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Dumori
Ok new house rule for my hose rule. you pay karma cost for ammo only once not per 10. As ammo quickly sucks karma away.
Tarantula
Playing around with a handful of mundane builds. Though, I'd be kinda interested in one of the infected of thats a possibility?
Dumori
Yep we've got one already.
BlackHat
I swear I'll have some ideas (at least two) up by the end of the day. I have this tick where I have to work out a little of the mechanics to make sure the idea will work before going into the fluff, then I use the fluff to fill out the rest of the mechanics. biggrin.gif

One will certainly be a rigger, and that will probably be my first choice, although I have heard a few murmurs of riggerdom since Dumori mentioned that we might want one - so if multiple riggers won't work, I'll have a backup plan. smile.gif Sorry if I'm lagging behind.

BTW, I know we're set up in Africa, and we're a merc unit. Have we been told where in Africa, or if we're currently on assignment (by whom) or what sort of assignments we usually take? or are we free to make up some of that ourselves?
Dumori
QUOTE (BlackHat @ Aug 14 2008, 03:26 AM) *
I don't think anyone explicitly asked (forgive me if they did) but are all books being used in this game?

All books.

QUOTE (Tarantula @ Aug 14 2008, 02:37 AM) *
I'll start putting together something now... I can go with just about anything at this point. I'm thinking either rigger or vatjob, which do we need/want/like more?

rigger by the looks of it.

and no problem with multiple riggers.
Tarantula
What would the feasibility of being a cyborg be?
Allowed? Disallowed?
Dumori
QUOTE (Tarantula @ Aug 14 2008, 08:24 PM) *
What would the feasibility of being a brain in a jar be?


I'm ok with that 2 times the mental attribute costs though. But still should make for a good merc.
BlackHat
Doesn't the CCU cost 250,000? Even with the increased money amount, that doesn't leave you much left over. :-D

How does this look for a rigger mercenary?
He needs some fluff (and a name), but I figure he can be the team pilot that air-drops some of them into a hot zone (how many passengers can the YellowJacket carry?) - and his cyberware lets him tear some shit up when it gets nasty. I think he would usually reserve his heavy firepower for bad situations, though, because his ammo is EXPENSIVE.

I have a little money left to spend, probably going to personal armor and weapons, for when being in a chopper isn't appropriate.

[ Spoiler ]
Dumori
yellow jacket are a combat copter so not may passengers based of the one man wasp so id limit it to just the pilot or if rigging remotely on passenger. Also your weapon mount at the front needs to be reinforced and if you read AC rounds description you'll see it dose 22p -12 yes ACs are stupid. I'd just go for a LMG or a HMG on the front and take some more drones or something to use as a APC.
Intro
Can we break up skill groups at character creation?
Dumori
Yes you can.
BlackHat
QUOTE (Dumori @ Aug 14 2008, 05:03 PM) *
yellow jacket are a combat copter so not may passengers based of the one man wasp so id limit it to just the pilot or if rigging remotely on passenger.

That's reasonable. I guess it'll have to be less of a drop-vehicle, and more of a path-clearer for when we go up against extremely tough opponents (tanks, dragons, etc).

QUOTE (Dumori @ Aug 14 2008, 05:03 PM) *
Also your weapon mount at the front needs to be reinforced

Ah yes, well, the yellowjacket comes with a weapon mount, and none of the weapon mounts that I saw in that book as standard equipment specify normal or reinforced size. For example, the Aguilar-GX has weapon mounts that use two hail barrage rocket weapons, but don't specify that they are reinforced mounts. The autocannons even say they are typical of attack helicopters, so I figured that would work. I see your reasoning, though, and I'll see if I can work around it.

Also surprisingly stupid, none of the helicopters, in either book (except the Karura), explicitly have Improved Takeoff and Landing, despite being helicopters. So, they need a full runway to take off and land. Bullcrap. biggrin.gif

QUOTE (Dumori @ Aug 14 2008, 05:03 PM) *
...and if you read AC rounds description you'll see it dose 22p -12 yes ACs are stupid. I'd just go for a LMG or a HMG on the front and take some more drones or something to use as a APC.

I'm not sure what you mean by this. The autocannon I selected does 11P, and the description for assault cannon rounds in the BBB doesn't say anything about 22P. The assault cannon has to fire at full-auto (with minigun rules) so I suppose it actually does 25P (with recoil of -14 that is negated by the vehicle)

...

I think I can work around these, and will rework it tonight, but the problem with upgrading to a reinforced weapon mount is that I don't get any modification points back for taking out the useless normal weapon mount that comes standard, and the one I need takes 4 of the 10 modification slots. I suppose I could scrap the rockets, but I liked those. biggrin.gif Either way, this vehicle is too expensive to actually fire unless we're making tons of money. The cannon burns through $3,500 a combat turn, and the rocket launcher is more like $7,500.

My options for air-vehicles are pretty thin, though. Availability is no problem, because of the karma rule you instated, but money is. I'll see what I can do.
BlackHat
Realized I was spending way too much money and modification slots on Unstable structural Agility just for the cool factor. I can convert that into another weapon-mount, and get a healthy return to buy a smaller weapon for the default weapon-mount for use on less valuable targets.

There is no way I can fit Improved take off and landing, though (6 slots). Can helicopters really not take off vertically?
BlackHat
Bah! No good. A reinforced mount counts as two for figuring out how many a vehicle can hold. This helicopter can hold 3, so I'm going to have to do some reconfiguring.
Dumori
ah ok then no need for a renforced mount at the frount. but as for the 22p

Ammunition, per 10 shots Damage Mod. AP Mod. Armor Used Availability Cost

Assault Cannon As Cannon As Cannon B 16F 450¥

so Assault Cannons are powerful. Not etartted as far as I know.

Yeah about better air suport that will happen in game need need a way to lugg all our gear around and I'm thinking a skytrain but it will be in game payment. But one thing is you still can air drop some one to be a spotter and such.

As for imporved take off and landing it should already have it. I'm treating the lack of it as a misprint.
BlackHat
I still don't see how that means 22P ? It says as cannon, so it uses the 11P that the cannon has listed (modified for full auto later).
Dumori
but reg ammo has - - as in no modifer where as AC round modifer is as cannon doubling both stats. as the ammo also adds 11p -6
BlackHat
Oh! That is weird, but I don't think that was how they intended it to work. Take a look at the AV assault cannon rounds from Arsenal as a counter-example. They say Damage - and AP -1/-3 but cost a hell of a lot more. There is no way that would be true if they did half the damage, and had half of the AP. I think "As Cannon" is the same as a "-" in this instance.
Dumori
But the AV assault cannon rounds have an Astrix that reads AV round have an additional AP of -1 against people -3 against vehicles. But its not etarrted or in the FAQ.
Tarantula
I think the rounds mean that the cannons all use the same kind of rounds, but vary in damage, and thus,t he damage is recording on the cannon stat sheet, and not on the ammo stats.
BlackHat
Right, so, by your reasoning, the additional -3 (to the original -6) would be -9. Still less than the -12 that you're thinking basic assault cannon ammunition has. The damage would be 11P, which is much less than 22P. So why would the AntiVehicle Assault cannon rounds cost so much more?

I also don't think that adding "seeker" to a rocket or mortar doubles its damage.

If you want to double cannon damage, you're welcome to - it'll benefit me a lot - but I'm fine with just having "As Cannon" mean that the damage is based on whichever of the cannon's you picked (as opposed to some weapons that deal damage based on the munition type- such as rockets and grenade launchers).
crizh
QUOTE (BlackHat @ Aug 14 2008, 09:15 PM) *
[ Spoiler ]


You only ever need Optimization 3.

More than that and you've exceeded double system/pilot......
BlackHat
Good catch. I forgot about that. *shaves a few more nuyen off*
Its coming together well. I've had to shuffle some money around, and got an arguably worse but more expensive vehicle - but it'll do a better job of what I wanted it to do.

Also, since his cyberware barely made a dent in his unused essence, I am thinking about having him have second-hand cyberware. Is that okay, Dumori?
Dumori
Yep thats fine.
Cthulhudreams
Can you PM me your email address?
Dumori
QUOTE (Cthulhudreams @ Aug 15 2008, 01:30 AM) *
Can you PM me your email address?

you should beable to send one from my profile just hit send email. If not its saunders.mitchell@gmail.com.
Cthulhudreams
Yeah, the one in your email doesn't let me attach documents, particularly excel spreadsheets.

Will send it through shortly.
BlackHat
Updated sheet:

[ Spoiler ]


Had to give up some luxuries to be able to afford the next most expensive rotary aircraft. The end result is giving up 2 armor, gaining 2 body (pretty fair tradeoff) being able to carry 3 other people, both big weapons I wanted - plus a longer operational life.

Gave up the control rig, since I play to fly by remote control, anyway.

"Overkill's" outlook on combat, is to fire first, and last. When driving from VR, he is one of the fastest riggers around - and his autogyro carries enough firepower to stop just about anything that comes after him. It is a bit of a glass cannon, however - for all of its offensive strength, his autogyro isn't a particularly well armored machine. So he needs to go first, and he tries to end the fight with the first spray of bullets.

"Overkill" can transport up to 3 other teammates into hot zones - infiltrating enemy lines, and keeping the team out of sight until it is time for the drop. The autogyro holds 1000 rounds, and should be able to clear the landing zone, as well as take out any enemy vehicles that attempt to intercept them. For large-scale conflicts, particularly against infantry, the hail barrage rocket launcher can carpet bomb a large area with inferno napalm rockets - creating literal "fields of fire". He has been known to go a bit overboard with his attacks, particularly when the mission is dangerous. The only thing that seems to keep his firepower in check is his empty wallet.

When not in his aircraft, he is a much less formidable opponent, but is still a well-trained soldier - if a bit overeager to let loose a few mini-grenades - and has been known to beat his opponents well beyond the point of submission. He is reluctant to dismount, however, and does so only when absolutely required - or when he's just plain run out of cannon rounds.
Mickle5125
Dunno if you noticed my request earlier, Dumori, but please add me to the waiting list. I've got a character concept that corresponds nicely with Scope's.
Scope_47
I just wanted to point out to Blackhat that the vehicle weapons rules in Arsenal state that vehicles only have RC equal to their body (to keep the silliness of a medium drone with a full-auto Assault Cannon from occurring) - so that might affect his weapon choice a little, unless Drumori decides not to use that rule.

- Scope
DWC
Preliminary version of DangerClose. I decided to make him an ork rather than a troll for logistical reasons.

Background
[ Spoiler ]


Stats
[ Spoiler ]


Qualities
[ Spoiler ]


Skills
[ Spoiler ]


Resources:
[ Spoiler ]
Muspellsheimr
Sorry it took me so long to get back to this. I am intending to play a Nosferatu Mystic Adept, focusing on fire magic & melee combat. If this will not work well in the campaign, let me know and I will switch concepts (I am primarily concerned about the Severe Allergy to Sunlight).

I should have the concept & stats posted later tonight or sometime tomorrow.

Also, any limits on Initiation, & are we allowed to take ordeal & group discounts?
Cthulhudreams
One of the other characters has allergy and is sitting in a sealled baggy, so that might work.

Scope_47
I'm playing a ghoul, and went the heavy mil-spec armor with environmental adaptation route... air condition and shade... ahhhhh, so nice biggrin.gif

- Scope
Muspellsheimr
Unfortunately I tend to go for concept at the expense of effectiveness. Not saying I play weak characters, they just do not take the most efficient option if it does not fit the theme, & using full body armor to overcome the allergy won't work for this character.

Basically, if the campaign is going to have frequent daylight, I'm going to have to go with another concept, unless I can have a Suppress/Overcome Allergen spell...

I think I will start stating that spell out ork.gif
crizh
QUOTE (BlackHat @ Aug 15 2008, 02:05 AM) *
Updated sheet:

[ Spoiler ]


Guy's, where did you get the idea that Autocannon fire 'Assault Cannon' rounds?

Assault Cannons are a specific category of man-portable guns that fire high explosive rounds.

Autocannons are the next step up from HMG's and fire normal Steel Jacketed slugs using the Minigun rules.

I'm assuming that the Vanquisher is modelled on the gun in the A10.
Scope_47
Alrighty, I'm making a few more tweaks to my character sheet and e-mailing it to Dumori along with final backstory as soon as its done.

So, for everyone else, here is the basic blurb of her description (spoilered to avoid clutter)
[ Spoiler ]


Game mechanically, Sarge's skills are primarily in heavy weapons (DP varies from 15 to 21 depending on type), leadership (DP 12, in case we need to inspire mook NPCs), Intimidation (DP of between 13 and 18+ depending on situational modifiers) survival (DP of 9), and Armorer (DP of 7, 9 with heavy weapons). She also has the assensing and astral combat skills (being dual natured), though nowhere near as good as a mage's would be. If no-one else makes a character with good socials, I might rework her to have socials other than intimidate and leadership. As far as other equipment, in addition to what was mentioned in the description, I also have some grenades and such, but I ran out of money so I don't have any missiles or mortar gear.

Also, it strikes me that since we are a merc group we might want to partner up for sharing some gear and such (like tents, vehicles, etc). Unless something changes, right now I have Sarge as having a desert tent, desert survival kit, survival kit, and a Thundercloud Morgan ATV (extreme environment modded for the desert) - so that should cover one 'buddy' for desert or jungle travel - though preferably the buddy would know how to drive since I'd just be defaulting.

What kind of tactics are we going to use do you guys think? Ground infantry, paratrooping, a combination? I don't have the parachuting skill, but my body is high enough that I default to 9 dice - but if we plan to do paratrooping maneuvers, I'll need to buy a parachute.

- Scope

<Edit: @crizh, that's a good point! And that is actually a really good thing since autocannons eat through ammo really fast, and Assault Cannon ammo is EXPENSIVE... 45 nuyen a bullet (450 for ten). Oh, for the record, I had picked the Assault Cannon for stylistic reasons before I knew about Dumori's ruling - though it is nice that a Barret sniper-rifle with cheaper ammo doesn't outperform an Assault Cannon.
crizh
Looking at Overkill the money he has spent on Ammo is enough to upgrade that crate to a Stallion and buy a lifestyle....
crizh
OK, if we can break skill groups...

I've also substituted a custom spell, it's just a normal spell tweaked with one more design option.


[ Spoiler ]
Dumori
I didnt bother to cheak up on what ammo. Oh well with the auto cannon loaded with AV he'd save money.
DWC
That none of this is considered over the top is both hilarious. I'm predicting at least one person getting completely gibbed per mission.
Scope_47
QUOTE (DWC @ Aug 15 2008, 07:20 AM) *
That none of this is considered over the top is both hilarious. I'm predicting at least one person getting completely gibbed per mission.


Fortunately, that's what burning edge is for smile.gif

And don't worry, Kiara won't eat the bodies of her team-members (unless that's the only food available)... there should be plenty of the enemy's for that smile.gif

Which reminds me, I really need to get a better nick-name for her - Sarge is overdone, but I can't think of anything - so hopefully another team-member will give her a more memorable one in-play smile.gif

- Scope

<edit: After looking at that shifter... I may need to revisit Sarge's stats - my karma-fu must be weak. By the by, is there anyone who'd like to split a lifestyle with Sgt. Kiara?
BlackHat
QUOTE (Scope_47 @ Aug 14 2008, 09:35 PM) *
I just wanted to point out to Blackhat that the vehicle weapons rules in Arsenal state that vehicles only have RC equal to their body (to keep the silliness of a medium drone with a full-auto Assault Cannon from occurring) - so that might affect his weapon choice a little, unless Drumori decides not to use that rule.


I think it actaully says that vehicles, by default, negate all recoil, but that in cases where that makes no sense (a cat sized drone with a minigun attached to it) the GM could use body as a rule-of-thumb. I am okay with it either way, though. The autogyro has more body than most cars, and can absorb almost all of the recoil (of one burst) anyway.

QUOTE
Guy's, where did you get the idea that Autocannon fire 'Assault Cannon' rounds?
Assault Cannons are a specific category of man-portable guns that fire high explosive rounds.
Autocannons are the next step up from HMG's and fire normal Steel Jacketed slugs using the Minigun rules.

Oh, I just assumed because they were both cannons - and the miniguns are listed in the assault-cannon section.
Again, if Dumori wants to rule that autocannons don't use cannon rounds, I'd be happy to pay less, but I think that they do.

QUOTE
Looking at Overkill the money he has spent on Ammo is enough to upgrade that crate to a Stallion and buy a lifestyle....

Stallion? What's that?

Yeah, I could have bought less ammo, but I wanted to make sure I don't run out. I have no idea when we'll get a chance to restock ammo, and I'll have a hard time buying more since the availability is high. The gun can churn through 75-150 bullets per combat turn with Overkill at the wheel.

QUOTE
I didnt bother to cheak up on what ammo. Oh well with the auto cannon loaded with AV he'd save money.

Not sure if this was about Sarge or Overkill - but why would AV ammo save anyone any money? It is a lot more expensive than regular ammo.
BlackHat
QUOTE (BlackHat @ Aug 15 2008, 06:40 AM) *
Oh, I just assumed because they were both cannons - and the miniguns are listed in the assault-cannon section.
Again, if Dumori wants to rule that autocannons don't use cannon rounds, I'd be happy to pay less, but I think that they do.


Actually, looking up the miniguns again, although their writeup is in the assault-cannon section, the only miniguns are actually machine guns. So, I guess this could be the case. I would happily upgrade to AV rounds, which WOULD then be cheaper, as you mentioned (maybe that is what you were getting at).
BlackHat
QUOTE (DWC @ Aug 15 2008, 06:20 AM) *
That none of this is considered over the top is both hilarious. I'm predicting at least one person getting completely gibbed per mission.

Yes, I had the same feeling. biggrin.gif It'll be fun, though!
Dumori
QUOTE (BlackHat @ Aug 15 2008, 12:43 PM) *
Actually, looking up the miniguns again, although their writeup is in the assault-cannon section, the only miniguns are actually machine guns. So, I guess this could be the case. I would happily upgrade to AV rounds, which WOULD then be cheaper, as you mentioned (maybe that is what you were getting at).

That's what I was getting at. None of this is over the top as you'll be fighting a war about 1 in game week after starting.
BlackHat
Okay, so the ammo goes from being 45 a shot, to 15 a shot (AV caseless ammunition), which gives me back exactly 30,000 nuyen. The team's air-support rigger just got a lot more trigger-happy. Spending 225 nuyenin ammo to insure someone dies is not a bad tradeoff.

With that, I will add the following modifications to the autocannon (which should take care of any uncompensated recoil):
GasVent 3 (2) 400
Electronic Firing (2) 1000

As well as putting an internal smartlink on the hail barrage rocket launcher (20,000)
adding an Air-burst link (500)

Replacing the radar on the helicopter with rating 6 version (1,200)
getting rid of the motion-sensors (freeing up two capacity)
setting the two laser range-finder to be paired with teh weapon mounts (instead of front and back)
Adding Ultrawideband radar 4 (great for firing the minigun through buildings) (2000)

Upgrade lifestyle to low (+1500)

Which means Overkill has 4676 nuyen remaining, and I'm sure I'll think of something. If all of that looks fine, I'll update teh character sheet (and spend that last few thousand) today.
Dumori
@blackhat: But that thing would have any recolie on a helicopter ans its not like mounting a LMG on a small drone. Its a rule of thumb to stop ott drones im not using on the helicopter/autogryo. so treat your self with the 6076 nuyen you've got left but make sure your chopper is modded for the sandpit.

@Muspellsheimr: I think there will be to much sun in the desert combat for a Nosferatu but a "sunblock" spell should work and be fun but god forbid background count and manastatic.
BlackHat
QUOTE (Dumori @ Aug 15 2008, 08:52 AM) *
@blackhat: But that thing would have any recolie on a helicopter ans its not like mounting a LMG on a small drone. Its a rule of thumb to stop ott drones im not using on the helicopter/autogryo. so treat your self with the 6076 nuyen you've got left but make sure your chopper is modded for the sandpit.

Given that we're in a desert environment, I should probably go about environmentally adpating more of my gear, and picking up a desert-suit in addition to armor (even if they can't be worn together). That'll mean less ammo (boo hoo) but otherwise every week there is a chance it breaks down. frown.gif

QUOTE
@Muspellsheimr: I think there will be to much sun in the desert combat for a Nosferatu but a "sunblock" spell should work and be fun but god forbid background count and manastatic.

For a given mission, if we have a nosferatu on the team, we might go out of our way to try to plan a night-time attack... but I think, in general, the vampire elite tend to shy away from deserts. The alleviate allergy spells seems like your best bet, and it only needs to be force 3 to remove all penalties (so it could even be put into a standard sustaining focus). Of course, then you have wards to worry about.
Intro
QUOTE (Scope_47 @ Aug 15 2008, 05:12 AM) *
Alrighty, I'm making a few more tweaks to my character sheet and e-mailing it to Dumori along with final backstory as soon as its done.

So, for everyone else, here is the basic blurb of her description (spoilered to avoid clutter)
[ Spoiler ]


Game mechanically, Sarge's skills are primarily in heavy weapons (DP varies from 15 to 21 depending on type), leadership (DP 12, in case we need to inspire mook NPCs), Intimidation (DP of between 13 and 18+ depending on situational modifiers) survival (DP of 9), and Armorer (DP of 7, 9 with heavy weapons). She also has the assensing and astral combat skills (being dual natured), though nowhere near as good as a mage's would be. If no-one else makes a character with good socials, I might rework her to have socials other than intimidate and leadership. As far as other equipment, in addition to what was mentioned in the description, I also have some grenades and such, but I ran out of money so I don't have any missiles or mortar gear.

Also, it strikes me that since we are a merc group we might want to partner up for sharing some gear and such (like tents, vehicles, etc). Unless something changes, right now I have Sarge as having a desert tent, desert survival kit, survival kit, and a Thundercloud Morgan ATV (extreme environment modded for the desert) - so that should cover one 'buddy' for desert or jungle travel - though preferably the buddy would know how to drive since I'd just be defaulting.

What kind of tactics are we going to use do you guys think? Ground infantry, paratrooping, a combination? I don't have the parachuting skill, but my body is high enough that I default to 9 dice - but if we plan to do paratrooping maneuvers, I'll need to buy a parachute.

- Scope

<Edit: @crizh, that's a good point! And that is actually a really good thing since autocannons eat through ammo really fast, and Assault Cannon ammo is EXPENSIVE... 45 nuyen a bullet (450 for ten). Oh, for the record, I had picked the Assault Cannon for stylistic reasons before I knew about Dumori's ruling - though it is nice that a Barret sniper-rifle with cheaper ammo doesn't outperform an Assault Cannon.

I'll take you up on your driver slot. I've abandoned the troll shadow idea - got most of the way done and it just didn't feel right. Struck by the same observance of over-the-top-ness as others, I decided to make a baseline human (modded to within an inch of his life, of course, but still). Still pretty much the same skill set, of B&E, face, assorted other things. Not having to pay for the attribute points to build up a troll frees up a lot of karma, so I can spread out skills more. He's maybe halfway done, stat-wise, and I have backstory ideas floating around in my head. I should finish him up over the weekend.
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