The Idiot's Guide To The Matrix Thread, Support for the Matrix-challenged |
The Idiot's Guide To The Matrix Thread, Support for the Matrix-challenged |
Aug 26 2003, 11:51 AM
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#51
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Runner Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 |
Datasteal Walkthrough
Note that at this point whatever the guard IC is it has been triggered and it is already in effect. In this particular case it is Scout IC (as shown on the Host thread). Scout is described in Matrix (page 104) as proactive version of Probe. What this means is that it does the same as Probe and also fights. Why am I telling you this information before you roll the Analyze IC operation? Because it's important to understand that since it has already been triggered it already adds its rating to the Host's Security Rating roll for the Analyze IC test (even though it doesn't initiate an attack), so that while you are Analyzing it you're also increasing your Security Tally. Nasty isn't it? Additionally Scout has another quirk that is important. As described in Matrix (page 104), it doesn't actually damage you when it wins an cybercombat attack. Instead the Host 'saves' those successes for the next piece of IC that attacks the decker (even if the Scout has since been dstroyed and suppressed)! Your roll please. Note - Once again the charts at the back of Matrix are invaluable. The IC effects chart on page 166 is the perfect fast reference for the GM. |
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Aug 26 2003, 12:28 PM
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#52
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Target Group: Members Posts: 41 Joined: 18-August 03 From: Manchester, UK Member No.: 5,515 |
OK, this Scout IC is obviously a real pain and needs to be dealt with quickly....
What was a little old man with a limp suddenly transforms into an agile young man as he implements a Position Attack Maneuver. The walking stick also transforms into an elegant walking cane as the new look icon presses the 'Defrost' button to initiate his Attack (6D) utility... |
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Aug 26 2003, 12:32 PM
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#53
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panda! Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
i sugest the guy does a evade combat move and go for the file, then get the hell out of dodge before that doggy can get a sniff on your location! hmm, probe, scout and trace, nasty!
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Aug 26 2003, 01:20 PM
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#54
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Target Group: Members Posts: 41 Joined: 18-August 03 From: Manchester, UK Member No.: 5,515 |
My apologies to Synner.... having just re-read this thread I have realised that I am doing the classic player thing of excitedly describing my actions but leaving all the calculations to the GM....
My matrix Reaction is: 6 (INT) + 2 (Pure DNI) + 4 (Response Increase 2) = 12 My matrix Initiative = 1d6 (base) + 1d6 (Pure DNI) + 2d6 (Response Increase 2) = 4d6 My Initiative for the Combat Turn = 4d6+12 = 11+12 = 23 |
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Aug 26 2003, 01:29 PM
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#55
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
Close. Matrix reaction is capped at 10, if I remember correctly. Initiative is capped at 10+5d6 total. I completely agree with hobgoblin, you need to avoid the combat and get going as fast as you can. If there's just one system test left, I'd chance it, otherwise you might want to perform a graceful logoff action and bail. You can always wait a few hours and come back to try again (and since you know the place is loaded with trace IC, you can lay half a dozen relocate actions between your meatbody and the system). |
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Aug 26 2003, 01:32 PM
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#56
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Runner Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 |
Both options are valid, so let's go with satcong's original choice since that is what a lot of newbie deckers would do...
Datasteal Walkthrough As the decker chooses to engage in Cybercombat, he sees the MCTracker IC icon replicate into two identical dogs. One copy drops back into the corridor while the other bares its teeth and prepares to pounce on you (this is the Trace IC going into its Hunting cycle described in Matrix, pages 105-106). The decker rolls Initiative (this time it's important because unlike the Probe, the Scout actually engages in combat, it's also important because now the Trace is also active and starts counting down) and gets 23. The GM, checking the IC Initiative Table in SR3 page 223 (another one to have on hand) sees that IC Initiative in an Orange system such as this is 3D6 + IC Rating. He rolls and announces the Guard icon (Scout - 8 ) draws its glowing neon truncheon at 22 and the dog icon (Trace - 8 ) braces to leap at 20. The turn starts with the deckers' action at 23. Tinkergnome - I've had a quick look and can't find a cap on Matrix Initiative. Do you have a reference? |
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Aug 26 2003, 01:45 PM
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#57
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Target Group: Members Posts: 41 Joined: 18-August 03 From: Manchester, UK Member No.: 5,515 |
OK, first off is the Position Attack Maneuver which I believe is calculated as follows: TN#= Host Sensor (9) - Cloak (4) = 5
I roll a number of dice = Evasion rating 8 + Hacking Pool (4) = 12 Successes = 7 Pressing the 'Defrost' button on the walking cane.... |
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Aug 26 2003, 01:50 PM
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#58
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
I'm 99% sure it's in the Matrix book (It's definitely not in the main book, I think it's in the front of the Matrix book with DNI and all that jazz). I'll get you guys a page reference ASAP (probably tonight) if someone doesn't beat me to it. |
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Aug 26 2003, 01:54 PM
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#59
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Target Group: Members Posts: 41 Joined: 18-August 03 From: Manchester, UK Member No.: 5,515 |
I worked it out from the table 'matrix Initiative Calculation' on the Matrix Data Sheet p.172, Matrix...
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Aug 26 2003, 02:00 PM
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#60
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Moving Target Group: Members Posts: 128 Joined: 19-March 03 Member No.: 4,292 |
But the most important word is speed bonus, so i think you can have a reaction INT+10 but the bonus is just 10. So the calculations for Initiative in our example are correct. The fastest deckers will have an Initiative from INT+10+6D6. |
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Aug 26 2003, 02:05 PM
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#61
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Target Group: Members Posts: 41 Joined: 18-August 03 From: Manchester, UK Member No.: 5,515 |
I tend to agree with Gorath since the base Initiative is Intelligence + 1d6 and all other initiative/reaction calculations are given as bonus's to this base initiative value.
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Aug 26 2003, 02:09 PM
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#62
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Runner Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 |
Thanks all for the clarification. I too agree with Gorath's interpretation.
Datasteal Walkthrough Now back to our example... Satcong, note I am assuming you are attacking the Scout IC, but you should remember that both the IC are engaged in cybercombat. You are correct regarding the Position Attack Maneuver, that is the basic roll (SR3 page 224). Since it is an Opposed Test, the IC now rolls the Host's Security Rating (9) against your Evasion ( 8 ) for a total of 3 successes. What this means is that you get 4 net successes from your Combat Maneuver which you can use to either reduce the Target Number of your next Attack or to increase the Power of that Attack. Your icon deftly maneuvers inside the enemy's guard and presses the "Defrost" Botton. Very Important Note - Now that we've reached your Attack I want to point out something that remains unclear in the SR3 and Matrix rules and as far as I know has not been addressed in the Errata. The question is: How do you actually roll an Attack or to be more exact what do you roll? The writeup of the rules on SR3's page 226 is confusing in that it says that "the attacker makes a test with his offensive utility program". Does this mean that he rolls the Attack Program rating counter to the mechanics of all other Utilities? Or does it mean that he rolls his Computer Skill normally while using the Attack Program as a weapon? IMHO I think the latter option makes more sense and fits with the way the remaining rules work and so that is the one I use (including in this example). I know other people who have interpreted this the other way, so make sure you settle this with your GM before going in and you have an understanding before you ever get into cybercombat. |
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Aug 26 2003, 02:11 PM
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#63
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
That's what I was thinking of, though my interpretation may have been a bit off. This means that Otaku aren't all that fast in the Matrix, after all (not compared to a good decker, anyway) since they top out at int+5d6 and deckers apparently top out at int+10+6d6.
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Aug 26 2003, 02:22 PM
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#64
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Target Group: Members Posts: 41 Joined: 18-August 03 From: Manchester, UK Member No.: 5,515 |
My interpretation of the attack is that you use a number of dice equal to your Computer Rating (+ Hacking Pool) and the attack utility is used like a weapon, i.e. in this instance ,Attack 6D, does Deadly Damage and has a 'Power' of 8.
Whichever way we work it, I will use the four successes to maintain the damage level.... I want this sucker to go down quickly. The cane glows white hot and a furnace-like wave of heat hits the Security Icon... I roll Computer Skill (6) + hacking Pool (4) = 10 dice against a TN# 5 (legit icon on Orange Host?) Result = 4 successes. Over to you Synner.... |
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Aug 26 2003, 02:40 PM
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#65
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Runner Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 |
Datasteal Walkthrough
Satcong - Since our interpretations here agree we shouldn't have a problem... Now things are starting to heat up. An interesting aspect of the SR3 default cybercombat rules is that there is no "dodge" in the Matrix. You stage up the damage and the adversary stages down. Which unfortunately brings me to another "existential doubt" that needs to be sorted out between player and GM. Another Very Important Note - Again the rules for Icon Damage (SR3 page 226) are unclear as to what happens to the extra successes after you've staged up the Damade to Deadly. Although many people will argue that those successes remain and have to be "staged down" too, this is not detailed in the rules and I personally believe Matrix combat is deadly enough without it (remember you can make two Simple Action attacks with an Attack 6D per turn). This means that IMHO (and in my games) net successes left over after staging to Deadly are lost. The example given in the book (again SR3 page 226) supports this interpretation since despite the fact that the IC scored 3 successes in its attack (staging damage from Serious to Deadly and with one success left over), Cassie only needs 4 successes to stage the damage back down to Moderate. While this may seem to benefit IC over the speedy decker you will find that it is balanced out by protecting the decker in higher Security Value/Rating systems where the IC wins initiative and the decker would be toast otherwise. For this example though I will go with whatever interpretation satcong prefers... |
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Aug 26 2003, 03:57 PM
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#66
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Target Group: Members Posts: 41 Joined: 18-August 03 From: Manchester, UK Member No.: 5,515 |
Would it not be better if the defender stageed down damage first and then the attacker stages it back up using his attack successes? I ask this since it seems that if you are using an attack utility that already does Deadly damage, there doesn't appear to be much benefit in using successes for staging damage? For the purposes of this example though I am comfortable with Synner's interpretation of the net successes and staged damage - I therefore want to maintain my attack at Deadly.... |
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Aug 26 2003, 04:39 PM
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#67
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panda! Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
that mean sa avarage human with max hardware can have a initiative of 49?! and onewith int 6 can have what? 52?! we are talking atleast 5 action, and that means 10 attacks, to hell with the IC i can take it all :)
oops, this post ended up way back? you guys didnt type up all this while i was doing my little calculations did you? anyways, i would handle it just like normal combat, every two successes past D would up the power of the attack by 1. remeber that SR is a deadly game and the defneder have to in all other combats the job of "absorbing" the damage... hmm, looks like the base matrix combat rules need to be clared up, where is my VR2.0 book? |
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Aug 26 2003, 04:41 PM
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#68
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Runner Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 |
Datasteal Walkthrough
Okay then, continuing... The burst of digital flame from the decker's cane hits and engulfs the Scout IC icon doing 10D damage (this is an Attack 6D to which you've added the 4 net successes from the Attack Position Maneuver). The IC only manages one success in the Damage Resistance Test (Security Ratiung 9 vs. 10D damage) which isn't enough to stage down the damage and so takes a Deadly wound and is incinerated into pixiliated ash. Note - Suppressing IC is apparently automatic, the same as a Free Action, although you have to declare immediately if you want to surpress it. So this should be done next. Now it's the Trace IC's action at 20. It's currently in Hunting Cycle which requires it to succeed in one attack to initiate the Location Cycle. So it chooses to makes two Simple Action attacks against the decker. The Trace IC rolls the Host's Security Rating (9) against a Target number of 4 because the decker is an Intruding Icon and does not possess a Validated Account (SR3 page 224). The Trace gets 5 successes on the first roll and 4 successes with the second which means it 'hits' both its attacks. What happens now is that the Decker must roll his Evasion ( 8 ) twice against the Trace IC's rating ( 8 ) as described in Matrix, page 106. Let's imagine the decker manages to roll 3 successes against each attack reducing them to 2 net successes in the first and 1 net success in the second. The Trace has enough net successes left with which to enter its Location cycle. Back in the Archive Room (Files subsystem) a split second after sinking its shiny chrome teeth into your Icon's thigh, the MCTTracker8.0 (Trace - 8 IC) fades and vanishes into thin air. The copy standing in the corridor shoots back the way you came and also vanishes from sight (having achieved a hit the Trace has now "disappeared" and is now in Location Cycle). Cybercombat is over. You may now: a) Get back to your business (you have at least a couple of Turns before the Trace locates your access point possibly more). b) Try to locate the Trace IC (a component of which remains in the Host system as reactive IC) to destroy it before it completes it's Trace. Note - For the specifics of how long a Trace takes to Locate your jackpoint and the exact consequences of this try Matrix page 106. Take note that besides giving away your meatbod's location to physical assets the Trace also causes Tally Aceleration and enhances IC Targeting once complete. |
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Aug 26 2003, 04:46 PM
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#69
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Target Group: Members Posts: 41 Joined: 18-August 03 From: Manchester, UK Member No.: 5,515 |
Something else to add to the melting pot concerning staged damage...
In normal, non-matrix combat, "the successes of the participants are usually compared, and the character with the higher net successes wins and stages the damage accordingly" SR3, p.114, Staging. It appears to me from this that despite the fact that the attack test and the damage resistance test are sequential actions in the combat turn, staging of damage is carried out simultaneously? If this is the case in non-matrix combat can we not assume that the same applies in the matrix? |
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Aug 26 2003, 04:51 PM
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#70
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panda! Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
holy, here the posts are flying! hmm, nice point satcong, if the IC under attack gets more net successes then thedecker then its staged down, otherwise its staged up? hmm, will this change stuff in refrence to first stage up and then stage down? dont think so, but there is a problem as i think the rules say that any stangeing of the damage past D will up the power of the attack by 1 pr 2 successes, thereby makeing what your saying a contradiction as the power is staged after the resistance so to speak. and if so, whats the point in stageing the power?
oops, where did i get that idea from, i reead the info on stageing in sr3 and no refrence there on modefying the power :( hmm, that makes your point valid satcong. do the checks and then stage depending on who got the net. must be some old info floating about in my head or something... |
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Aug 26 2003, 05:01 PM
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#71
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Target Group: Members Posts: 41 Joined: 18-August 03 From: Manchester, UK Member No.: 5,515 |
Ignoring the teeth marks in his thigh, the icon reverts back to being a little old man....
He decides to suppress the crashed security icon (another hacking pool dice used for a total of 2 including the suppressed Cutie Probe IC). Once again, he puts the file in the breast-pocket of his embroidered waist-jacket (Download File)... Testing against a TN# 4 (File Subsystem rating - Read Write 5), I roll 8 dice (Computer 6 + Hacking Pool 2) and achieve 3 successes... All I need to know is the file size and how long it will take to fully download it? |
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Aug 26 2003, 05:07 PM
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#72
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Runner Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 |
Note - I'm pretty sure that the rules for Trace have a design flaw in the way the Hunting cycle works but I've tried to interpret them in a way that works. I'd be grateful for anyone that has an alternative solution or another explanation on how it might work to post it.
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Aug 26 2003, 05:10 PM
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#73
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panda! Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
hey synner, unsupressing a IC is a free action, supressing one is automatic if declared (pr IC). allso i dont think there is any effect of damage resistance in trace ic, they just have to get a successful attack (basicly it just wants a taste of you :) ) so as soon as the trace ic rolls a successful attack you got a location sycle on your hand. oops not realy, you seems to get a kind of dodge check with your evation againt the IC rating, if the ic gets 1 or more net succeses out of this then it initiates location sycle. matrix page 106...
this isnt D&D where a hit = Damage, in SR a attack may be a hit but the target may resist all the damage :) (a hit equals a shot or blow that contact with your target, damage is another story)... |
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Aug 26 2003, 07:25 PM
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#74
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Moving Target Group: Members Posts: 128 Joined: 19-March 03 Member No.: 4,292 |
Hobgoblin is right....
So no need to stage down deadly damage... |
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Aug 26 2003, 07:53 PM
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#75
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Runner Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 |
Thanks hobgoblin, I had misread that section several times now. Going back I now realise how it works clearly. The IC rolls the attack normally but instead of all the Damage Resistance stuff I was doing the target gets to make an Evasion Test against the IC rating. The net successes are then compared and the IC either enters its Location cycle (one or more successes) or tries again next turn (no successes). Satcong - I'm going to edit my previous post accordingly. Please reread it and then edit yours accodingly if you think its necessary, I'll leave an identical outcome so we don't mislead anyone following this. |
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