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Slacker
QUOTE (ChromeZephyr @ Nov 20 2012, 01:42 PM) *
Yeah, you don't expect the "run away! run away!" lesson in the second conflict of a mission. It's usually the third. nyahnyah.gif

edit: I asked before, but it was an edit and probably got lost in the wash: Have any of the RHs started closing on TW after Neon sics them on him?


Hmm...good question. Looks like Neon Mech's words must have gotten lost in all the conflict going on. I already posted actions for all the RH so Tundra Wolf is safe for now.
taeksosin
Personalized grip doesn't say one way or the other whether or not it works for other people. My assumption is it swaps the stock grip out for something nicer that's aftermarket (better materials, that sort of thing). Slacker's discretion, obviously, but my next IP will be spent tossing TW the FN 5-7C and the four clips of Ex-Ex that I have on me. Currently loaded with SnS, 14 rounds left. 20 round clips, 5RC (4RC w/o personalized grip) and suppressed.

So, TW may wish to delay until after my turn biggrin.gif

Simple -> Give gun to TW
Simple -> Detect active and passive nodes nearby, ascertain if any of the detected nodes belong to RH members.
ChromeZephyr
+3 RC for TW's cyberarm gyromount. Yeah, what recoil? grinbig.gif

TW will delay until Quixote tosses him the submachine gun.

Simple action to catch
Free action to smartgun eject magazine
Simple action to slam a magazine of EX-Ex home.

The IC write-up for this is going to be fun.
taeksosin
I'm figuring on a writeup per combat round myself.
taeksosin
Frakking double posting piece of crap mac.
Slacker
QUOTE (taeksosin @ Nov 20 2012, 01:57 PM) *
Personalized grip doesn't say one way or the other whether or not it works for other people. My assumption is it swaps the stock grip out for something nicer that's aftermarket (better materials, that sort of thing). Slacker's discretion, obviously, but my next IP will be spent tossing TW the FN 5-7C and the four clips of Ex-Ex that I have on me. Currently loaded with SnS, 14 rounds left. 20 round clips, 5RC (4RC w/o personalized grip) and suppressed.

So, TW may wish to delay until after my turn biggrin.gif

Simple -> Give gun to TW
Simple -> Prepare shock gloves.


These guys are tough enough that I will allow the personalized grip to work.
Slacker
QUOTE (taeksosin @ Nov 20 2012, 02:12 PM) *
I'm figuring on a writeup per combat round myself.


So much is going on in this combat from my side of things that I think I'll leave the IC posts for this combat all up to you guys. Give yourselves moments to really shine.
ChromeZephyr
Kinda hard to shine when the opposition are übermooks. wink.gif
taeksosin
More like an opportunity to be super heroic and real shiny! I, personally, plan on saving Mr. White's hoop from that ganger coming towards him if I get the drop on him biggrin.gif
Kiirnodel
Sorry, I didn't think I got any more IP's this turn. IP increases don't usually give them on the combat turn they are gained.

But if I have IP's to take, then I'm going to try and contain the Reality Hackers. Casting a Web spell, but for that I'm going to need to know the spread of the gangers, how close they are to innocents, that sort of thing.

My Web spell has an area, circle with a radius in meters equal to the Force, but I can modify that by withholding dice from my spellcasting test. So I need an approximate radius I could cast to catch as many gangers (starting with the RH, as they seem more bloodthirsty...) as possible without catching any innocents (or team members if they happen to get that close).
Slacker
QUOTE (Kiirnodel @ Nov 20 2012, 02:25 PM) *
Sorry, I didn't think I got any more IP's this turn. IP increases don't usually give them on the combat turn they are gained.

But if I have IP's to take, then I'm going to try and contain the Reality Hackers. Casting a Web spell, but for that I'm going to need to know the spread of the gangers, how close they are to innocents, that sort of thing.

My Web spell has an area, circle with a radius in meters equal to the Force, but I can modify that by withholding dice from my spellcasting test. So I need an approximate radius I could cast to catch as many gangers (starting with the RH, as they seem more bloodthirsty...) as possible without catching any innocents (or team members if they happen to get that close).


For Expediency, I allowed everybody's reflex enhancements to become effective in the same combat turn.

There isn't going to be any way at all that you can do a spell that would just get gangers. Both gangs are spread out with tourists all over the place, including many that are in melee combat with gangers. Also, could you tell me where the rules are for the Web spell you are casting? I didn't see anything in Chummer called Web and it wasn't in the core book or Street Magic that I could tell.

The mass of people, gangers and tourists, is spread out over about 40 or 50 meters depending on if you count the fast running tourists that immediate ran toward either the Underground proper or the escalators, including at least one ganger that is immediately adjacent to Mr. White with a crying woman nearby.

If you are wanting to target a specific area I can tell you how many people you'd catch in it. Pretty much it will always catch some civilians in it.
Kiirnodel
QUOTE (Slacker @ Nov 20 2012, 04:21 PM) *
For Expediency, I allowed everybody's reflex enhancements to become effective in the same combat turn.

There isn't going to be any way at all that you can do a spell that would just get gangers. Both gangs are spread out with tourists all over the place, including many that are in melee combat with gangers. Also, could you tell me where the rules are for the Web spell you are casting? I didn't see anything in Chummer called Web and it wasn't in the core book or Street Magic that I could tell.

The mass of people, gangers and tourists, is spread out over about 40 or 50 meters depending on if you count the fast running tourists that immediate ran toward either the Underground proper or the escalators, including at least one ganger that is immediately adjacent to Mr. White with a crying woman nearby.

If you are wanting to target a specific area I can tell you how many people you'd catch in it. Pretty much it will always catch some civilians in it.


Ah, ok on the IP's, makes sense, and that's the way I've had some GM's do it, so I understand.

As for the spell... I was misremembering the name. It's actually the spell "Net", but it will really mess up civilians. It reduces Agility and possibly poses penalties to defense (and cuts speed), Ganger's with their chipped up Agility, are more likely to not be fully affected, so that would leave the innocents in hot water. So if I can't avoid trapping civilians, I guess I'll pick a good target and send a Stunbolt their way...

I'll be preferring targets that are immediately threatening civilians, and then trying to get ones that have been hit by other stunning attacks (to try and knock them all the way out). I know some of my allies are using stun ammo.

I am making my way toward some of the civilians that have been hit. I have a First Aid Kit and the Heal spell, so I'm going to try and save some lives while I'm at it... I'm assuming I can't get to any of the people who have been hit in just one move.

Complex Action: Cast Stunbolt at Force 7

Spellcasting: 3 hits.

Drain (2P): 3 hits.

Free Action: Yell out "Let's keep casualties low today!"
Forces In Motion
QUOTE (Slacker @ Nov 20 2012, 01:36 PM) *
Is Legs using hot sim for VR? I can't remember. If so, i'll add you in for the third IP.


Sorry, forgot to mention that. Yes, he'll be using hot sim for VR.

And if he's going to be in on the third IP, he'll be jumping into the drone for one Simple Action.

Hmm...I'm guessing I can't transfer Rumpelstiltskin from his commlink to the drone, huh?
taeksosin
Changed my second simple action to scanning for active/passive nodes. I have ideas...biggrin.gif
ChromeZephyr
QUOTE (Kiirnodel @ Nov 20 2012, 04:02 PM) *
Free Action: Yell out "Let's keep casualties low today!"


Snrk. I can see TW and Gardner are going to get along famously
Slacker
QUOTE (Kiirnodel @ Nov 20 2012, 05:02 PM) *
Ah, ok on the IP's, makes sense, and that's the way I've had some GM's do it, so I understand.

As for the spell... I was misremembering the name. It's actually the spell "Net", but it will really mess up civilians. It reduces Agility and possibly poses penalties to defense (and cuts speed), Ganger's with their chipped up Agility, are more likely to not be fully affected, so that would leave the innocents in hot water. So if I can't avoid trapping civilians, I guess I'll pick a good target and send a Stunbolt their way...

I'll be preferring targets that are immediately threatening civilians, and then trying to get ones that have been hit by other stunning attacks (to try and knock them all the way out). I know some of my allies are using stun ammo.

I am making my way toward some of the civilians that have been hit. I have a First Aid Kit and the Heal spell, so I'm going to try and save some lives while I'm at it... I'm assuming I can't get to any of the people who have been hit in just one move.

Complex Action: Cast Stunbolt at Force 7

Spellcasting: 3 hits.

Drain (2P): 3 hits.

Free Action: Yell out "Let's keep casualties low today!"


Keep in mind that the injured civilians are right in the middle of the two gangs. They basically are the ones that got caught in the first volley of attacks and the survivors have spread out from their. To get to the injured ones, you'd be running past the RH's current positions.

Currently, the only gangers attacking civilians are the skraacha. So I'll assume you are using stunbolt on one of them. On his whopping 2 Willpower dice he actually rolls 2 successes. So he takes 8 boxes of stun damage screaming out in tremendous pain. I'll even say it takes him to his knees because it's just too much for him. The tourist he had beating down with a nailbat starts crawling away.
Hez, realizes what's going on and calls for his men to find the caster and put him down quick!

Slacker
QUOTE (taeksosin @ Nov 20 2012, 01:57 PM) *
Personalized grip doesn't say one way or the other whether or not it works for other people. My assumption is it swaps the stock grip out for something nicer that's aftermarket (better materials, that sort of thing). Slacker's discretion, obviously, but my next IP will be spent tossing TW the FN 5-7C and the four clips of Ex-Ex that I have on me. Currently loaded with SnS, 14 rounds left. 20 round clips, 5RC (4RC w/o personalized grip) and suppressed.

So, TW may wish to delay until after my turn biggrin.gif

Simple -> Give gun to TW
Simple -> Detect active and passive nodes nearby, ascertain if any of the detected nodes belong to RH members.


You can get a list of all active and passive nodes as a free action. Trying to find a particular node is an extended test that takes up your entire turn (Electronic Warfare + Scan).Trying to find all hidden nodes from non-hidden ones is an Extended test with a much higher threshold (15+).
Alternately trying to find a single wireless signal in hidden mode is a complex action: Electronic Warfare +Scan(4).
taeksosin
Oh, derp, I misread which section it was in.
I'd like to get a scan of the active and passive nodes, and then still use that simple to ready the shock gloves. Again, with the active/passive, checking whether or not the RH were smart enough to keep their stuff in hidden mode. I assume they were, but you never know, a guy can get lucky sometimes. biggrin.gif
Slacker
Top of initiative pass 3

Neon Hex tosses his useless gun aside and says "Fuck you bastard" as he charges Tundra Wolf...Wow, on 13 dice he rolled only 2 hits. He's going to have to Edge that shit. Rerolling the failed dice he gets 5 more successes for a total of 7 hits against TW!

Base damage from his retractable spurs is 7P.

--------------

Hez will attack the RH that tried to hit him. But the RH's armor is too great. These Skraacha are seriously outclassed here when their leader can't even damage the RH minions.

-------------

Legs dives into his drone through full hot sim VR and then issues a command to his agent to join him. What software are you and your agent running currently just so I know if it comes up?

---------

Tundra Wolf's turn I'm guessing Neon Mech trying to tear into you may effect what you are doing on your turn.

-------------

Next up will be Quixote and then Gardner
Slacker
QUOTE (taeksosin @ Nov 20 2012, 06:42 PM) *
Oh, derp, I misread which section it was in.
I'd like to get a scan of the active and passive nodes, and then still use that simple to ready the shock gloves. Again, with the active/passive, checking whether or not the RH were smart enough to keep their stuff in hidden mode. I assume they were, but you never know, a guy can get lucky sometimes. biggrin.gif


Roll me a d6 and we'll see how lucky you are. Maybe there is some newb in the RH gang that forgot to switch it back to Hidden mode before the fight started.
taeksosin
1d6=2
Slacker
QUOTE (taeksosin @ Nov 20 2012, 07:03 PM) *


Not so lucky. You can see 30 or so active/hidden nodes but you doubt any of them are from the RH.
Forces In Motion
If I hadn't been so bent on making Legs a purely physical combat rigger, I would've added a couple more programs to his commlink to help handle hackers trying to take control of his drones and whatnot. And a couple points to the Cybercombat skill.

C'est la vie. We can work on that between missions.

Anyway...

Rumpelstiltskin is a rating 3 IC, with Armor and Attack running. Legs currently has Command (5) and Encrypt (5) running, and ECCM (3) loaded.
taeksosin
So long as you're jumped in, believe that they can't kick you out.
Forces In Motion
biggrin.gif Hey, if worse comes to worst, Legs can always do a little jamming on the fly.
Slacker
QUOTE (taeksosin @ Nov 20 2012, 08:04 PM) *
So long as you're jumped in, believe that they can't kick you out.


If they do enough damage they can knock him out and thus out of the drone, particularly with their Blackout programs. But it will take them a couple turns to get that far I'd think. We'll see.
taeksosin
Going out of town tomorrow, should have internet access and such but since I'll be doing the bulk of the driving I doubt I'll be able to check in as frequently as I'd like to help move this along. Here's my next initiative roll for the next turn: Reaction (2) + Intuition (3) + Improved Reflexes (2) (7d6.hits(5)=4). Looks like an 11 total.

As for actions, going to charge the RH engaging Mr. White (+2 to dice pool) and attempt to touch him with my shock gloves (+2 to dice pool) ideally from the rear (ideally another +2) and possibly with a friend in the melee if he's closed to melee range with Mr. White (+1). That would, theoretically, have me looking at a pool of 16 (Agi 7 + Personalized Grip 1 + Unarmed 1 + 2 + 2 + 2 + 1). If I don't have superior position/attacking from the rear and Mr. White isn't in the melee, then a pool of 13. Either way, I'd like to then call the shot (figure back of the head/neck should do) and lose four dice and gain +4DV. This would have me doing 9S(electric) + Net Hits vs 1/2 Impact.

So...yeah. Assuming this set of events and what not, I'll go ahead and throw the attack roll now assuming a pool of 12 (16 - 4 for called shot). If the pool is less, feel free to stab dice off the end. Agility (7) + Unarmed (1) + Personalized Grip (1) + Charging (2) + Touch Attack (2) + Superior Position (2) + Friend in Melee (1) - Called Shot (4) (12d6.hits(5)=3)

Assuming the combat keeps going, Quixote will assist Mr. White in subduing this guy, and then will help Gardner out next in the best way possible.
Kiirnodel
I was originally thinking about throwing off another Stunbolt, but I decided I wanted to try and get something into the center, helping to protect the civilians. The best way I could think of to do that was to call in some reinforcements. Before I stick my neck out too far waling up, how many people are we talking about? I know I'm not taking the time to carefully look at everything, but I'm wondering how many enemies I would be wading into if I tried to walk over to try and help the people who aren't able to get out of harms way themselves.


Free Action: Yell "Leave the gaijin alone, chipheads!"

Simple Action: Call bound Plant Spirit

Simple Action: Command Spirit "Protect the innocents and injured."

Plant spirits are my health spirits, so I'm conjuring my bound spirit to try and keep the people safe. In particular I am projecting the image of the tourists and other unarmed civilians that have been caught in the middle of this fray. But I'm not against the spirit keeping the gangers from killing each other too (like keeping one of them from finishing off someone who's been shot down and bleeding...)

The spirits action this turn (assuming it gets one) is going to be to Materialize (a Complex Action)

To give you guys an idea, the plant spirit has a Body 8, Strength 9, so I imagine it's pretty darn big.


So I'm going to probably use my original action to throw the stunbolt on the first initiative pass of the next turn. Technically, I rolled this first then thought up the idea to bring in the spirit, so if you want to reverse the order, that's cool (just being up front about it). It shouldn't make too much of a difference in the long run.

I'm going to target a Reality Hacker this time. I'm trying to send a message, not get a gang slotted off at me. I'll still pick one that seems to be trying to target innocents or did so earlier.

Initiative: DP 7 + 3 hits -> 10 Score

Complex Action: Another Force 7 Stunbolt

Spellcasting: 3 hits.

Drain (2P): 3 hits.


The spirit gets 3 hits on its own Initiative getting a score of 13.


As I mentioned before, I had most of this post written out using an original action of a Stunbolt. Then I thought of bringing in my spirit, so I've done some copy-paste work to try and keep most of what I had but make it fit with the new action. But it's getting pretty late, so I apologize if I've rambled and if anything is confusing. Just point out things that need clarification and I'll clear it up tomorrow.
Slacker
QUOTE (Kiirnodel @ Nov 21 2012, 02:41 AM) *
I was originally thinking about throwing off another Stunbolt, but I decided I wanted to try and get something into the center, helping to protect the civilians. The best way I could think of to do that was to call in some reinforcements. Before I stick my neck out too far waling up, how many people are we talking about? I know I'm not taking the time to carefully look at everything, but I'm wondering how many enemies I would be wading into if I tried to walk over to try and help the people who aren't able to get out of harms way themselves.


Free Action: Yell "Leave the gaijin alone, chipheads!"

Simple Action: Call bound Plant Spirit

Simple Action: Command Spirit "Protect the innocents and injured."

Plant spirits are my health spirits, so I'm conjuring my bound spirit to try and keep the people safe. In particular I am projecting the image of the tourists and other unarmed civilians that have been caught in the middle of this fray. But I'm not against the spirit keeping the gangers from killing each other too (like keeping one of them from finishing off someone who's been shot down and bleeding...)

The spirits action this turn (assuming it gets one) is going to be to Materialize (a Complex Action)

To give you guys an idea, the plant spirit has a Body 8, Strength 9, so I imagine it's pretty darn big.


So I'm going to probably use my original action to throw the stunbolt on the first initiative pass of the next turn. Technically, I rolled this first then thought up the idea to bring in the spirit, so if you want to reverse the order, that's cool (just being up front about it). It shouldn't make too much of a difference in the long run.

I'm going to target a Reality Hacker this time. I'm trying to send a message, not get a gang slotted off at me. I'll still pick one that seems to be trying to target innocents or did so earlier.

Initiative: DP 7 + 3 hits -> 10 Score

Complex Action: Another Force 7 Stunbolt

Spellcasting: 3 hits.

Drain (2P): 3 hits.


The spirit gets 3 hits on its own Initiative getting a score of 13.


As I mentioned before, I had most of this post written out using an original action of a Stunbolt. Then I thought of bringing in my spirit, so I've done some copy-paste work to try and keep most of what I had but make it fit with the new action. But it's getting pretty late, so I apologize if I've rambled and if anything is confusing. Just point out things that need clarification and I'll clear it up tomorrow.


Just to be clear, it is not the Reality Hackers that are currently attacking tourists. In the opening of the fight they injured 3 or 4 tourists, but they are all now involved in either fighting you runners or the ork Skraacha gangers. And only the Skraacha gangers who are attacking tourists.

As far as how many people we are talking about, there are a couple dozen civilians scattered about, 8 or 9 of which have become injured in the vacinity of the red dot marking the "End of Fire Zone" on the map I had linked. The are still about 7 gangers in close proximity (mixed RH and Skraacha).

I've got no problem with you summoning the spirit in this Initiative Pass and sending it to protect the civilians.

Just want to make sure who you are targeting with your next action since you're calling out the chipheads and saying you want to attack the RH, but they aren't the ones harming the innocent any more.
Slacker
Currently waiting on Tundra Wolf. Need rolls for defending against 7P damage with 7 hits from Neon Mech who charged you.
Then confirm what you are doing on your turn. I'll certainly let you still catch the gun and load different ammo, but I'm figuring with this guy right in your face you may want to do something different. (Technically the gun will be thrown after your turn too, so if you wanted to move away from Neon Mech you'd still have the chance to catch the gun on your next turn


Once we get that resolved we'll be starting the second combat turn. Neon Mech and Hez are still first in initiative, but Tundra Wolf will be going immediately after them. So go ahead and post your actions for that pass too. You can assume that Neon Mech is pursuing the attack on you unless you are able to do him some serious damage.
ChromeZephyr
Bah, now I have to retype the IC post, looks like it's mano-y-mano time...

Defense on Neon's turn: Reaction 6 + Cyberimplant blades 5 = 5 hits. Spending edge on misses: 5 dice rerolled = 2 hits. Total: 7 hits, attack parried.

IP pass 3 for me.

Free action: Speak "My turn"

Complex action: Melee attack on Neon. Agility 7 + Cyberimplant blades 5 = 5 hits. Damage with retractable spur is 6P before net hits. Hope this guy doesn't roll well on defense, that high armor is brutal.

edit: Throwing a gun at me is probably a bad idea now, taeksosin. Unless you're trying to bounce it off this guys head or something. wink.gif

edit 2: read all the words in the post, CZ, not just the ones you like. Unless Neon's suddenly running away, I'll be continuing the melee with him on my first action of the second combat turn.
Slacker
QUOTE (ChromeZephyr @ Nov 21 2012, 10:02 AM) *
Bah, now I have to retype the IC post, looks like it's mano-y-mano time...

Defense on Neon's turn: Reaction 6 + Cyberimplant blades 5 = 5 hits. Spending edge on misses: 5 dice rerolled = 2 hits. Total: 7 hits, attack parried.

IP pass 3 for me.

Free action: Speak "My turn"

Complex action: Melee attack on Neon. Agility 7 + Cyberimplant blades 5 = 5 hits. Damage with retractable spur is 6P before net hits. Hope this guy doesn't roll well on defense, that high armor is brutal.

edit: Throwing a gun at me is probably a bad idea now, taeksosin. Unless you're trying to bounce it off this guys head or something. wink.gif

edit 2: read all the words in the post, CZ, not just the ones you like. Unless Neon's suddenly running away, I'll be continuing the melee with him on my first action of the second combat turn.

He rolls 6 successes on his parry.

So at the start of the new combat turn he will again be attacking you, saying "Reality has no room for Ork sympathizers like you." He rolls 6 successes to hit you.

Go ahead and roll your defense and damage resistance if necessary against the same 7P damage.

Then give me the roll for your attack back at him.
Slacker
On Hez's turn he gets 4 net successes against the RH attacking him and the RH serious botches his damage resistance test. His head is just ripped clean off thanks to the critical glitch.

Hez shouts "That's what you get for coming into our turf and starting drek." Then he calls out to his men to quit screwing around and gank that traitor to his meta-kind (Gardner who appears to be supporting the RH with magic as far as the gangers can tell).
Slacker
Once Tundra Wolf gives me the rolls for his attack. It'll be Legs' turn to reek some havoc with the drone he's stepped into.
ChromeZephyr
Defending against sttack: Reaction 6 + Cyberimplant blades 5 = 3 hits Damn. 3 net hits for him, stages damage to 10P.

Damage resistance test: Body 4 + Impact 6 = 4 hits. Using Edge to reroll misses:6 dice rerolled = 3 hits. Damage staged down to 3 Physical, -1 modifier for future tests.

Yeah. This guy's getting 6 hits without Edge and 7 with on melee rolls. Going on Full Defense (Parry) until someone can shoot him with something better than a handgun, I'll be dead otherwise.
Kiirnodel
QUOTE (Slacker @ Nov 21 2012, 12:05 PM) *
Hez shouts "That's what you get for coming into our turf and starting drek." Then he calls out to his men to quit screwing around and gank that traitor to his meta-kind (Gardner who appears to be supporting the RH with magic as far as the gangers can tell).


Yeah, definitely mixing it up and targeting one of the Reality Hackers so things are more "fair". Let's go ahead and backup my teammate, and target Neon Mech with the Stunbolt.

When The leader of the skraacha says to "attack the traitor", obviously pointing to Gardner and whatnot, I'll respond with, "Just protecting those without protection" as a Free Action (and seeing as I probably act after him, my action of stunning the RH leader will probably seem like my response to his order.

Meanwhile (actually before my action technically), the spirit has materialized as a giant mass of plant life and writhing vines. Performing its order to protect the innocents, it will target the nearest person threatening someone without a weapon (based on what Slacker's said probably a Skraacha attacking a tourist) and use it's Fear power to make them run away.

The Skraacha gets to roll Willpower to resist.

Fear: 4 hits

It will then move up to defend anyone else. I'm hoping by this point not many of the gangers are bothering to try and hurt tourists so all this should probably help convince everyone that continuing to attack the innocent civilians isn't worth the effort.

edit: clarified target of the Stunbolt
Forces In Motion
Sorry for the delay, guys. I'll post my stuff here in the next couple hours, I'm at work at the moment.
Slacker
QUOTE (Kiirnodel @ Nov 21 2012, 12:33 PM) *
Yeah, definitely mixing it up and targeting one of the Reality Hackers so things are more "fair". Let's go ahead and backup my teammate, and target Neon Mech with the Stunbolt.

When The leader of the skraacha says to "attack the traitor", obviously pointing to Gardner and whatnot, I'll respond with, "Just protecting those without protection" as a Free Action (and seeing as I probably act after him, my action of stunning the RH leader will probably seem like my response to his order.

Meanwhile (actually before my action technically), the spirit has materialized as a giant mass of plant life and writhing vines. Performing its order to protect the innocents, it will target the nearest person threatening someone without a weapon (based on what Slacker's said probably a Skraacha attacking a tourist) and use it's Fear power to make them run away.

The Skraacha gets to roll Willpower to resist.

Fear: 4 hits

It will then move up to defend anyone else. I'm hoping by this point not many of the gangers are bothering to try and hurt tourists so all this should probably help convince everyone that continuing to attack the innocent civilians isn't worth the effort.

edit: clarified target of the Stunbolt


Ok, for the Spirit's first IP in the new combat round he sends a Skraacha screaming in horror back into the depths of the Underground. Effectively taking him out of the combat completely.

Technically you and the Skraacha go on the same initiative, so while they will get confused by your attack on Neon Mech they won't even register that until after they act this round. Roll me your Edge score as sign of your luck (this isn't using up any Edge, just thought I'd use that stat as a luck stat).
Slacker
QUOTE (Forces In Motion @ Nov 21 2012, 03:50 PM) *
Sorry for the delay, guys. I'll post my stuff here in the next couple hours, I'm at work at the moment.


No worries. I expect this week will have delays for many people including myself. And overall, I'd say we are moving along at a really good pace.
Kiirnodel
QUOTE (Slacker @ Nov 21 2012, 05:12 PM) *
Technically you and the Skraacha go on the same initiative, so while they will get confused by your attack on Neon Mech they won't even register that until after they act this round. Roll me your Edge score as sign of your luck (this isn't using up any Edge, just thought I'd use that stat as a luck stat).


Seems about right, I was expecting the Skraacha to go before me, so I figured I'd be seeing at least a few bullets coming my way.

Edge, to see how lucky I am: 1 hit.
Forces In Motion
All right, let's use some ammo!

Gonna spend a free action to switch the drone's mounted LMG to full auto via SmartLink.

And then, for a Complex Action, Legs is going to lay down some suppressive fire in the direction of the gangers that is free of teammates and the most clear of civilians to see if he can get them to scatter and run.

Gunnery (4) + Agility (5) = 4 hits

Duck and cover, boys. That's explosive ammo, too.
Slacker
QUOTE (Forces In Motion @ Nov 22 2012, 09:07 AM) *
All right, let's use some ammo!

Gonna spend a free action to switch the drone's mounted LMG to full auto via SmartLink.

And then, for a Complex Action, Legs is going to lay down some suppressive fire in the direction of the gangers that is free of teammates and the most clear of civilians to see if he can get them to scatter and run.

Gunnery (4) + Agility (5) = 4 hits

Duck and cover, boys. That's explosive ammo, too.


Just to be clear, the tourists outnumber the total number of gangers by like 2 or 3 to one. And they largely don't know enough about combat to run for cover. There is no way to do suppressive fire without catching some of them in the crossfire. Most of the Skraacha are directly involved in fighting tourists, and most of the RH are either in some cover or fighting runners.

About the best you'd be able to do is either hit Hez and one other Skraacha, along with 3 tourists, or I could see you hitting Skraacha gangers and 5 tourists.
Forces In Motion
QUOTE (Slacker @ Nov 22 2012, 10:55 AM) *
Just to be clear, the tourists outnumber the total number of gangers by like 2 or 3 to one. And they largely don't know enough about combat to run for cover. There is no way to do suppressive fire without catching some of them in the crossfire. Most of the Skraacha are directly involved in fighting tourists, and most of the RH are either in some cover or fighting runners.

About the best you'd be able to do is either hit Hez and one other Skraacha, along with 3 tourists, or I could see you hitting Skraacha gangers and 5 tourists.


Meh. Scratch that then. Legs wouldn't particularly care about hitting the gangers on either side, but the tourists are a different story.

Sorry about that...didn't realize the area was still so crowded.

So...change the free action from changing the gun's fire mode to Run.

And for the complex action, Legs is going to try to ram Neon Mech with the Doberman.

I'll be making use of the Gearhead quality for the dice pool modifier and to increase the handling of the Doberman by 1.

Pilot Ground Vehicle (5) + Reaction (6) + Handling (1) + Gearhead Modifier (2) = 9 hits

You're welcome, TW. biggrin.gif
Slacker
QUOTE (Forces In Motion @ Nov 22 2012, 11:43 AM) *
Meh. Scratch that then. Legs wouldn't particularly care about hitting the gangers on either side, but the tourists are a different story.

Sorry about that...didn't realize the area was still so crowded.

So...change the free action from changing the gun's fire mode to Run.

And for the complex action, Legs is going to try to ram Neon Mech with the Doberman.

I'll be making use of the Gearhead quality for the dice pool modifier and to increase the handling of the Doberman by 1.

Pilot Ground Vehicle (5) + Reaction (6) + Handling (1) + Gearhead Modifier (2) = 9 hits

You're welcome, TW. biggrin.gif


Sorry for the delay, been busy with Thanksgiving and Black Friday shopping.

If you are having the doberman using the running acceleration, you'd be suffering a -3 dice modifier on your roll. Also, because you are dived into the drone, you should be using your Response rating and not Reaction. And I'm going to add another -1 to make sure you don't run into Tundra Wolf that is in melee with Neon Mech.

Please reroll when you get the chance. As it stands now, he got 3 hits on his dodge and 5 hits on his damage resistance test. Depending on what you reroll, he may be using his other point of edge to shrug off the rest of the damage.

Oh and your Doberman needs to roll to resist have the damage (Body 3 + net success).
Slacker
Looks like most all the RH are pretty occupied, but a silent commlink message from Neon Mech does at least catch the attention of the RH that was hacking in AR. He moves to cover possibly planning to go full VR.

The RH attacking Hez...oh yeah, he had his head ripped off. His body is cooling on the ground.

The RH that ran for cover last time takes a pot shot at Hez and only scores 2 hits, which Hez sides steps handily.

The RH fighting Mr. White and shortly Quixote too. Takes another swipe at Mr. White scoring 3 hits.

And one more visible RH continues to attack a Skraacha ganger. Getting a lousy 1 hit that does nothing.

------------------------------

Now lets see if that RH attacking Mr. White is lucky enough to roll at least 3 successes...yep. Sorry Quixote, he's able to parry your attack. But I'm betting the two of you together will be able to take care of him.

----------------

Next up would be Gardner
Forces In Motion
Meh....I missed the running rule in all that. Sorry. nyahnyah.gif And, yeah, shoulda figured you were going to put in the -1 modifier. So, the new roll:

Pilot Ground Vehicle (5) + Response (3) + Handling (1) + Gearhead Modifier (2) - Running Modifier (3) - Target in Melee with Teammate (1) = 4 hits

So, the ram succeeds, if just barely.

Damage Resistance:

Doberman Body (3) + Doberman Armor (6) = 5 hits

And finally, a Vehicle Test to avoid crashing:

Response (3) + Pilot Ground Craft (5) + Handling (1) = 4 hits
Kiirnodel
This is the first pass of the second turn, right? I included the info last turn, but I'll repeat it.

A Force 7 Stunbolt - targetting Neon Mech (who charged Tundra Wolf just now, right?)

Spellcasting roll was 3 hits

Drain - 3 hits.
Slacker
QUOTE (Forces In Motion @ Nov 23 2012, 12:45 PM) *
Meh....I missed the running rule in all that. Sorry. nyahnyah.gif And, yeah, shoulda figured you were going to put in the -1 modifier. So, the new roll:

Pilot Ground Vehicle (5) + Response (3) + Handling (1) + Gearhead Modifier (2) - Running Modifier (3) - Target in Melee with Teammate (1) = 4 hits

So, the ram succeeds, if just barely.

Damage Resistance:

Doberman Body (3) + Doberman Armor (6) = 5 hits

And finally, a Vehicle Test to avoid crashing:

Response (3) + Pilot Ground Craft (5) + Handling (1) = 4 hits


Ok. So he did get hit, but his bulk and armor absorbed the blow. Likewise, the drone's armor absorbs the damage on it's side of things.
Slacker
QUOTE (Kiirnodel @ Nov 23 2012, 12:47 PM) *
This is the first pass of the second turn, right? I included the info last turn, but I'll repeat it.

A Force 7 Stunbolt - targetting Neon Mech (who charged Tundra Wolf just now, right?)

Spellcasting roll was 3 hits

Drain - 3 hits.


That's what I get for taking so long to post back. You had already posted your actions.

Since Neon Mech didn't have to use his last Edge versus the drone, I guess he will use it against the stunbolt instead. With Edge, his 4 hits mean no damage. But he's used up all his luck and with three opponents targeting only him, he will likely try to escape when it's his turn again.
Forces In Motion
QUOTE (Slacker @ Nov 23 2012, 02:26 PM) *
Ok. So he did get hit, but his bulk and armor absorbed the blow. Likewise, the drone's armor absorbs the damage on it's side of things.


Damn. Dude must be armored up like a tank.
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