@'Machine Ghost' date='Jul 19 2013
<snip>
Some background and references.
[ Spoiler ]
TM Living Persona (and Table) SR4A239 : No TM matrix attributes greater than Resonance
TM Response = INT (plus 1 in VR), Firewall = WIL, System = LOG, Signal = Resonance / 2 rounded up.
Hack on the fly SR4A235 : Hacking + Exploit(Target's Firewall, Complex Action)
- threshold +3 for security, +6 admin accounts
Target Firewall + Analyze(Hacker Stealth) extended, each exploit action .. if/when threshold reached, alert triggered.
Crack Sprite SR4A242: Suppression SR4A243: Delay alert by (rating / 2) combat turns.
Crack(3)+Edit: Pilot 3, Response 4, Firewall 3, Initiative 9
Hacking(3)+Exploit(3) (Target Firewall, Complex Action)
Target Firewall(?) + Analyze(?) (Stealth(3))
Alert Suppression (rating(3)/2 round up = 2 combat turns = 6 IP) from when detection threshold reached
Fault Sprite SR4A242 response = rating + 2
Electron Storm SR4A242 : Rating Matrix damage AP -2, resisted SR4A237 as normal, each action phase
While engulfed, -2 dice pool modifier all matrix actions
Break engulf, response x 2 vs (sprite) response x 2
Fault Sprite(3)+Blackout: Pilot 3, Response 5, Firewall 2, Initiative 9
Matrix Attack SR4A236 Summary SR4A237
attack vs rigger Response + Firewall + Shield - 1 second attacker, 1 net hit needed to 'hit'
Sprite Cybercombat(3)+Electron Storm(3) vs
Sprite Cybercombat(3)+Blackout(3) vs
Sprite Cybercombat(3)+Attack(3) vs
Damage:
Blackout(3) + net hits resisted by WIL + Biofeedback Filter = WIL + CHA
Attack + net hits resisted by System + Armor = LOG + Armor
Electron Storm + net hits resisted by System + Armor -2AP = LOG + Armor -2AP
Break out of storm: rigger Response x 2 vs Sprite Response(5) x 2
- (INT + 1) x 2 vs 10
Rolls and actions
[ Spoiler ]
Crack Sprite(3): Pilot 3, Response 4, Firewall 3, Initiative 9
- Analyze, Exploit, Edit, Stealth, Suppression
Hacking(3)+Exploit(3) (Target Firewall, Complex Action)
Crack(3) Sprite: Hack on the fly;
6d6.hits(5) → [4,5,3,4,2,1] = (1)
6d6.hits(5) → [6,2,2,6,2,4] = (2)
6d6.hits(5) → [1,6,6,3,5,2] = (3)
6d6.hits(5) → [3,3,1,1,5,1] = (1)
6d6.hits(5) → [6,3,2,2,5,6] = (3)
6d6.hits(5) → [4,5,3,5,5,2] = (3)
6d6.hits(5) → [2,1,2,3,1,3] = (0)
6d6.hits(5) → [1,5,4,1,1,2] = (1)
Ignoring the glitch in roll 4, which is still a success, firewall(1,2,3,4,5,6) will go down after (4,5,5,5,6,6) passes – so it takes 6 passes!
Drone rolls in parallel Firewall(?)+Analyze(?) (3, exploit attempt) to get the initial intrusion detection, but no alarm (Suppression) until 6 passes later. Safe to say an alarm will sound!
Compiling(2)+Resonance(4)+VR(2)-Wounds(1)
Fault(3) Sprite: Pilot 3, Response 5, Firewall 2, Initiative 9
- Analyze, Armour, Attack, Blackout, Stealth, Electron Storm
Matrix Attack: Cybercombat(3)+Electron Storm(3): 6d6.hits(5)
Matrix Attack: Cybercombat(3)+Blackout(3): 6d6.hits(5)
Sprite(3)+Blackout Matrix Attack:
6d6.hits(5) → [4,3,3,5,4,4] = (1)
6d6.hits(5) → [2,1,3,5,6,2] = (2)
6d6.hits(5) → [5,3,6,3,6,2] = (3)
6d6.hits(5) → [6,3,3,6,3,2] = (2)
6d6.hits(5) → [5,6,2,5,4,3] = (3)
6d6.hits(5) → [5,6,3,5,4,5] = (4)
If I read Electron Storm SR4A242 right, the initial attack(s) would be vs rigger Response(?)+Firewall(?)+Shield(?)+VR(2)-Second Attacker(1). Once get at least a single net hit, the storm becomes sustained, and no longer needs an attack roll. Until / unless the target succeeds on a complex action to break out. Once the storm is in effect, the sprite can use following passes for other attack actions while continuing the storm, which would be vs rigger Response+Firewall+Shield-Second Attacker(1)-storm(2)
The damage for the initial (successful) storm attack would be Storm(3) reduced by hits on rigger System+Armor-2 AP. No net hits used to increase the damage. Following passes, until breakout would have no defense roll, just the same damage resistance. Any attacks done while the storm is active would be defended with -2 dice pool modifier, damage resistance is normal, without modifiers, but there would be a second damage resist needed for the storm effects, with the -2 AP.
Fault(3) Sprite Matrix Defense: Response(5) + Firewall(2)
Fault Sprite(3) Matrix Defense:
7d6.hits(5) → [1,2,1,4,1,3,5] = (1)
7d6.hits(5) → [1,5,1,6,5,2,4] = (3)
7d6.hits(5) → [2,5,1,1,3,3,2] = (1)
7d6.hits(5) → [1,6,6,5,1,5,1] = (4)
7d6.hits(5) → [4,5,3,1,4,5,6] = (3)
7d6.hits(5) → [2,6,4,5,1,1,4] = (2)
Fault(3) Sprite Damage Resistance: Pilot(3) + Armor(3)
6d6.hits(5) → [5,1,5,1,3,5] = (3)
6d6.hits(5) → [1,6,5,3,3,6] = (3)
6d6.hits(5) → [3,4,4,2,3,6] = (1)
6d6.hits(5) → [3,4,6,2,5,1] = (2)
6d6.hits(5) → [6,5,1,2,2,6] = (3)
6d6.hits(5) → [3,4,2,4,2,5] = (1)
Sprogget: System 4, Response 4(5), Firewall 3, Initiative 9 (- wounds 1)
Thread Blackout Software(2)+Analytical Mind(2)+Resonance(4)+VR(2)-Wounds(1) : Buy 2 hits
Fading(2) resist (INT(4)+VR(1)+RES(4)) : buy 2 hits
Matrix Attack: Cybercombat(2) + Blackout(2) + VR(2) - Wounds(1) : Buy a single hit
Matrix Defense: Response(5) + Firewall(3) + Shield(1) + VR(2) - Wounds(1)
10d6.hits(5) → [5,6,6,6,5,4,6,2,1,3] = (6) Net 1 hit attack [6] jammy bugger (used edge!)
10d6.hits(5) → [2,2,6,6,4,4,6,1,6,6] = (5)
10d6.hits(5) → [6,1,1,4,3,2,3,2,2,2] = (1)
10d6.hits(5) → [2,3,1,2,3,1,6,2,5,1] = (2)
10d6.hits(5) → [2,3,3,4,4,5,6,3,4,5] = (3)
10d6.hits(5) → [2,3,2,5,1,5,5,6,5,5] = (6)
Attack Damage Resistance: System(4) + Armor(3)
Black IC Damage Resistance: WIL(3) + Biofeedback Filter(4)
7d6.hits(5) → [4,3,4,4,1,2,5] = (1) = 6 boxes of matrix damage! OUCH…want to roll edge???
7d6.hits(5) → [3,5,1,4,4,5,1] = (2)
7d6.hits(5) → [2,5,1,3,4,2,5] = (2)
7d6.hits(5) → [1,6,6,6,2,5,4] = (4)
7d6.hits(5) → [6,5,4,1,5,6,1] = (4)
7d6.hits(5) → [3,2,4,2,2,2,5] = (1)
Reference Map