Divine Virus
Jun 7 2006, 02:42 AM
My interpitation of the rules is that only Full bursts can have multiple targets. Hence why the multiple target subheading apears under the heading of Full bursts, and not the generic Full Auto heading, or the Long Burst heading. Also, when describing the effects of multiple targets, is says that when taking multiple targets, it counts as "one short and one long against two targets, or three short against three targets" pg 144. If it was a long burst, you would essentially getting a free short burst by taking multiple targets. Also, that is why a full burst is a complex action, while a long burst is a simple one.
EDIT: of course, if anyone has concrete evidence that contradicts this, please say so.
Dranem
Jun 7 2006, 02:47 AM
QUOTE |
FULL-AUTO MODE Weapons that can fire in full-auto mode throw bullets for as long as the attacker keeps the trigger pulled. Characters can use a weapon in full-auto mode to fire bursts, as noted above, each taking a Simple Action. Full-auto weapons can also be used to fire long bursts with a Simple Action or full bursts with a Complex Action. |
Under the rules both Long Bursts and Full bursts are considered Full Auto
Divine Virus
Jun 7 2006, 02:51 AM
Yes, however no where does it says that Full Auto attacks can have multiple targets, while is specifically says that Full Bursts can, and there is no mention of multiple targets. To me, this tassetly means that you cannot take multiple targets. I consider the case closed on this.
If you still disagree with my interpitation of this rule, consider it a houserule.
I will also create a thread in the SR4 section of the forum to further discuss this, but I shan't be cluttering the OOC thread with a rules debate.
So, are you still doing a long burst or a full burst?
Dranem
Jun 7 2006, 02:56 AM
If you wan to break it up it 4 bursts in total, then I target each creature in turn... laying 3 bullets in each.
[edit]
My second shot has to be a short burst, so I'll edit my roll above.. sorry.
Divine Virus
Jun 7 2006, 03:05 AM
This is the room (you three may be in slightly different arrangments, I can't recall who had point etc...
_______________________________________________________
1.......................................................................................(Z2)
1.........................................(Z1)
1
1
(ace)
(Bla)...........................................................(Grenade)
(Gab)
1
1.........................(Z3)
1
1 ..................................(Z4)
1
______________________________________________________
You could get Z3 and Z4 in a on burst, but Z1 and Z2 are two far apart to really have a hope in hell of hitting. Would it be helpful in the future if I created little maps like this? The rows are periods are only placeholders, cause spaces don't work
Rokur
Jun 7 2006, 03:08 AM
are we going to do a house rule for max gren circle??
Also.. i think all the spaces got eaten on your map.... sorry but I do suggest using maybe . . . . . periods? or ' ' ' ' ' ' '
edit: you fixed it haha
Divine Virus
Jun 7 2006, 03:09 AM
I think I will house rule a grenade max radius, but not off the top of my head. I will get back to you on this before you fire another grenade.
Dranem
Jun 7 2006, 03:12 AM
I corrected my second action a page back, or would you rather me post it again?
First Long burst is going for Zombie 1 & 2..
Second Short Burst into Zombie 3
Divine Virus
Jun 7 2006, 03:17 AM
Again, I beleive we are have a difference of rules interpitation, so I am just going to play the GM Trump Card and lay down my interpitation. I'm sorry, I'm tired, and I still have an essay to write tonight.
Only Full Bursts can be used on multiple targets. Said multiple targets must be at least a meter away. Appearently you are limited to 3 targets, all of which need to be within 1 meter of at least one other target. when there are two targets, you resolve it as a Long Burst ageinst 1 target, and a short burst agienst the other. When there are three targets it counts as a long burst agienst each of the three targets.
Are we perfectly clear now?
Dranem
Jun 7 2006, 03:51 AM
Ok, this whole long burst thing is just confusing me - if anything.. the first long burst gets all dumped into Zombie 1..
So, to edit my post:
Blades is going to step into the room and lay down a wide spread of full auto, hopefully getting rid of the stragglers...
CODE |
Automatics (2) + Agility (3) + Smartlink (2) + Long Burst (-5) + Recoil Comp (2) + Edge (3) = 7 dice 1 3 [6] [5] 3 [6] [6] 1 [6] 3 4 Hits:5
|
Before damage resistance, that's 6 bullets @ 17P (7P+5hits+5DV) / -2 AP, that should render Zombie1 into spaghetti....
Second shot will go to zombie 2 instead, leaving 3 & 4 untouched...
Divine Virus
Jun 7 2006, 04:15 AM
sounds good, except since you used edge you get to reroll those 6s for extra successess.
Dranem
Jun 7 2006, 04:27 AM
The edge is already rerolled.. my total rolls are 11 dice.
7 dice from the first (3 hits 6)
3 from the re-roll (1 hit 6)
1 from the roll gain
Rokur
Jun 7 2006, 04:31 AM
i think his second shot was the one from the bottom of the last page.....
Divine Virus
Jun 7 2006, 04:34 AM
My mistake, sorry.
Rokur
Jun 7 2006, 04:55 AM
mortician and zombies gotta go now? any way i can maybe make a check and see about how fast they can move...?
Divine Virus
Jun 7 2006, 05:08 AM
Ah, yes you are right, I had forrgotten. God damn I've been brainless this past two days.
Divine Virus
Jun 7 2006, 05:12 AM
Ready for next IP
Kiedo
Jun 7 2006, 06:58 AM
I am going to have alot of fun with this wolpertinger thing, lol.
Konsaki
Jun 7 2006, 07:59 AM
Ryan is moving on unless Stasia stops him.
Perception 6 (Visual)
1, 3, 3, 4, 5, 5 = 2 hits
Perception 6 (Audio) - 2 distraction
1, 1, 4, 4 = 0, Critical Glitch
Ok, wonder what is going to happen about that...
Divine Virus
Jun 7 2006, 08:00 AM
I have decided that only the base DV of a grenade is going to be used when calculating the size of the blast. i.e. frag grenades will always have a blast radius of 12. It doesn't really make sense that if a grenade is fire more accurately the explosion it creates is bigger. Any thoughts on this houserule?
and I was abou tot post you Ryan et co, but now I need to sleep on what evil thing to do with that critical glitch
Konsaki
Jun 7 2006, 09:14 AM
Tarantula
Jun 7 2006, 09:16 AM
Sounds like a great rule to me DV. Makes a ton of sense.
Dranem
Jun 7 2006, 11:16 AM
Makes sense to me.. more dice should make a better boom, not a bigger one.. after all, how much range can an explosive cap give?
Rokur
Jun 7 2006, 02:42 PM
Gabriel
Combat Round 1
IP2
Free: Switch smartlinked gun mode
Simple 1: Long burst at target biting Aziz (Narrow burst.... don't wanna hit Aziz)
Agility (6) + Automatics (4) + Smartlink (2) + Recoil (0) = 12 dice
3,5,6,1,4,5,5,2,2,6,1,1 = 6 hits Base 10P damage
Simple 2: short burst at next closest zombie (unless first one not dead)
Agility (6) + Automatics (4) + Smartlink (2) + Recoil (0) = 12 dice
1,1,2,4,5,5,1,3,5,6,6,2 = 5 hits base 7P damage
GingerKid
Jun 7 2006, 03:35 PM
Was there anything on the news that was out of the ordinary? This is important because it will shape Michaels overall plan. Stay in church versus venture out.
Divine Virus
Jun 8 2006, 04:05 AM
I'm drop dead exhuasted. will try to post tomorrow morning, if not then tomorrow afternoon
Fresno Bob
Jun 8 2006, 04:43 AM
By 'Aziz', Rokur means Ace. Aziz is another of my characters in another game.
Fresno Bob
Jun 10 2006, 06:17 AM
I'm waiting for DV to say what happened with Rokur's action before I go.
Konsaki
Jun 10 2006, 07:04 AM
same here since i Crit Glitched
Divine Virus
Jun 11 2006, 05:51 AM
sorry about that. Life turned interesting for a couple of days.
Fresno Bob
Jun 11 2006, 06:56 AM
Hope you got laid.
Anyway, Ace is going to rush up and
reverse roundhouse kick the zombie in the head.
Krav Maga 5 + Agility 7 - Called Shot 4 (+4 DV) = 8 Dice
4 [5] 2 4 [6] [5] 2 4 Hits: 3
9P base damage, hits modifying it to 12P
Tarantula
Jun 11 2006, 07:43 AM
Hell yeah, katamari damacy song!
Konsaki
Jun 11 2006, 11:36 AM
I cant hear that song in my head, so I just made up some lyrics that could work.
Compsure check to regain some sanity in my char.
CODE |
Cha(3) + Wil(3) = 6 dice 1, 2, 3, 5, 6, 6 = 3 hits |
Kiedo
Jun 12 2006, 02:41 AM
I wonder if that was a piece of fluff or a vital clue?
When I GM I try to keep the fluff down to a minimum, even with mundane things, but the big Z is not me, lol.
GingerKid
Jun 12 2006, 01:22 PM
QUOTE (GingerKid) |
Was there anything on the news that was out of the ordinary? This is important because it will shape Michaels overall plan. Stay in church versus venture out. |
This question was at the bottom of a page, and since the group I'm in has had an IC post from the GM since then, I'm affraid it got missed. I'm really stuck as to what to do next. Archangel has been listening to the news since he started running back to the church. If the city isn't in chaos, he'll probably head out to investigate. If the news says the world is ending, he's gonna find the best way to 'get the hell out of Dodge'.
Slipshade
Jun 12 2006, 10:49 PM
I have to say, I have just read through the IC section of this game and this is hilarious (big fan of zombie flicks). Great job guys.
Kiedo
Jun 13 2006, 01:40 AM
Stasia's initiative is 11, and she's got two initiative passes. I took combat paralysis, but since we're using the base initiative anyway, I don't really know how your going to handle that.
Just to speed things up here are her actions for the combat turn, with accompanying rolls.
[ Spoiler ]
I readied the gun before combat, if that's not cool sustitute my second action in the first phase(marked with an "*") for ready weapon.
I'm going to enter the results in the order I rolled them in case of modifiers.
IP#1:
Simple action?: put the hood up on the chameleon suit and activate it.
Simple action: fire a narrow burst into the closest zombie.
Agility(5) + spec: Assault Rifles (7)
6, 4, 2, 1, 1, 4, 6, 6, 4, 5, 3, 1
4 hits
DV: 10P + net hits (Base: 6P, EXEX: +2P, Burst: +2P) AP: -3 (base: -1, EXEX: -2)
IP#2:
Simple Action: Fire a narrow burst at next nearest zombie(assuming the first one is dead, if not this shot goes to that one)
Agility(5) + spec: Assault Rifles (7)
1, 6, 3, 3, 6, 6, 5, 2, 5, 1, 3, 3
5 hits
DV: 10P + net hits (Base: 6P, EXEX: +2P, Burst: +2P) AP: -3 (base: -1, EXEX: -2)
Simple Action: Fire a narrow burst at the next nearest living zombie.
Agility(5) + spec: Assault Rifles (7)
2, 1, 4, 3, 2, 3, 6, 1, 3, 4, 2, 5
2 hits
DV: 10P + net hits (Base: 6P, EXEX: +2P, Burst: +2P) AP: -3 (base: -1, EXEX: -2)
WinterRat1
Jun 13 2006, 12:49 PM
Divine Virus - Drifter should definitely know several ways out of town, especially which ways are fastest, if you check his knowledge skills. Do I need to roll for that or is it appropriate to assume he does?
Divine Virus
Jun 14 2006, 03:40 AM
he does, to tired to post that tonight, just going for the first combat round from Stasia, Lucky and Ryan
order:
Stasia
Lucky
Ryan
Zombies
ludomastro
Jun 14 2006, 03:40 AM
Lucky fires his Pulsar at the zombie.
Reaction 10, IP 1
Pistols + Agility = 1 + 3 = 4
2, 5, 5, 6 = 3 hits
DV: 6S(e) + net hits (AP = -half)
Kiedo
Jun 14 2006, 03:53 AM
That is one tough zombie, that's all I've got to say, lol
I am having soooo much fun with this wolpertinger thing, lol.
Konsaki
Jun 14 2006, 07:00 AM
For Ryans first IP he is going to do a Visual Perception test (Simple action) to take in the battle environment for anything that can be an advantage to him. (I.E. Dumpsters to climb on, ladders leading up, sewer escapes, something to knock over in the way of the things that came up behind us, something to blow up, etc)
CODE |
Perception[Visual](3)+int(3)=6 1, 1, 1, 5, 6, 6 = 3 hits [Glitch] |
If he notices anything he will perform one of these things, go down the list untill something works please.
1)Climb higher than head level on object/ladder, tell others with free action
2)Enter Sewer, tell others with free action
3)knock over something in the way of the enemies + #4 if applicable
4)tell Stasia to shoot something that explodes +#5 if applicable
5)Intercept one of the enemies if one gets to Stasia
Hope this works for you, DV
GingerKid
Jun 16 2006, 01:14 PM
Knock knock. Anybody home?
Rokur
Jun 16 2006, 02:11 PM
yea... just waiting on dranem's action... then Gabe is back to running out of here... maybe finding a hot girl to rescue or something
Dranem
Jun 16 2006, 11:39 PM
Sorry, been busy the past few days...
I'll be taking two short bursts at the remaining zombies..
CODE |
Automatics (2) + Agility (4) + Smartlink (2) + Recoil Comp (2) + Recoil (-2) = 8 dice [5] 4 4 2 2 [5] 1 [5] Hits:3 |
10P / -2 AP
CODE |
Automatics (2) + Agility (4) + Smartlink (2) + Recoil Comp (2) + Recoil (-3) = 7 dice [5] [5] 1 3 [6] [5] 3 Hits:4 |
11P / -2 AP
PBTHHHHT
Jun 17 2006, 01:43 AM
here's something y'all should check out, a game recently made in Japan called...
Zombie vs. Ambulance.
http://namakoteam.com/news.php?id=125Enjoy the read.
Divine Virus
Jun 17 2006, 03:30 AM
QUOTE (Dranem) |
Sorry, been busy the past few days... I'll be taking two short bursts at the remaining zombies..
CODE | Automatics (2) + Agility (4) + Smartlink (2) + Recoil Comp (2) + Recoil (-2) = 8 dice [5] 4 4 2 2 [5] 1 [5] Hits:3 |
10P / -2 AP
CODE | Automatics (2) + Agility (4) + Smartlink (2) + Recoil Comp (2) + Recoil (-3) = 7 dice [5] [5] 1 3 [6] [5] 3 Hits:4 |
11P / -2 AP
|
You said you are aiming for the head in the IC post, but there is no mention of it OOC. Are you aiming for the head? if yes please apply called shot rules.
I pulled an all nighter last night and I am friggen exausted. I will sleep, post IC tomorrow.
Fresno Bob
Jun 19 2006, 05:27 AM
Assume he's not aiming for the head, then, and get on with it!
Divine Virus
Jun 19 2006, 11:55 AM
I am in the middle of my exams right now (sorry with for the lack of the forwarning) hence the sketchy posting, my appologies, and the last is tomorrow. will try to post later
Rokur
Jun 19 2006, 01:55 PM
Good luck!
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