
post 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
Go to the top of the page
 
+Quote Post
Foreigner
post 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
Go to the top of the page
 
+Quote Post
James McMurray
post 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.
Go to the top of the page
 
+Quote Post
mfb
post 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.
Go to the top of the page
 
+Quote Post
Tarantula
post 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.
Go to the top of the page
 
+Quote Post
BitBasher
post 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



QUOTE (Tarantula)
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.

The zapper also can't penetrate the tank armor, which it needs to do.
Go to the top of the page
 
+Quote Post

13 Pages V  « < 10 11 12 13 >
Reply to this topicStart new topic

 



RSS 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.