Apathy
Sep 7 2006, 07:14 PM
People often complain about invisible mages nuking folks or passing by them undetected.
Most of my corporate facilities include dogs with their guards. They're cheap, easy to train, and aren't fooled by invisibility since their primary sense is scent, not sight. I would think this could work (at least in some cases) for the PCs as well. If nothing else, it gives the mage an additional target to waste an IP on in the first pass...
Geekkake
Sep 7 2006, 07:28 PM
I feel that drones are the most effective means of dealing with mages. And keep in mind, you don't need to be a rigger or hacker - anyone can use them. They have a Pilot rating and can follow commands. Get out of LOS, deploy the drone, use it's feed. Once it finds the mage, give the command. "You see that guy? Shoot that guy." The drone does the rest.
Now use 3-4 flying ones with Alphas.
2bit
Sep 7 2006, 07:30 PM
QUOTE |
Having a camera record what you're seeing or double checking your eye recorders is a great way bypass mana Invis and Phantasm. The spells won't affect the hardware, so the recording will be clean. |
why wouldn't cyber eye recorders be fooled?
Metasigil
Sep 7 2006, 07:34 PM
Well cyber-eye cameras might be fooled, but not most of the time. Basic Invisibility is a mental illusion that only effects living things. So the camera is never fooled by basic Invisibility. As for Improved Invisibility that will only fool a cyber eye camera if there were at least 3, probably 4, successes on the casting roll, due to needing to overcome object resistance.
Lagomorph
Sep 7 2006, 07:42 PM
Multiple fire would work well for mages on full dodge, the -1 die from each attack means that you'll whittle down their dodge pool to nothin in pretty short order for that one IP. Drones with guns work well in concert with a delayed shooting action. Let the drones go first to start stacking up penalties on the mage, then pop out and let him try and dodge with -4 or -5 dice.
I wonder if a gas grenade that would suspend a living creature like yeast or bacteria in air would prevent astral perception and projection?
Also, try and work on the stun track, since they'll likely take stun damage from casting, they'll help you knock them out.
Metasigil
Sep 7 2006, 07:47 PM
A yeast bomb? This... amuses me. So much potential for humor, and it would probably work too. I'll have to remember that If I ever do my Archie McPhee based one-shot.
Lagomorph
Sep 7 2006, 08:13 PM
QUOTE (Metasigil) |
A yeast bomb? This... amuses me. So much potential for humor, and it would probably work too. I'll have to remember that If I ever do my Archie McPhee based one-shot. |
Actually, that could be used to trap fully astral creatures right? Like unmanifested spirits?
2bit
Sep 7 2006, 08:17 PM
QUOTE (Metasigil @ Sep 7 2006, 02:34 PM) |
Well cyber-eye cameras might be fooled, but not most of the time. Basic Invisibility is a mental illusion that only effects living things. So the camera is never fooled by basic Invisibility. As for Improved Invisibility that will only fool a cyber eye camera if there were at least 3, probably 4, successes on the casting roll, due to needing to overcome object resistance. |
Mrph... that's pretty lame. I see what youre saying, but I'm gonna have to argue that cyber eye cameras are part of the holistic being and therefore subject to mana spells. Otherwise reduce the Drain of invisibility since it only affects the brain and not the whole being.
Unless cyber cameras are mentioned specifically as an example of something not affected by mana invis.
Jaid
Sep 7 2006, 08:23 PM
QUOTE (Lagomorph) |
QUOTE (Metasigil @ Sep 7 2006, 07:47 PM) | A yeast bomb? This... amuses me. So much potential for humor, and it would probably work too. I'll have to remember that If I ever do my Archie McPhee based one-shot. |
Actually, that could be used to trap fully astral creatures right? Like unmanifested spirits?
|
1) you can use regular smoke to obscure astral perception. things that are opaque on the physical are generally opaque on the astral, too.
2) no, it wouldn't trap anything. first off, astral forms are unnaffected by anything that is only on the physical plane. you would need a dual natured organism to have any effect on an astral form. and secondly, a cloud of dual natured microscopic organisms wouldn't entrap someone on the physical plane. why would it trap someone on the astra plane?
about the only thing you can do in terms of 'gas' that works to deal with mages/spirits in a way different from normal people is to use FAB. strain I will reveal the presence of an astral form, strain II could theoretically be used to club an astral form to death if you had a suitable object but is otherwise pretty near useless, and strain III does horrible, horrible things, and is probably way too expensive and hard to get your hands on to be generally useful. that being said, if you can get your hands on some, i would imagine most mages will suddenly remember they have somewhere else important to be. for example, far enough away that you can't hit them with a grenade launcher. (no one likes to watch their favorite focus get sucked dry)
Lagomorph
Sep 7 2006, 08:32 PM
I was under the impression that you were not able to astrally move through living creatures in 4th edition, but I could be wrong about that. In which case the idea isn't viable.
Shrike30
Sep 7 2006, 08:42 PM
We used to use a netgun with nets that had been inundated with FAB II. Nothing quite like watching a spirit getting wrapped up to brighten your day. If nothing else, it forced the thing back to the metaplanes temporarily.
Butterblume
Sep 7 2006, 08:58 PM
QUOTE (Lagomorph) |
I was under the impression that you were not able to astrally move through living creatures in 4th edition |
It's mentioned that security guards get training to recognize when an astral form is passing through them.
2bit
Sep 7 2006, 08:59 PM
Yes, you can still move through living creatures in 4th ed. The rule to detect skelping is still there.
JonathanC
Sep 7 2006, 09:33 PM
QUOTE (2bit) |
QUOTE (Metasigil @ Sep 7 2006, 02:34 PM) | Well cyber-eye cameras might be fooled, but not most of the time. Basic Invisibility is a mental illusion that only effects living things. So the camera is never fooled by basic Invisibility. As for Improved Invisibility that will only fool a cyber eye camera if there were at least 3, probably 4, successes on the casting roll, due to needing to overcome object resistance. |
Mrph... that's pretty lame. I see what youre saying, but I'm gonna have to argue that cyber eye cameras are part of the holistic being and therefore subject to mana spells. Otherwise reduce the Drain of invisibility since it only affects the brain and not the whole being.
Unless cyber cameras are mentioned specifically as an example of something not affected by mana invis.
|
If cybereyes were part of the holistic being, they wouldn't cost essence. The player is paying a penalty *because* they are not a natural part of their being. They should enjoy the benefits as well.
Metasigil
Sep 7 2006, 09:50 PM
The cyber-eyes are counted as part of the holistic being, becasue Essence was paid for them. Other wise Mages with cyber-eye could never cast LOS spells ever again, but they can, as mentioned in the section on casting through optics. However, I, as a theoretical GM, would say that the cyber-eye camera being a purely mechanical device, recording to digital memory with out going through a living brain, is not part of the holistic being or fooled by basic Invisibility. Thus, to bypass Invisibility with the camera in real time, you'd need to be constantly playing the camera's recording up in a corner of your HUD. Doable, but I'd still require a perception test based on how long the Mage was wandering around in camera's field of vision and how sneaky the mage was/ wasn't being. And if the entire HUD was replaced with the camera's recording I'd apply a -1 or -2 penelty minimum to represent lag and disorientation.
Samaels Ghost
Sep 7 2006, 10:05 PM
QUOTE (Metasigil) |
The cyber-eyes are counted as part of the holistic being, becasue Essence was paid for them. Other wise Mages with cyber-eye could never cast LOS spells ever again, but they can, as mentioned in the section on casting through optics. However, I, as a theoretical GM, would say that the cyber-eye camera being a purely mechanical device, recording to digital memory with out going through a living brain, is not part of the holistic being or fooled by basic Invisibility. Thus, to bypass Invisibility with the camera in real time, you'd need to be constantly playing the camera's recording up in a corner of your HUD. Doable, but I'd still require a perception test based on how long the Mage was wandering around in camera's field of vision and how sneaky the mage was/ wasn't being. And if the entire HUD was replaced with the camera's recording I'd apply a -1 or -2 penelty minimum to represent lag and disorientation. |
Lag? Really? And disoriantation? From what, seeing what your eyes see? Please.
2bit
Sep 7 2006, 10:10 PM
yeah. much easier to say it affects the camera too. Keep an already limited use spell from being even less valuable.
Really, it's the same argument as Eyeball drones. When docked, they're cyberware and subject to mana spells. When deployed, they're machines with an object resistance.
Samaels Ghost
Sep 7 2006, 10:43 PM
How is the digital recording affected by mana spells? Much easier? Not really.
2bit
Sep 7 2006, 10:48 PM
Aren't mana spells affecting other senses subject to recording via sim rig? Illusion spells affect the target's sense, so in my opinion any recording made using that sense will show the illusion.
JonathanC
Sep 8 2006, 12:41 AM
QUOTE (Metasigil) |
The cyber-eyes are counted as part of the holistic being, becasue Essence was paid for them. Other wise Mages with cyber-eye could never cast LOS spells ever again, but they can, as mentioned in the section on casting through optics. However, I, as a theoretical GM, would say that the cyber-eye camera being a purely mechanical device, recording to digital memory with out going through a living brain, is not part of the holistic being or fooled by basic Invisibility. Thus, to bypass Invisibility with the camera in real time, you'd need to be constantly playing the camera's recording up in a corner of your HUD. Doable, but I'd still require a perception test based on how long the Mage was wandering around in camera's field of vision and how sneaky the mage was/ wasn't being. And if the entire HUD was replaced with the camera's recording I'd apply a -1 or -2 penelty minimum to represent lag and disorientation. |
The fact that cybereyes use optic technology is completely unrelated to whether the device is "part of the holistic being" or not. And again, if they were part of the holistic being, then a mage wouldn't be losing magic rating by having them installled. It's a foreign body that you have shoving into your skull because you think it looks cool. OF COURSE it's not part of the "holistic being".
Cabral
Sep 8 2006, 04:53 AM
If you don't mind digging up Man & Machine, the slick and insta-foam grenades should provide a good deal of annoyance
Vaevictis
Sep 8 2006, 05:37 AM
QUOTE (Samaels Ghost @ Sep 7 2006, 05:05 PM) |
Lag? Really? And disoriantation? From what, seeing what your eyes see? Please. |
Yeah, lag and disorientation.
I'd rule that if you were playing the recording in real time, you'd be subject to the illusion (because it's affecting your brain, not your camera.) In order to get the benefits of the camera, you'd have to play it sufficiently delayed so that the illusion is out of sync with reality, so to speak. IMO.
JonathanC
Sep 8 2006, 06:22 AM
QUOTE (Vaevictis) |
QUOTE (Samaels Ghost @ Sep 7 2006, 05:05 PM) | Lag? Really? And disoriantation? From what, seeing what your eyes see? Please. |
Yeah, lag and disorientation.
I'd rule that if you were playing the recording in real time, you'd be subject to the illusion (because it's affecting your brain, not your camera.) In order to get the benefits of the camera, you'd have to play it sufficiently delayed so that the illusion is out of sync with reality, so to speak. IMO.
|
Geez, why not just make the spell unresistable while you're at it? If a guy has cybernetic eyes, then the mage needs to be casting a physical spell. Take the extra point of drain and get on with it. Magic is powerful enough in this system without people using the GM handwave to give it benefits that weren't intended to begin with.
It's hard enough to convince anyone with logical sense to play a cyberware-based character in this game anymore. Everything that Cyberware used to be good for, you can do better with magic or technomancy (which is basically computer magic).
Rotbart van Dainig
Sep 8 2006, 08:39 AM
QUOTE (JonathanC) |
If a guy has cybernetic eyes, then the mage needs to be casting a physical spell. |
You have to seperate two things:
Perception and recording through cybereyes - senseware won't protect you from mana-based illusion spells directly as those fool the mind... but the recording will show the missing parts later-on.
That is an interesting angle Rotbart - makes basic Invisibility useless against cybered guards except for combat purposes. I like! (and shall NOT warn the players

)
Rotbart van Dainig
Sep 8 2006, 10:36 AM
Theoretically, you could make it useless in combat, too - just run Edit on your Cybereyes and let it add an glowing orange outline to every person it finds.
The Jopp
Sep 8 2006, 12:55 PM
If there is a disagreement that the cyebreye camera cannot be used to circumvent invisibility just use the guncamera in your smartgun link. Having a HUD window for “seeing” what you cannot see is a damn good idea.
lorechaser
Sep 8 2006, 02:12 PM
Especially since the general consensus seems to be that magic is generally far superior to tech. Let tech take a little back....
And yes, I agree with the lag idea. If you're watching it live, it's fooled. You'd have to watch it offset (even as little as .5 seconds) to see the recording. So every moment, you're not watching the world, you're watching the world .5 seconds ago. Things are in minutely different places (or signifcantly, if you're moving at 200 mph). If you've ever had a cell phone conversation with someone on the other side of a window, you know just how disorienting it is when their words don't match their mouths.
rangda
Sep 8 2006, 02:25 PM
QUOTE (JonathanC) |
QUOTE (Metasigil @ Sep 7 2006, 09:50 PM) | The cyber-eyes are counted as part of the holistic being, becasue Essence was paid for them. Other wise Mages with cyber-eye could never cast LOS spells ever again, but they can, as mentioned in the section on casting through optics. However, I, as a theoretical GM, would say that the cyber-eye camera being a purely mechanical device, recording to digital memory with out going through a living brain, is not part of the holistic being or fooled by basic Invisibility. Thus, to bypass Invisibility with the camera in real time, you'd need to be constantly playing the camera's recording up in a corner of your HUD. Doable, but I'd still require a perception test based on how long the Mage was wandering around in camera's field of vision and how sneaky the mage was/ wasn't being. And if the entire HUD was replaced with the camera's recording I'd apply a -1 or -2 penelty minimum to represent lag and disorientation. |
The fact that cybereyes use optic technology is completely unrelated to whether the device is "part of the holistic being" or not. And again, if they were part of the holistic being, then a mage wouldn't be losing magic rating by having them installled. It's a foreign body that you have shoving into your skull because you think it looks cool. OF COURSE it's not part of the "holistic being".
|
I think you have this backwards.
Cyber is not part of the holistic being, but you pay the essence to make it part of the holistic being. This is why mages with cyber eyes or cyber'ed up normal eyes can use the extra sense(s) (or the replacement eyes) to target spells; they paid essence for them and because of that payment they become part of them.
Applying that same logic anyone else with cyber (or bio) eyes has paid essense for them making them part of them; therefore normal invisibility works.
You can certainly rule however you want in your game (although if you consistently make rulings like this I woudldn't want to play a mage in your game), but honestly in a tech society invisibility is pretty gimp already it doesn't need any help. Unless you are in a back to the earth NAN campaign or something like that I cannot comprehend any mage ever taking the mana only versions of any of the illusion spells; cameras a just too prevalent and given limited karma to buy spells I'd much rather pay the extra drain and have a useful spell. (I can certainly see why non-runners might take the mana versions, but not a runner.)
2bit
Sep 8 2006, 05:56 PM
yep. thats why time and time again, the book refers to cybereyes as being the user's natural vision. If you paid essence for it, it's part of your natural being. thus, an astrally projecting mage can't pass through an astrally perceiving magician's cyberarm.
James McMurray
Sep 8 2006, 06:10 PM
It's kinda moot anyway, at least in my experience. I don't think I've ever seen a mage take regular Invisibility. They always go the physical route because of how prevelant cameras are.
Teulisch
Sep 8 2006, 06:14 PM
nice to see a coment of mine spawned this long of a thread

most the discussion so far seems to be focused on LOS and visibility... from the mages end at that.
Generaly, any sam worth the name will have some decent upgrades in his cybereyes. and ultrasound is a very usefull thing to have as well (see invisible).
one thing i didnt see mentioned- the olfactory booster, or cybernose. this thing can give you chemical readouts. if you input known smells wich are rare outside of magical use, then you can be aware of when your near those who use magical paraphanalia (mages, talismongers, and wannabees). that right there can be an important clue for situational awareness.
generaly, if a mage needs to set up his spells, he will do so before atatcking you (mage has suprise advantage), or from behind a barrier (magical or otherwise). not all mages have acess to all spells- but its not all the fancy spells that make a mage deadly.
the first weakness of a mage, is sustaining and binding. for each spell sustain, and each bound spirit 'on hand', you have a -2 penalty. so your big-mojo caster with magic 5 and spellcating 5, can only do so much before he loses a lot of ability. at the maximum, he could have 5 spells/spirits at a time, at which point he cant cast anymore spells. while getting 4 IP is worth it for a -2, most other buffs are not going to be as good of a tradeoff.
the second weakness of a mage, is drain. he is losing his health to his own magic, as much as he is to your gunfire. a smart mage will use a gun instead of a spell whenever he has a choice. bullets take less effort to shoot. not every mage will have a problem with drain, but the random factor can come up at any time.
the thrid weakness of the mage, is suprise. if you take a mage by suprise hes at a major disadvantage to a sam. never assume you will have this edge.
Now, when a sam is going up against a mage who is ready for him- if he knows a mage will be there, he should bring his own mage along for counterspelling and banishing. anything else his mage does is icing on the cake. if the mage suprises tha sam completely- geek the mage. identify your target, and down him ASAP. if you cannot do this, then retreat. use smoke, use gernades, use supression fire.
remember, an astral mage cannot chuck spells at you. the worst an astral mage can do is direct spirits, and tell security where you are.
James McMurray
Sep 8 2006, 06:21 PM
-2 dice per bound spirit is an optional rule, and most spells that are worth keeping up all the time will be sustained. It's true that not every mage has sustaining foci, but if your strategies are based on beating the ones that do, the ones that don't will be much easier.
JonathanC
Sep 8 2006, 09:16 PM
QUOTE (Teulisch) |
nice to see a coment of mine spawned this long of a thread 
most the discussion so far seems to be focused on LOS and visibility... from the mages end at that.
Generaly, any sam worth the name will have some decent upgrades in his cybereyes. and ultrasound is a very usefull thing to have as well (see invisible).
one thing i didnt see mentioned- the olfactory booster, or cybernose. this thing can give you chemical readouts. if you input known smells wich are rare outside of magical use, then you can be aware of when your near those who use magical paraphanalia (mages, talismongers, and wannabees). that right there can be an important clue for situational awareness.
generaly, if a mage needs to set up his spells, he will do so before atatcking you (mage has suprise advantage), or from behind a barrier (magical or otherwise). not all mages have acess to all spells- but its not all the fancy spells that make a mage deadly.
the first weakness of a mage, is sustaining and binding. for each spell sustain, and each bound spirit 'on hand', you have a -2 penalty. so your big-mojo caster with magic 5 and spellcating 5, can only do so much before he loses a lot of ability. at the maximum, he could have 5 spells/spirits at a time, at which point he cant cast anymore spells. while getting 4 IP is worth it for a -2, most other buffs are not going to be as good of a tradeoff.
the second weakness of a mage, is drain. he is losing his health to his own magic, as much as he is to your gunfire. a smart mage will use a gun instead of a spell whenever he has a choice. bullets take less effort to shoot. not every mage will have a problem with drain, but the random factor can come up at any time.
the thrid weakness of the mage, is suprise. if you take a mage by suprise hes at a major disadvantage to a sam. never assume you will have this edge.
Now, when a sam is going up against a mage who is ready for him- if he knows a mage will be there, he should bring his own mage along for counterspelling and banishing. anything else his mage does is icing on the cake. if the mage suprises tha sam completely- geek the mage. identify your target, and down him ASAP. if you cannot do this, then retreat. use smoke, use gernades, use supression fire.
remember, an astral mage cannot chuck spells at you. the worst an astral mage can do is direct spirits, and tell security where you are. |
If your strategy for a Sam to take on mages is to bring another mage, then why even bother with the street samurai in the first place? Just fill your team with mages.
lorechaser
Sep 8 2006, 11:27 PM
I agree, to some extent. But at the same time, if you have 5 mages on both sides, you're just watching spells get countered, and nothing happen.
If you have one mage running cover, and 3 guys shooting holes, then things work better.
Which I think is one of the key things against mages - all it takes is one mage to neutralize a team of mages (basically). Saying you have to have a mage isn't a bad thing. Because you also have to have a Sam, imho.
JonathanC
Sep 8 2006, 11:31 PM
One mage trying to counter a team of mages would die quickly. Not as quick as a team without a mage would die, but quickly nonetheless. He'd be overwhelmed by spells.
Kyoto Kid
Sep 9 2006, 01:13 AM
QUOTE (Samaels Ghost) |
This isn't a debate about whos better, sammies or mages. This is a guide to saving sammies from mages. Getting in close won't help. You use a Complex to attack in melee, a Simple to fire a gun or throw a grenade. Attacking more times from a moderate distance is better, sniping the best. Closing distance is not a good idea. Keeping distance between you and the mage cuts the chances that he'll use a Touch spell on you down to zero.
Think of the sammies, man! They're dyin' out there! Help them out, don't spout spellslinger propaganda. |
...all the more reason why I want Arsenal to come out ASAP.
More toys for killing off mages is a good thing.
JonathanC
Sep 10 2006, 08:10 AM
Here's an idea...but it requires a mage. Since LOS is required for casting...why not just summon a high-force (6+) Spirit of Water and have him conceal you? Anyone with a perception test pool less than the spirit's force won't even be able to make the test, and you can cast away without fear of magical reprisal.
Critias
Sep 10 2006, 08:46 AM
I'm still not sure why the conversation had to move past "shoot them, or blow them up."
Ranneko
Sep 10 2006, 08:52 AM
QUOTE (Critias) |
I'm still not sure why the conversation had to move past "shoot them, or blow them up." |
I don't know, you could add in the more advanced aspect of:
Try to do it from behind cover, or even better, from where they can't see you (until after they are dead).
Wasabi
Sep 10 2006, 01:10 PM
QUOTE (JonathanC) |
One mage trying to counter a team of mages would die quickly. Not as quick as a team without a mage would die, but quickly nonetheless. He'd be overwhelmed by spells. |
Hmmm... a mana barrier could quite possibly be an anti-mage team's worst nightmare.
Shrike30
Sep 11 2006, 04:36 PM
I've got a character who keeps smoke grenades in his armor rigged to his PAN, so that they can be set off with a thought. Backing away through a cloud of smoke banging away with the ultrasonic and suppressing the general direction of the mage is a decent way to survive those first couple of seconds...
Samaels Ghost
Sep 11 2006, 09:59 PM
QUOTE (Shrike30) |
I've got a character who keeps smoke grenades in his armor rigged to his PAN, so that they can be set off with a thought. Backing away through a cloud of smoke banging away with the ultrasonic and suppressing the general direction of the mage is a decent way to survive those first couple of seconds... |
Add a front and back mounted flash pak to that armor.
Kyoto Kid
Sep 12 2006, 12:59 AM
...need a weapon like the one discussed in the
Elven Gun thread.
Out of sight = Out of spell range = one dead mage

= one Happy Sammy
Samaels Ghost
Sep 12 2006, 05:36 AM
Just use a high AP gun with very sensitive sensory-arrays. Shoot through cover, rinse, repeat. I like it.
Clyde
Sep 12 2006, 06:15 AM
Make sure to have Ultrasound capability, or at least some serious hearing and/or olfactory augmentation - you don't want the invisible bastard sneaking up on you.
Wear a camouflage suit or better yet a chameleon suit. Don't forget thermal dampening. If he gets to be invisible you should, too!
Try a submachine gun or machine pistol loaded with Stick 'n Shock rounds. The mage gets half impact armor, so even the armor spell won't necessarily help. Plus, if you get any damage through the mage has a good chance of being stunned. Why an autofire weapon? Because wide bursts are just what the Dr. ordered for Combat Sense foci.
Mount a high intensity flashlight on that SMG - unless the mage shelled out for flare comp he could get a glare penalty. While we're talking glare, carry a flashpack. You can throw it out from behind full cover and hopefully not get smoked instantly by a manabolt. Thermal smoke is good, too. Even without the ultrasound you can still shoot at a -6 blindfire penalty while the mage can do nothing. A periscope/smartlink camera to fire around corners wouldn't be a bad idea, either.
Be prepared to deal with pain! The mage is going to get one in on you sooner or later. If it's a stun spell (and plenty of folks on the boards say they're the most powerful) you can handle it with a Stim patch. Keep that Stim patch handy!! Tape the backing to your belt or inside your coat, so you can rip it off one handed and slap it on your neck in a single, smooth motion. Make sure you can get to it left handed, it doesn't look very manly when you drop your H&K while screaming in pain. You might also want to invest in Damage Compensator bioware or an Adrenal Pump. Either will keep you on your feet through that first blast of Stunbolt - at least long enough for you to fill the unfortunate spellworm full of lead (or lead azide explosives, if that's your huckleberry).
Upgrade your armor - Fire Resistance, Insulation, Non-Conductivity, etc. Mages like elemental spells sometimes. Since those involve an attack test, invest in your Dodge skill to get out of the way of them.
Get some friends. Mages are supposed to be rare, so there shouldn't be gobs of them. Chrome, on the other hand, is surprisingly cheap. Make sure to spread out so you don't all get fireballed. If one of those friends is a rigger - awesome. We all know drones work great.
Use Edge. Again, mages are supposedly rare, so they ought to be worth the expenditure.
To put it all together - try to get a surprise shot. Preferably from far away with lots of friends. Failing that, try to damp his visibility through whatever means possible while slinging lots of lead. If he gets the drop on you, try to stim patch it and get to full cover ASAP. Use your gun periscope or smartlink to shoot around it while thermal smoke begins to fill the room. If you still can't see him, throw out a microdrone (or get your rigger to use a regular one) and get a sensor bead on the joker. Don't panic. Clear LOS. Locate the threat. Take action.
Zen Shooter01
Sep 12 2006, 01:25 PM
Samurai suceed against magicians, and everybody else, by doing what they've always done best, by doing what they're built for - striking hard and fast from behind cover and with surprise.
Also keep in mind that samurai are tough. There's a good chance of surviving the first Manabolt or Flamethrower, especially with a little luck on the dice, and then blasting back with an Ingram Smartgun long burst doing 10P being pushed by a dice pool of 12 including Edge. (AGI 6, Automatics 5, Edge 3, smartgun +2, -2 wounds, -2 recoil.)
The Jopp
Sep 12 2006, 02:35 PM
1 Doberman (With good gun, Ares Alpha is nice)
4+ Flash bangs
4+ Flash Packs
1 Can of Glue Spray
Stick the grenades and flash packs to strategic locations on the Doberman so that they are facing in ALL directions. Let it go at full speed straight into a group of combatants (mages etc) and let the drone activate everything with a wireless command to all items stuck to it.
The drone takes no damage from stun weapons but everyone within 10 meters will have a problem.
Since we have reduced their signal rating to 0 they only reach 3 meters so it’s close enough for the Doberman to command them but to far away for hacking.
Kyoto Kid
Sep 12 2006, 08:52 PM
QUOTE (Clyde) |
While we're talking glare, carry a flashpack. You can throw it out from behind full cover and hopefully not get smoked instantly by a manabolt. |
...or dropped from a programmed drone (or two).
As a matter of fact, why not use air-timed flashbangs since they also disorient adding to the negative modifiers?
...or Nausea Gas/Pepper punch...
...or a barrage of all of the above (let those negative mods stack baby!)?
Meanwhile, with the Mage busy, you are setting up a called shot from cover with your EXEX loaded Sniper rifle adding Edge to the roll (love those "exploding 6s")
Yeah, the drones might get trashed but, as echoed above, the "value" of the mage would still make it worth every

.