Kagetenshi
Mar 25 2004, 05:32 PM
The complex action thing is a tad loose. For instance, deactivating an Autonav is clearly a "non-driving action" (it even falls under the definition of "using vehicle electronics"), but it's a Simple action, Free with VCR.
~J
ShadowPhoenix
Mar 25 2004, 05:43 PM
We're trying to stick to canon as much as possible so any page refs would also be wonderful
so what to do what to do.... I think repositioning would obviously be a complex action(as it takes into account braking/accel plus adjusting position on the road to a more advantageous position) but I would also say firing a gun/popping open a turret as simple actions while rigged(since you're not trying to steer while operating them with a thought.) Though popping the turret will still take all turn to complete.
Fahr, I'm going to go with the reposition option for now, correct me if you have any other ideas.
with that roll you managed 7 Successes, pushing your truck to a 15 manuever next turn. The GMC chugs with the sound of jake-brakes dropping the truck quickly back, Willy gearjams and gets the truck back up to speed right behind the Survivor, Forward facing shotgun menacing the Gunner.
It is now the Survivor Drivers Turn and he must roll his Car skill with 2 Control Pool Dice in an attempt to keep his gunner safe and get a good position to shoot at the GMC.
Rolling 7 Dice Target 3 = 5,1,11,5,4,4,3 with 6 successes. moving the Survivor's Manuever score to 17 Manuever.The Survivors Gunner yells to the Driver to get this bucket out of the way! and the survivor swings left and drops back a little to be on your left flank. The Gunner Grins as he starts to line up to shoot.
It is now the First of our Motorcycles Turns. It is going to accelerate to close the distance. since the GMC's Manuever increases NEXT turn, the motorcycles exceed the GMC's manuever and can accelerate with reduced target numbers.
Rolling Motorcycle Skill with TN 2 = 5,2,4,7 4 successes, throttling up an additional 44 mpt.
In the rear sensors your GMC and Beauty both see a motorcycle pop a wheel and come tearing up fast on the left hand side, trying to close distance with the GMC.
Now to cover the Gunner's Turn for the Survivor, he is firing a LMG at the GMC from ring mount.
rolling heavy weapons with 3 combat pool TN 5 =5,2,10,11,5,9,2 5 successes for hitting the GMC.
The Gunner opens up with his LMG on the GMC, bullets are flying closer to meet their target, will they hit?
Riggers are very special in this regard, when going up against gunfire a Rigger can use some of his Control Pool for a dodge test much like most people use Combat pool for thier dodge.
And since I'm not that Evil of a GM, I'll let Fahr roll his dodge then we'll resolve the rest of the actions of the other Cycles.
Fahr, show me some Control Pool!
Fahr
Mar 25 2004, 06:35 PM
yes, Position to get behind the survivor, that sounds right...
I'll edit the above to reflect this
Fahr
Mar 25 2004, 06:40 PM
seeing the Survivor whip around in front and then back on the left, willie does a fakeout juke and try's to dodge the gunfire.
using the 5 dice I have left in control pool, willie attempts to dodge the LMG, which is the most likely threat to his vehicle.
rolling 21, 5, 3, 2, 1
Willie is out of control pool until the next initiative pass.
ShadowPhoenix
Mar 25 2004, 06:49 PM
Willie Nails 2 Successes on Dodge, which will carry over to the damage resistance as successes. Beast now must resist the attack of a 10D weapon(halved power and round up, stage damage down 1 level) the weapon deals 5S.
Beast must get 6 successes to completely stage the damage of the weapon to nothing.
edit: Burst Fire actually didn't go to full auto this round. and you didn't have the Armor on Beast's sheet otherwise I would've said AV
and I think Burst is a +3 and 1 damage step to the Damage? correct me if I'm wrong.
Roll some Vehicle Body for me Fahr 
Fahr
Mar 25 2004, 07:06 PM
resisting 5S -6 points armor == either it does nothing or power is -1 (tn 2) unless the armour comes before the halving (4D 2S) works out the same math wise but we should still clarify... and if you want it to be av, than it would be resistingg 4D
the goons 5 successes stage it up 2 times
Beast rolls 8. 5. 4. 3. 2. 2 vs TN2 that is 6 successes and 2 from dodge staging damage to Light
edit: is this correct, it looks better...
ShadowPhoenix
Mar 25 2004, 07:18 PM
Didn't see the Armor on your sheet, I thought you had it, but didn't see it on the sheet didn't want to assume, I've edited my post so we'll see how we go.
Fahr
Mar 25 2004, 07:26 PM
it's on there next to armor at the top... I didn't note it at the bottom I just changed the stat.
ShadowPhoenix
Mar 25 2004, 08:09 PM
I'll be nice and say it was not AV this round
so since the armor is 6 the rounds have no chance of putting a hole in the truck.The rounds bounce off the truck like they were bees, the gunner cusses and begins to unload the weapon as it looks like he is loading much better ammo since he's smiling as he begins to
It will take the Gunner a simple to unload the weapon and next rounds simple to load it back up.
Now on to the rest of the Bikes.
Front Biker 2 repositions his bike to get in close to the left most bike up front
rolling his bike skill = 4,2,5,2 netting 2 successes on his reposition and bringing his manuever to 14, and placing him closer to his ally biker riding tandem in the middle lane.
Back Biker 3 Accelerates to catch up to the Truck rolling Bike = 2,8,3,9,2 netting 3 successes and ramping his bike up to 33 more MPT
Forward Biker 1 reaches into Biker 2s saddlebag and produces the end of what appears to be a strap.
Rear Biker 1 attempts to catch up with the GMC, Bike = 1,10,5,4 for 3 successes, and increases speed by 33 more MPT
Motorcycle Rider on Back 4's bike ducks down a little and adjusts on the pegs
Motorcycle Rider on Back 3's Bike Ducks down and adjusts on the pegs
Forward Biker 4 does a reposition to ride tandem with 3, rolling Bike 4,10,1,2,3 getting 3 successes moving him up to 15 manuever.
Forward Biker 3 reaches into F4's saddlebag and also produces a strap
Back Biker 2 Accelerates bike = 4,3,2,5 netting 3 successes advancing 33 MPT faster.
Subtracting 10 from Initiative we go back to Fahr for next pass 
Events that will take place next turn in summary:
GMC will have a 15 Manuever Score
Survivor will have a 17 Manuever Score
Motorcycle B4 will be traveling @ 134 MPT
Motorcycle B3 will be traveling @ 123 MPT
Motorcycle B2 will be traveling @ 123 MPT
Motorcycle B1 will be traveling @ 123 MPT
Motorcycle F1 No Change
Motorcycle F2 with 14 Manuever
Motorcycle F3 No Change
Motorcycle F4 with 15 manuever
Looks like the bikes up ahead are up to something, and the rear bikes are gunning to make some kind of move on your rear. Time to do something...
Fahr
Mar 25 2004, 08:29 PM
is giving a command over the rigger network a complex action?
if it is, than I will command Beauty to Engage Bikes with LMG as my only action, if not, than I will still issue that command but after I command the turret to pop-up on Beast.
Go team, tear them Up!!!
ShadowPhoenix
Mar 25 2004, 09:42 PM
Yes, giving Drone Commands is a Complex, but luckily if I'm not mistaken Drones operate on your initiative.
Beauty adjusts her Turret to aim at the closest threat(the bike travelling at large amounts of speed at her right. Beauty uses Sensor Enhanced Gunnery, so must first acquire the threat. so must roll a sensors test against the signature of the fastest bike coming up her rear. Rolling 3 dice for sensors against Target Signature + mods +1 for urban Setting, -2 for Direct LOS. resulting in a TN of 2. resulting in 4,3,17 plenty to acquire a LOCK onto the Bike. Next turn Beauty will commence Firing onto the Threat.
Survivor Driver maintains course and heading for his turn.
The Beauty's sensor indicators show weapon lock as we move into the next initiative.
edit: whoops, thought the gunner was on 11. need to double check my init tracker
Fahr
Mar 25 2004, 09:55 PM
gunner had an init of 10.... so he goes on 0? I thought he was out of actions until after init pass...
ShadowPhoenix
Mar 25 2004, 10:09 PM
Oops

how did I miss that! sorry about the heart attack there

anyway, it's your turn again since you are correct in that the guy had 0 initiative, I thought he was on 11

my bad. roll your initiative and I shall roll mine
Fahr
Mar 25 2004, 10:25 PM
adrenaline surging willie begins tha fight for his life...
Init 6, 6, 2 + 10 == 24 (whoo hoo)
Shockwave_IIc
Mar 26 2004, 06:39 AM
I'll ask this hear. Under the R3 rules it says you can't have both concealed armour and normal armour. Why the hell not?
Example: There you are driving your lovly new red ranger (armour 2) which everyone knows is armoured right? but everyone also knows that it can't stand up to a Spas-22 firing at it. why can't you put a few layers of concealed armour on it making it immune to the afore mentioned Spas, but the but in such a way that the git firing said weapon won't know that till he opens up and only ruins your paint job?
Kagetenshi
Mar 26 2004, 08:12 AM
I don't think you can visually tell between Armor 2 and Armor 8.
~J
Shockwave_IIc
Mar 26 2004, 08:23 AM
You can because under the descrition of...*gets book* the GMC bull-dog it says.
QUOTE (Rigger 3 pg 170 (not revised)) |
Though everyne knows that the bull-dog has "concealed" armour, only the most discerning eye can tell if it's the standard or security version |
mfb
Mar 28 2004, 01:25 PM
i'm trying to figure out remote-control network infiltration (R3 pg 36-7). i've got most of it down, but the rules for how long it takes are unclear:
QUOTE (Rigger 3 p36 under "Infiltrating Channels" @ 2nd para) |
Infiltrating a remote-control network is a Complex Action and has a base time of 10 combat turns. |
i'm not sure how to interpret this. do you spend the complex action, and then you're out of play for 10 turns? or do you spend it, and then you're free to act for the next 10 turns? or do you have to spend one complex action per turn, for the next 10 turns?
Shockwave_IIc
Mar 28 2004, 01:32 PM
I'd read that as the first, i'd imagine that you'd be constantly adjusting your attack.
Bit like surgery, base time 1 hour, and your busy for that hour.
ShadowPhoenix
Mar 28 2004, 04:50 PM
Alright Initiative as it stands right now:
(6,6,2+10) 24 Willie
(6+5) 11 Motorcycle Rider B4
(6+5) 11 Survivor Gunner
(5+5) 10 Motorcycle B3
(5+5) 10 Motorcycle B4
(5,1+4) 10 Survivor Driver
(4+5) 9 Motorcycle Rider B3
(3+5) 8 Motorcycle F4
(4+4) 8 Motorcycle F2
(4+4) 8 Motorcycle F3
(2+4) 6 Motorcycle B1
(1+4) 5 Motorcycle F1
(2+2) 4 Motorcycle B2
Your Go Fahr, after you finish your action your target locked Gopher is going to go to town 
Fahr
Mar 28 2004, 05:16 PM
I fianllyreclaimed my BBB, and looking back through it I have discovered that I think we did the manuever score wrong last turn...
we are supposed to make an open driving test using the appropriate skill and control pool, not just control pool, the section talking about allocating control pool dice is in addition to the regualr car test. plus, the position successes should give me abonus to the manuever this round, but I still make an open test... as do all the other drivers.... BBB p140 section driver points and p.142 for the new manuever score...
second. the GMC4201 after re-reading it's descriiption is a Large Truck, not a tractor trailer (like the GMC trailblazer)
for reference this turns open driving test with no control added is 10, 9, 5, 4, 3, 3 giving him a manuever score of 10 + 7 (position successes) + 8 (speed/10) - 7 (heavy truck w/ trailer) -2(normal terrain) == 16
and my drone gopher has an open test of 10, 3, 3
10 + 8 (speed/10) -0 (truck) -2 (normal terrain) == 16
as for my action... I am going to do a ram on the SUV, I want to smash it into the dividing wall in the center of the highway (since the SUV has moved to inside the Truck, and there is a bike coming up on that side...) i am not truly interested in the damage the ram from the truck tot he SUVwill do, I am just hoping I can get him to smack the wall,which will be a much worse thing damage wise...
Revving the engine, Beast swerves into the suv, pushing it towards the wall...
ShadowPhoenix
Mar 28 2004, 06:20 PM
when you did your reposition we did send those bonuses to the manuever score(I did it for both you and for the other vehicles that did repositions.) but it does say on that that the bonus doesn't apply until next combat turn. Good catch on that Manuever score factoring issue. I thought it was weak that regular drivers didn't get to bonus their manuever with their driver score 
There is a picture of the GMC4201 on pg 169 of rigger, it's the bottom picture. It looks like a Trailblazer with a shorter wheelbase. It has cargo space and counts as a Heavy Transport, but looks like it's more than sufficient for latching a trailer to.
Looking at the frame design on page 105 of rigger 3 Tractors are saids to weigh as much as a heavy transport without the internal capacity for storage. It also says that a heavy transport is a heavy duty freight truck. I'd deem that any heavy duty Freight Type truck should be able to hitch on a Trailer, and if doing so, becomes a Tractor Trailer which hits the -7 modifier.
Basically if we are to take the picture of GMC4201 out of Rigger 3 as an actual representation of the vehicle, I'd say it can hook up a Trailer, and when it does it, it gets Tractor/Trailer designation.
Everyone gets to learn and I think I said before I'm not the most perfect rigger GM, but I'm trying 
Any disputes with my idea on that GMC? I'm just basing that decision off of what the pic looks like but we all know that sometimes a pic in a SR book is just a pic, and not a true intent of the writers.
I'll get back with more info on the current situation of combat in a second, I'm going out on break and then I'll be doing some hard work. but check back later for more updates.
Kagetenshi
Mar 28 2004, 07:12 PM
QUOTE (mfb) |
i'm trying to figure out remote-control network infiltration (R3 pg 36-7). i've got most of it down, but the rules for how long it takes are unclear:
QUOTE (Rigger 3 p36 under "Infiltrating Channels" @ 2nd para) | Infiltrating a remote-control network is a Complex Action and has a base time of 10 combat turns. |
i'm not sure how to interpret this. do you spend the complex action, and then you're out of play for 10 turns? or do you spend it, and then you're free to act for the next 10 turns? or do you have to spend one complex action per turn, for the next 10 turns?
|
Yep, you're tied up for the duration. The really interesting question, though, is are you tied up in the same manner while trying to decrypt a network?
~J
Bodak
Mar 29 2004, 06:56 AM
Since the VCR essence cost is because of all the neuromuscular and neuroreceptor piggybacking your cyber has to do, and that's pretty much what the essence cost in Skillwires is due to too, I would like to see an essence discount for purchasing Skillwires and VCR together.
Kagetenshi
Mar 29 2004, 07:00 AM
And VCR and wired reflexes, or VCR and move-by-wire, or any number of broken combinations. Not going to happen for balance reasons.
~J
Bodak
Mar 29 2004, 07:11 AM
But VCR is so essence-expensive. What about if I flutter my eyelids a bit? Then can I have everything I want?
Fahr
Mar 30 2004, 05:04 AM
hmmm... I don't have a picture in my non-revised r3...I was going by the description:
QUOTE |
pg.169: this heavily built box-like transport is known for it's solid workmanship and reliability. Its very powerful engine can haul anything that can fit inside the 4201. It is unusually stable off-road as well, and it has a huge cargo and load capacity...
|
aditionally, I figured it was like a big U-haul because the trailblazer has a cargo of 6 and load or 18,000 (like a tractor should), but the GMC4201 has a cargo of 130 and load of 6500 which seamed more like a Box truck to me....
in the end, I don't much care, as I can be hauling a trailer either way, so that part of the manuever score we can agree on. just a bit of a discussion about the vehicles...
I'll go back and edit the above post with the trailer addition.
-Mike R.
P.S. you're doing fine, I just want to make sure (since this is an example) that we get it right... I am wrong as often as not so no worries
ShadowPhoenix
Mar 30 2004, 07:21 AM
cool, glad we're square on that, as I don't want to pooch us up badly either

we'll get back to the show tomorrow with as I'm tired and ready to crash out.
Frag-o Delux
Mar 30 2004, 12:03 PM
I have the old Rigger's Blackbook, in it, the picture of the 4201 looks like a big U-Hual truck. We have always played it that way, but it doesn't really matter, does it?
Fahr
Mar 31 2004, 07:06 PM
ping
Kagetenshi
Mar 31 2004, 07:12 PM
pong
<1 packets sent, 1 received, 360000 milliseconds>
~J
Fahr
Apr 5 2004, 02:42 PM
ping
ShadowPhoenix
Apr 5 2004, 05:52 PM
sorry I've been dead as late, I'll try to get something up tonight, my buddy just got back from Iraq recently, and well, there's been a lot of catch up we've been doing. keep ya posted I'm not giving up on this thread
ShadowPhoenix
Apr 11 2004, 05:57 PM
Alright! I'm back once again, for the Ramming test for vehicular combat the person ramming needs to make a Ramming test with his driving skill vs his vehicles handling plus modifiers.
the TN for the Ramming is
handling = 2 - VCR implant(rating x2) 4 = -2
since no TN can be under 2 the TN for this challenge is 2
I think you'll hit it, but we'll see how this goes, your up for rolling Fahr
mfb
Apr 12 2004, 03:49 AM
can you use Combat Pool for dodging attacks against your vehicle? until 5 minutes ago, i thought vehicles couldn't dodge at all, but it says in R3 that riggers can use Control Pool to dodge. it seems odd to me that the only way you can dodge in a vehicle is if you're a rigger, though, and it doesn't say anywhere that i'm aware of that you can't use CP for making your vehicle dodge, and since you can use CP for gunnery, it'd make sense to me that you can use it for dodging as well.
TinkerGnome
Apr 12 2004, 04:06 AM
Well...
QUOTE (SR3 p149) |
Riggers may attempt to dodge any ranged combat attack using Control Pool instead of Combat Pool dice (see Dodging Test, p. 133). The target number for dodging is the vehicles Handling Rating, plus any standard modifers for Driving Tests and Dodging Tests. |
I'd say no you don't get combat pool to dodge. The trade-off of course, is that vehicles are hard to damage in the first place, and the TN to dodge can potentially be quite low (a rigger in an undamaged vehicle with handling 2 and VCR 2 has a base TN 3 to dodge while barreling down an urban maze... not bad).
mfb
Apr 12 2004, 04:16 AM
ack. is that an errata?
TinkerGnome
Apr 12 2004, 04:17 AM
Heh, nope. It's burried deep in a long section of test about taking damage, though. It's not logically ordered (ie, talk about damage being taken and damage resistance tests before dodging).
mfb
Apr 12 2004, 04:20 AM
sigh. the 4th edition of SR will involve no actual rule changes--just a re-ordering of the current rules according to some kind of logical structure.
TinkerGnome
Apr 12 2004, 04:24 AM
Logic? Structure? Like not sticking a lot of rules deep in the equipment section? Bah, I don't know what game that would be, friend, but it wouldn't be Shadowrun. If you can get by with a less than encylopedic knowledge of where everything is in the various books, then I don't want to play.
mfb
Apr 12 2004, 04:29 AM
that game would be d20!
Fahr
Apr 12 2004, 04:35 AM
driving test roll is 8 7 5 4 3 3
kerensky
Apr 12 2004, 05:06 AM
Yeah, but... it the 4th ed only included such minor improvements like an index and pertinent tables at the end of each book
Fahr
Apr 15 2004, 05:32 PM
ping
Austere Emancipator
Apr 16 2004, 12:15 AM
I've been dredging through the Vehicles section and all other pertinent bits in SR3 and some of the rules in R3, in preparation for designing ships for
this thread. Admittedly, I haven't gotten to the Advanced section in R3, and there's a lot of other stuff in R3 that I didn't quite get yet/only had a glance at, but I've got a few questions:
Complex Action to fire 1 weapon, and
only one weapon with any drone? Is it common to make an exception to this if there are several identical weapons on the drone, such as a set of several fixed MGs, or is something of the kind actually accommodated in the rules? If a vehicle has several Launch Control Systems, does it still need several riggers, to fire one missile or rocket each as a Complex Action?
Complex Action to lock onto a spotted and tracked target? It seems that even if you've already spotted the target, through an earlier Active Sensor Test, you still have to make another as a Complex Action to get a lock. Which is really silly, considering how tracking and locking on to targets happens with RL air radars. It's a good thing it doesn't take an action to perform an Active Sensor Test (right?), but it shouldn't take more than a Free to lock on either. IRL with a Track-While-Search AA radar you just put brackets on top of your favorite dot and
blam, insta-lock-on. Or am I just being silly?
Drones can make Passive Sensor Tests, but not Manual Gunnery? This seems like something that might be in the Advanced Rules section, but I won't get that far in a while, even if I read all night. It just makes no sense at all to me that a drone would be incapable of Manual Gunnery when it can do a PST. Or am I being silly again?
(Sorry for interrupting your demo-game, but I figured I could get this out of the way during the hiatus.)
Kagetenshi
Apr 16 2004, 12:57 AM
QUOTE (Austere Emancipator) |
Complex Action to fire 1 weapon, and only one weapon with any drone? Is it common to make an exception to this if there are several identical weapons on the drone, such as a set of several fixed MGs, or is something of the kind actually accommodated in the rules? If a vehicle has several Launch Control Systems, does it still need several riggers, to fire one missile or rocket each as a Complex Action? |
By strict rules, only one weapon can be active at a time. This is frequently houseruled by people who don't even realize that they're houseruling it.
QUOTE |
Complex Action to lock onto a spotted and tracked target? It seems that even if you've already spotted the target, through an earlier Active Sensor Test, you still have to make another as a Complex Action to get a lock. Which is really silly, considering how tracking and locking on to targets happens with RL air radars. It's a good thing it doesn't take an action to perform an Active Sensor Test (right?), but it shouldn't take more than a Free to lock on either. IRL with a Track-While-Search AA radar you just put brackets on top of your favorite dot and blam, insta-lock-on. Or am I just being silly? |
Once you've hit them with an Active Sensor test, you have a lock, unless I misread the section.
QUOTE |
Drones can make Passive Sensor Tests, but not Manual Gunnery? This seems like something that might be in the Advanced Rules section, but I won't get that far in a while, even if I read all night. It just makes no sense at all to me that a drone would be incapable of Manual Gunnery when it can do a PST. Or am I being silly again? |
You're being silly

It makes sense to me the way it is. I'll try to think if I can find a good way to explain it, though. If it bothers you, I'd kill Drone Passive Sensor Tests before allowing Drone Manual Gunnery.
~J
Austere Emancipator
Apr 16 2004, 01:22 AM
QUOTE (Kagetenshi) |
Once you've hit them with an Active Sensor test, you have a lock, unless I misread the section. |
Went back to the Sensors section in SR3, and it seems that an Active Sensor Test is not an action at all, but the Sensor Test to lock on for Sensor Enhanced Gunnery is a Complex. I think the implication is pretty clear: Even if the vehicle has already spotted the target with its Sensors, it will need to make a new Sensor Test as a Complex Action, according to canon.
Simplified example:
A drone SAM-launcher (Sensor-6) system is sitting in a remote valley, with orders to follow air traffic with its Sensors (active radar) and transmit info about it to battalion C^2. An unsuspecting smuggler T-bird (Sig 5) roars into the valley from behind a dead zone, 20 km away from the SAM. The SAM makes an Active Sensor Test automatically, using 6 dice against a TN of 5. Nobody has ECM or ECCM. The SAM's radar picks up the smuggler easy with 4 successes, and thus identifies it as a heavily modified T-bird. The T-bird is oblivious to all this (bad rolls, stupid smuggler).
There's serious shuffling about in battalion C^2, with questions being asked from local commercial air control networks. After some time it is established that the T-bird has no business whatsoever in the area, is illegal, is most likely piloted by a dangerous criminal, and is carrying military weapons for sale on the black market of a neighboring country. The SAM is promptly ordered to shoot the T-bird down.
By now, the smuggler is getting suspicious of the huge flashing light and beepind sound on his Early Warning System. He notices he's being tracked from somewhere further into the valley, and decides to dodge out of it, back to the SAM's dead zone.
Now, the SAM is in a hurry. It goes for an immediate shot. Sensor-enhanced gunnery is obviously the way to go, and this is a drone not being directly rigged so there's no choice anyway. Lock on and shoot. Now, for the important part:
By your interpretation, does the drone SAM launcher get to automatically fire away, without any action for locking on, since it scored 4 successes on an Active Sensor Test when it first spotted the T-bird?
I'm pretty sure canon would require a new Complex Action, and the T-bird would be long gone. Personally, I would only require a Free Action to lock on, and the T-bird would be toast.
QUOTE |
It makes sense to me the way it is. I'll try to think if I can find a good way to explain it, though. If it bothers you, I'd kill Drone Passive Sensor Tests before allowing Drone Manual Gunnery. |
My reasoning is: The Drone has limited "intelligence". It isn't very smart, but it can distinguish shapes etc, since it can do PSTs. It should thus be capable of firing based on that passive understanding of sensor output, without the need for a lock-on.
Since shape-distinguishing and passive tracking technology (such as TV-guided bombs and missiles) are already available, I don't think it's a huge leap that a 2060s drone can fire its weapons based on its interpretation of what it "sees" with passive sensors only.
I even think most vehicles would allow some help with doing a Passive Sensor Test. A good Sensor array should, when necessary, automatically give hints, such as outlining humanoid shapes in red on a TV screen, or giving a warning when there's a barely audible sound of a rocket engine somewhere. That sort of thing. Whether this would work game balance wise, I'm not sure yet, I'll need to finish up R3.
TinkerGnome
Apr 16 2004, 02:47 AM
QUOTE (Austere Emancipator) |
IRL with a Track-While-Search AA radar you just put brackets on top of your favorite dot and blam, insta-lock-on. |
That's manual gunnery which, as far as I know, doesn't require the lock-on complex action
Austere Emancipator
Apr 16 2004, 02:50 AM
More Random Crap:
If I read the section correctly, degradation of any RC Network channels caused by a MIJI Intrusion attack does not cause any Target Number modifiers other than for the Perception Test to figure out the Intruding image is false. Thus a RC Network could theoretically be running at 9 points of degradation in all 3 channels, and the only numerical effect would be +3 TN (or +9, if you're cruel) on the Perception Test to spot the false image. Correct?
Assume a RC Network has been attacked by both a Meaconing and a Jamming attack, both to it's Command channel, and both attacks had 3 net successes. The Command channel now has 6 points of (or Serious) Degradation. Does that mean that all Driving, Gunnery and other physical tests performed with a Drone's Pilot as well as IVIS and Comprehension Tests in the network have a +3 TN? I'm thinking yes, for sake of simplicity. Too much trouble to keep track of exactly what attack has caused how much degradation to which channel.
Follow-up on the last: Does degradation of any channel from Jamming attacks cause a loss of Smartlink modifiers, or should that big refer only to the System channel?
Austere Emancipator
Apr 16 2004, 02:55 AM
QUOTE (TinkerGnome) |
That's manual gunnery which, as far as I know, doesn't require the lock-on complex action  |
Not really. After that lock-on, you can start blasting the dot to oblivion with AMRAAMs or Sparrows, or Sidewinders in other modes. You can also benefit from the radar tracking information from the lock-on for more accurate cannon-fire -- the HUD will show you approximate lead, etc. Since all those benefits are derived from the fact that the active radar is locked on the target, I consider it Sensor Enhanced Gunnery.
Unless you really were just trying to be funny, and tried to say that putting brackets over a dot is a test in Manual Gunnery. Sorry, but someone is apparently Jamming my Social channel.