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Slacker
Seeing the effects ofGardner's magical attacks, 3 skraacha will move to attack him. Two will shoot at you twice each.
Attack 1 = 3 hits for 5P -1AP
Attack 2 = 3 hits for 5P -1AP
Attack 3 = 4 hits for 5P -1AP
Attack 4 = 1 hits for 5P -1AP

When rolling defense, remember to reduce your dodge dice by one for each subsequent attack.

The third guy....nah. I think that is enough people attacking you. the Third goes crazy and tries to attack the spirit directly scoring 0 hits on an attack of will. Seeing no hope at all of fighting the thing, he's going to start running next chance he gets.

It seems another Skraacha is in a stalemate with one of the RH, but one of his buddies charges in to help him and ends up doing 4 boxes of damage to him.

Seeing their prey run for cover, the Skraacha attacking the hacking RH members fire off 4 shots. And down goes and RH.

-----

So now there's only Mr. White's turn left in this IP.
Forces In Motion
Quick question for the next IP...are there any of the Skraacha still going after civilians?
Slacker
QUOTE (Forces In Motion @ Nov 23 2012, 03:18 PM) *
Quick question for the next IP...are there any of the Skraacha still going after civilians?


Nope, they've all effectively been distracted by other things now. Also, only Hez the skraacha leader gets a second IP. The rest of his gang only has 1 IP.
Kiirnodel
QUOTE (Slacker @ Nov 23 2012, 04:09 PM) *
Seeing the effects ofGardner's magical attacks, 3 skraacha will move to attack him. Two will shoot at you twice each.
Attack 1 = 3 hits for 5P -1AP
Dodge 1 = 2 hits for 6S -1 AP
Attack 2 = 3 hits for 5P -1AP
Dodge 2 = 1 hit for 7S -1AP
Attack 3 = 4 hits for 5P -1AP
Dodge 3 = 0 hits for 9S -1AP
Attack 4 = 1 hits for 5P -1AP
Dodge 4 = null for 6S -1AP


Damage Resistance 1 - 6 Hits -> 0 damage
Damage Resistance 2 - 4 hits -> 3 Stun
Damage Resistance 3 - 10 hits -> 0 damage
Damage Resistance 4 - 6 hits -> 0 damage

Gardner gets hit by all the shots that come his way, but none of the bullets penetrate and he manages to shake off most of the damage.

I'm going to see what the Reality Hackers do before my next turn, but the Spirit is going to move to a central location among the downed civilians. Now that there are no more immediate threats, it will to see about getting some of them moving to a safer location.
taeksosin
So...what all does Mr. Slacker need from us to progress along?
Dak
sorry we're waiting on me. Dodge: 5D6E5 => 0
Slacker
QUOTE (Dak @ Nov 26 2012, 08:38 AM) *
sorry we're waiting on me. Dodge: 5D6E5 => 0


Ouch...Looks like you need to resist 8P damage with your Impact Armor + Body.

Then you can take your turn.
Slacker
Guess i'll move forward with posting actions for Neon Mech and Hez that will follow immediately after Mr. White finishes making his damage resistance test followed by the actions for his turn in the first IP.

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

Neon Mech is getting attacked on all sides by Tundra Wolf, Legs in the drone, and Gardner.... "I refuse to accept this reality. It is all a lie!" he proclaims as he continues to slug it out with Tundra Wolf. He gets 4 hits with his 7P spurs.

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

Hez doesn't believe Gardner's words of not being a traitor when nothing at all happened when he pointed at Neon Mech. So he charges forward to attack with his hand razors. He gets 4 hits on 5P damage.

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

Next up would be Gardner's Spirit's turn and he's supposed to be trying to assist wounded tourists towards safety. Correct?

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

Then it will be Tundra Wolf's turn followed by Legs.
ChromeZephyr
Defending roll (Full Defense): Reaction 6 + Cyberimplant Blades 5 + Cyberimplant Blades 5 - Wound Modifier 1 = 2 hits. How the fuck do you get only 2 hits out of 15? I knew that Perception test earlier was going to haunt me. Using Edge to reroll misses: 13 misses rerolled = 5 hits. 7 total hits, attack parried. Out of edge until refresh. Know which stat I'm using karma on first. indifferent.gif

My IP...well, since I can't defend myself without edge worth a damn and I can attack again, might as well. Agility 7 + Cyberimplant blades 5 - Wound Modifier 1 = 5 hits. Let's hope the dice gods are feeling nice now.
Kiirnodel
Gardner attempts to parry the blow with his staff, but the gang leader's skill exceeds the giant's reach. The blow impacts his armor, and Gardner gives an uncomfortable grunt of pain.

Parry -> 2 hits.

Damage Resistance -> 4 hits

Final Damage -> 3 Stun


In the future I will be using my reach (3 with the staff) to reduce my opponent's dice pool rather than increase my own. At least for defensive purposes.


edit: And yes, the Spirit is assisting people, covering their escape or defending where he must. With nobody else attacking the innocents, to follow its orders it stays to defend. It won't actively seek targets that aren't attacking the civilians.
Slacker
QUOTE (ChromeZephyr @ Nov 26 2012, 01:16 PM) *
Defending roll (Full Defense): Reaction 6 + Cyberimplant Blades 5 + Cyberimplant Blades 5 - Wound Modifier 1 = 2 hits. How the fuck do you get only 2 hits out of 15? I knew that Perception test earlier was going to haunt me. Using Edge to reroll misses: 13 misses rerolled = 5 hits. 7 total hits, attack parried. Out of edge until refresh. Know which stat I'm using karma on first. indifferent.gif

My IP...well, since I can't defend myself without edge worth a damn and I can attack again, might as well. Agility 7 + Cyberimplant blades 5 - Wound Modifier 1 = 5 hits. Let's hope the dice gods are feeling nice now.


Neon Mech only rolls 4 hits. So you get one net success, which gives your spur 7P damage, right? Well, 7S considering his armor. And....he rolls 7 hits to resist the damage completely.
Slacker
QUOTE (Kiirnodel @ Nov 26 2012, 01:37 PM) *
Gardner attempts to parry the blow with his staff, but the gang leader's skill exceeds the giant's reach. The blow impacts his armor, and Gardner gives an uncomfortable grunt of pain.

Parry -> 2 hits.

Damage Resistance -> 4 hits

Final Damage -> 3 Stun


In the future I will be using my reach (3 with the staff) to reduce my opponent's dice pool rather than increase my own. At least for defensive purposes.


edit: And yes, the Spirit is assisting people, covering their escape or defending where he must. With nobody else attacking the innocents, to follow its orders it stays to defend. It won't actively seek targets that aren't attacking the civilians.



Ok, i'll keep that in mind for future attacks. And I'll say that the Spirit is able to assist a couple of injured tourists to some good cover and will continue to give assistance.
ChromeZephyr
QUOTE (Slacker @ Nov 26 2012, 01:06 PM) *
Neon Mech only rolls 4 hits. So you get one net success, which gives your spur 7P damage, right? Well, 7S considering his armor. And....he rolls 7 hits to resist the damage completely.


You know it's not nice to taunt people, right? nyahnyah.gif
Slacker
QUOTE (ChromeZephyr @ Nov 26 2012, 02:43 PM) *
You know it's not nice to taunt people, right? nyahnyah.gif


Oh come on, you felt good there for a second didn't you? Before you read the last sentence?

I'm playing through this combat turn with stats as written, but after this i'm just going to have make some adjustments. This guy being able to through 17 dice at damage resistance tests is BRUTAL! And that's just on Impact armor, he rolls 19 dice on Ballistic armor.
ChromeZephyr
He has Body 6, Dermal Plating 2, and is wearing an armor jacket. Add in an apparently amazing Reaction, Agility, and Wired Reflexes 2. And this is supposed to be a street gang lieutentant? Just looking at the stat blocks for NPCs out of SR4, he's the equal (if not better) of a Red Samurai lieutenant. The guy could almost realistically soak a full burst from an LMG, ferchristssake. Unless we've suddenly been scene-shifted to Bogota or Chiba, how did the writer possibly think this was a good idea?

*deep breath*

Sorry, needed to get that out of my system. I'm better now.
Slacker
QUOTE (ChromeZephyr @ Nov 26 2012, 03:11 PM) *
He has Body 6, Dermal Plating 2, and is wearing an armor jacket. Add in an apparently amazing Reaction, Agility, and Wired Reflexes 2. And this is supposed to be a street gang lieutentant? Just looking at the stat blocks for NPCs out of SR4, he's the equal (if not better) of a Red Samurai lieutenant. The guy could almost realistically soak a full burst from an LMG, ferchristssake. Unless we've suddenly been scene-shifted to Bogota or Chiba, how did the writer possibly think this was a good idea?

*deep breath*

Sorry, needed to get that out of my system. I'm better now.


His body is 8 actually. There is some plot reasoning for this fight to not be over quickly which is probably why he is stated the way he is. Still, I know this would be frustrating if I ran up against him as a player.

Good thing is that despite how many combatants there are, you guys really have not taken much damage at all.
Slacker
Currently we are waiting on damage resistance and actions for the first IP from Mr. White as well as actions for the second IP from Legs.

Then it will be time for the RH to go.

Legs, just for comfirmation, neither you nor your Agent are running an Analyze program, right? That will make it rather difficult to detect anybody that may or may not be trying to hack your drone. That is if they had successfully tracked the hidden node of your drone last turn.
taeksosin
So what's the init order look like for this second round anyways? Don't remember seeing it, unless you're using the one from the first.
Slacker
QUOTE (taeksosin @ Nov 26 2012, 04:34 PM) *
So what's the init order look like for this second round anyways? Don't remember seeing it, unless you're using the one from the first.

Same one from the first round. Modified by injuries of course.
Dak
damage resistance test

7D6E5 => 3
Slacker
QUOTE (Dak @ Nov 26 2012, 06:44 PM) *
damage resistance test

7D6E5 => 3

That means you take 5 boxes physical damage. Ouch.

You also need to post your actions for the first initiative pass of the second round.
Dak
Retreating to find cover!

5 boxes of Physical damage.
Slacker
QUOTE (Dak @ Nov 26 2012, 07:15 PM) *
Retreating to find cover!

5 boxes of Physical damage.

Normally I would say you should just go on full defends rather than give the hanger a free attack to try to stop you from leaving melee but ill say he doesn't want to be fighting two Leopold so he will let you run away to find cover so he can concentrate on Quixote.
taeksosin
Obviously, I'm gonna continue trying to dust up the guy I'm duking it out with on my next action. If I get injured or something in the mean time, feel free to stab dice off the roll.

Unarmed (1) + Agility (7) + Touch Attack (2) + Personalized Grip (1) (11d6.hits(5)=6) Damage code is 5S(electric) vs 1/2 impact. Let's hope this guy manages to not do so well, eh?
Forces In Motion
QUOTE (Slacker @ Nov 26 2012, 03:40 PM) *
Legs, just for comfirmation, neither you nor your Agent are running an Analyze program, right? That will make it rather difficult to detect anybody that may or may not be trying to hack your drone. That is if they had successfully tracked the hidden node of your drone last turn.


That would be correct.

I'll have Legs' next actions up in the near future.
Slacker
Update: Currently waiting on actions for Legs, then it will be time for the RH to go.

Actually, Legs give me a few rolls for your Agent and the Drone each trying to detect any intruders. Since neither has an Analyze program, you'll just be rolling their Rating which i believe is 3 for both, right? Just curious when, if ever they would notice an intruder running stealth.

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

When the RH get a chance to go. The one that was attacking Mr. White will turn to his new opponent Quixote getting 2 hits with 5P spurs.

Another RH will notice Neon Mech getting attack on all sides, look around and see that half of the gang is gone and call out "Hey Boss. We need to go. There's too many of them."
He will then disengage with the Skraacha he'd been fighting and head to give Neon some backup. He actually takes 3 boxes of stun damage from the Skraacha in doing so though.

And another RH that is out of sight and in somebody or somethings mind does things nobody sees.

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

Then it will be Quixote's turn, which he already posted he would shock glove the RH in front of him. Hmmm...the RH actually managed to get 5 hits. So, a lot will ride on if Quixote took enough damage to reduce that attack by 1 die. I'll wait for him to get the chance to defend from the RH Attack before I say how this will end.

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

Following that it will be Gardner's turn.
taeksosin
Reaction (2) + Unarmed (1) + Improved Reflexes (2) (5d6.hits(5)=1)

One net hit remaining, so I need to resist 6P damage.

Body (5) + Impact Armor (6) (11d6.hits(5)=7)

Lucky dice tonight or what? Believe that, with his five hits, that my attack will go through doing 6S(electric) damage. I <3 electric damage, it's always the big equalizer in my book.
Slacker
QUOTE (taeksosin @ Nov 27 2012, 10:24 PM) *
Reaction (2) + Unarmed (1) + Improved Reflexes (2) (5d6.hits(5)=1)

One net hit remaining, so I need to resist 6P damage.

Body (5) + Impact Armor (6) (11d6.hits(5)=7)

Lucky dice tonight or what? Believe that, with his five hits, that my attack will go through doing 6S(electric) damage. I <3 electric damage, it's always the big equalizer in my book.


Looks good. He got 4 hits on his damage resistance test and so only takes 2 boxes of damage and then he makes the body+will(3) test to not go down from the shock. Still. He'll be suffering -2 penalty from it going forward.

Good job.
Forces In Motion
Let's see...Rumpelstiltskin rolls its rating, which is 3, and I believe for Legs the test would be his Computer skill (since he's jumped in at the moment).

Either way, 3d6 for each.

Computer (3) = 1 hit.

Rumpelstiltskin (Rating 3 IC) scores 1 hit.

For Legs' turn, going to switch the drone's mounted LMG to burst-fire mode for a free action, then Take Aim and Fire at the nearest RH that isn't directly engaged with a friendly or civilian target.

Gunnery (4) + AGI (5) + Smartlink Bonus = 11d6 (3, 1, 6, 3, 5, 5, 3, 5, 5, 4, 4) = 5 hits.

I would've used InvisibleCastle for the last one, but it decided to go pear-shaped when I tried to use it the third time.
Slacker
QUOTE (Forces In Motion @ Nov 28 2012, 12:28 AM) *
Let's see...Rumpelstiltskin rolls its rating, which is 3, and I believe for Legs the test would be his Computer skill (since he's jumped in at the moment).

Either way, 3d6 for each.

Computer (3) = 1 hit.

Rumpelstiltskin (Rating 3 IC) scores 1 hit.

For Legs' turn, going to switch the drone's mounted LMG to burst-fire mode for a free action, then Take Aim and Fire at the nearest RH that isn't directly engaged with a friendly or civilian target.

Gunnery (4) + AGI (5) + Smartlink Bonus = 11d6 (3, 1, 6, 3, 5, 5, 3, 5, 5, 4, 4) = 5 hits.

I would've used InvisibleCastle for the last one, but it decided to go pear-shaped when I tried to use it the third time.


As there is only one RH you can see not currently engaged with a friendly, you will be shooting at the guy that was coming to help Neon Mech. I'm guessing you were going to do a wide burst to reduce the defenders dice pool by 2. So, he only manages to get 1 hit on his dodge. His armor is able to soak up around half the damage, but that still leaves him taking 5 boxes of physical damage. He's hurting bad.
Slacker
Now, we are just waiting on Gardner, who is currently being shot at by two Skraacha, to post actions for finishing out the 2nd IP.

Then we'll be starting up at the top of again for IP 3 starting with Neon Mech and Hez.
Kiirnodel
Free Action: "I'm just helping the civilians"

Complex Action: Full Defense (Just in case he still feels like attacking me)
Slacker
QUOTE (Kiirnodel @ Nov 28 2012, 07:22 PM) *
Free Action: "I'm just helping the civilians"

Complex Action: Full Defense (Just in case he still feels like attacking me)

Hez responds "There's no such thing as a civilian here. There are only those of us of the Underground and there are Topsiders that are against us. You have already shown where you stand traitor." And when it's his turn he will continue to attack you. Somehow i'm thinking he won't be that successful with you on full defense and using your reach to give him a penalty to his dice pool though.

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

First though, it's Neon Mech's turn. His eyes briefly focus on something in AR. Then they flicked towards the Doberman drone before returning to the task at hand. With a smirk, he stubbornly attacks Tundra Wolf again. Getting 5 hits on 7P damage.

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

After Neon Mech it's time for Hez who only manages to get 2 hits on Gardner. Roll for your Full Defense, I expect you'll be able to dodge that with no problem.

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

The Spirit continues to aid tourists to safety. Most of the initial group of injured tourists have now been shuffled off to the relative safety of shops at the sides of the Tourist Highway. That there are still one or two left that will need to be carried out.

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

Now it's time for Tundra Wolf and then Legs to go.
ChromeZephyr
Invisiblecastle is still borked, so I'm using Rolz.org for the nonce.

Defending against Neon Mech; Reaction 6 + Cyberimplant blade 5 - Injury Modifier 1: [ 6; 2; 2; 6; 3; 5; 5; 4; 1; 5; => 5 success(es) against 5 ] = 5 hits, attack parried.

TW's initiative step, attacking Neon Mech; Agility 7 + Cyberimplant blades 5 - Injury modifier 1: [ 5; 3; 5; 3; 5; 2; 5; 3; 3; 5; 5; => 6 success(es) against 5 ] = 6 hits.

Hope I'm not about to get shot in the back by that LMG, that would suck.
Slacker
QUOTE (ChromeZephyr @ Nov 29 2012, 10:34 AM) *
Invisiblecastle is still borked, so I'm using Rolz.org for the nonce.

Defending against Neon Mech; Reaction 6 + Cyberimplant blade 5 - Injury Modifier 1: [ 6; 2; 2; 6; 3; 5; 5; 4; 1; 5; => 5 success(es) against 5 ] = 5 hits, attack parried.

TW's initiative step, attacking Neon Mech; Agility 7 + Cyberimplant blades 5 - Injury modifier 1: [ 5; 3; 5; 3; 5; 2; 5; 3; 3; 5; 5; => 6 success(es) against 5 ] = 6 hits.

Hope I'm not about to get shot in the back by that LMG, that would suck.

Neon Mech only got 3 hits on his dodge. That means you're doing 9P damage, right? On his resistance test he gets 8 hits. So you do manage to do 1 more box of physical damage to him.

Oh, and I'm sure Legs and his agent have complete control of the drone..... at least for this combat round. wink.gif
ChromeZephyr
QUOTE (Slacker @ Nov 29 2012, 10:25 AM) *
Neon Mech only got 3 hits on his dodge. That means you're doing 9P damage, right? On his resistance test he gets 8 hits. So you do manage to do 1 more box of physical damage to him.

Oh, and I'm sure Legs and his agent have complete control of the drone..... at least for this combat round. wink.gif


Holy shit, I actually hurt the bastard? Well, aside from the 5 boxes of stun from shooting him earlier I suppose.
Kiirnodel
Actually with my damage penalties its a bit harder, I don't have a much skill to defend with. But I do manage to get 2 hits on my parry, so I deflect his attack.

Now, since I used my action last IP to dodge, I still get my turn this IP; even if it may be last at this point.

Gritting his teeth in frustration and concentration, Gardner argues back one last time: "Topsiders aren't all against you."

I throw one more Stunbolt at Neon Mech (as my teammates seem to be having trouble with him). This time Force 9

But my chances don't look so good. Not only did I get just a single hit on the spellcasting, I also glitched...

The regular Drain would be 3P, possibly modified by the glitch (or it always have weird side effects or something)

But luckily for me I managed to get 5 hits on the resistance.

Apart from botching the spellcasting, Gardner is going to try and hold his ground for the most part. Although if I can maneuver so the other Skraacha don't have as good a shot on me this time, that seems like a good idea.


At this point I would like to note that I really haven't done much to the Skraacha. I hit one with a nonlethal attack 7-8 stun hurts but isn't anything that resting for a couple hours won't solve. And then a Plant Spirit appeared in a protective stance over the Civilians and roared. It just so happens that one of his gangers is afraid of moving plants nyahnyah.gif
While none of my spells have been effective against the Reality Hackers, he did start targeting me after just one (nonlethal) spell, and I haven't retaliated against him at all...
Slacker
QUOTE (ChromeZephyr @ Nov 29 2012, 11:47 AM) *
Holy shit, I actually hurt the bastard? Well, aside from the 5 boxes of stun from shooting him earlier I suppose.


Yes indeed, you're slowly working him down. smile.gif
Slacker
QUOTE (Kiirnodel @ Nov 29 2012, 12:29 PM) *
Actually with my damage penalties its a bit harder, I don't have a much skill to defend with. But I do manage to get 2 hits on my parry, so I deflect his attack.

Now, since I used my action last IP to dodge, I still get my turn this IP; even if it may be last at this point.

Gritting his teeth in frustration and concentration, Gardner argues back one last time: "Topsiders aren't all against you."

I throw one more Stunbolt at Neon Mech (as my teammates seem to be having trouble with him). This time Force 9

But my chances don't look so good. Not only did I get just a single hit on the spellcasting, I also glitched...

The regular Drain would be 3P, possibly modified by the glitch (or it always have weird side effects or something)

But luckily for me I managed to get 5 hits on the resistance.

Apart from botching the spellcasting, Gardner is going to try and hold his ground for the most part. Although if I can maneuver so the other Skraacha don't have as good a shot on me this time, that seems like a good idea.


At this point I would like to note that I really haven't done much to the Skraacha. I hit one with a nonlethal attack 7-8 stun hurts but isn't anything that resting for a couple hours won't solve. And then a Plant Spirit appeared in a protective stance over the Civilians and roared. It just so happens that one of his gangers is afraid of moving plants nyahnyah.gif
While none of my spells have been effective against the Reality Hackers, he did start targeting me after just one (nonlethal) spell, and I haven't retaliated against him at all...


Neon Mech just barely gets 1 hit on his willpower to resist your spell. So no damage to him. And i'm not going to up the drain by more than 2 for a regular glitch. If there were a tourist around, i might have had them take some damage. But there isn't so no worries. Looks like no effect.

And there is some truth to you saying that you've barely done anything to the Skraacha, but then you are the only person at all that has done anything to the Skraacha other than the RH. That is why he is so focused on you being a traitor. Tell you what, give me a Negotiations test -2 for having attacked the Skraacha. If you can get at least 1 hit and not glitch. I'll have him stop attacking you. Maybe even call off his boys too.
Kiirnodel
With my wound penalties and the situational -2 my dice pool on the Influence Group is reduced to 0. I'll go ahead and spend the edge, and try for the longshot.

On my three dice from Edge, I managed to get 2 fives and a one.

So with a little bit of luck, Hez apparently sees the sincerity in my eyes?


(It's the Stun damage that gets me, and it adds up... A few more good shots/bad damage resistances and it's lights out. That's really what worries me. There's a reason why I overcast... to avoid more Stun damage >.<)
Slacker
Forgot about your damage modifier. But that works. Looks like Hez will stop attacking you. Let's see what happens when it comes back around to his turn. smile.gif
Slacker
Ok, we are currently waiting on actions for Legs' turn.

But to keep things moving along, I'll go ahead and post what happens immediately following Legs' turn. In the virtual environment of the drone's node, Rumpelstiltskin, Legs' Agent/IC turns toward the persona of Legs and lashes out with a brutal attack at it's master. Scoring 4 hits with base damage of 3.

Not exactly sure if a rigger that is dived into a drone is supposed to get a defense against Matrix attacks, but I'll give it to you. Because you are dived into the drone, your attributes are that of the drone and not of your commlink. So roll Response 3 + Firewall 3 to defend yourself. And then just System 3 to resist any damage that gets through your defense.

Then, the Agent disappears from the node.

Feel free to roll your Firewall 3 to see if you detect any intruders on the node yet.

-----------

Following that it will be Quixote's turn. And then we've already resolved Gardner's turn.
Forces In Motion
I think for this round, since Neon Mech seems to be so interested in the drone, he's going to get a taste of what his buddy got. Taking Aim, Called Shot (shooting for one of NM's knees), Fire Weapon (Burst-Fire mode).

Response (3) + Gunnery (4) + Smartlink (2) = 5 hits

I'll get to the Matrix actions in a moment.
Slacker
QUOTE (Forces In Motion @ Nov 30 2012, 10:21 AM) *
I think for this round, since Neon Mech seems to be so interested in the drone, he's going to get a taste of what his buddy got. Taking Aim, Called Shot (shooting for one of NM's knees), Fire Weapon (Burst-Fire mode).

Response (3) + Gunnery (4) + Smartlink (2) = 5 hits

I'll get to the Matrix actions in a moment.


What is the purpose behind your Called Shot?
Is it to avoid Neon Mech's armor? Then you'd suffer a -11 dice pool modifier.
Is it to target a vital area and thus increase the DV of the attack? Then you'd suffer a penalty equal to the increase in DV.
Forces In Motion
QUOTE (Slacker @ Nov 30 2012, 10:43 AM) *
What is the purpose behind your Called Shot?
Is it to avoid Neon Mech's armor? Then you'd suffer a -11 dice pool modifier.
Is it to target a vital area and thus increase the DV of the attack? Then you'd suffer a penalty equal to the increase in DV.


Bah, you GMs and your dice penalties.

Retract the free action then, to keep things going and avoid a re-roll, and make it a narrow burst to increase the DV and to avoid hitting TW.
Slacker
Oh WOW! Not only did Neon Mech fail to roll even 1 success, but he all glitched!!! So I'm saying the critical glitch means you shoot him in the head bypassing his armor.

He still gets to roll his 8 body though and I guess rolz.org is feeling sorry for him becaue it gives him almost all successes. Still, you just did a whopping 7 boxes of Physical damage to him. Great job, Legs!
taeksosin
I think we know what I'm doing. Touch the RH again to give him a lil' jolt.

Unarmed (1) + Agility (7) + Touch Attack (2) + Personalized Grip (1) (11d6.hits(5)=4)

Also, note to self: get a tacnet set up for the team.
ChromeZephyr
Wow, that's gotta sting. Nice shooting, Legs.
Slacker
QUOTE (taeksosin @ Nov 30 2012, 11:33 AM) *
I think we know what I'm doing. Touch the RH again to give him a lil' jolt.

Unarmed (1) + Agility (7) + Touch Attack (2) + Personalized Grip (1) (11d6.hits(5)=4)

Also, note to self: get a tacnet set up for the team.

Even with his penalties for damage, the RH manages to get 4 hits on his 7 dice.

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

While we wait for the defense rolls from Legs being attacked by his agent, let's start the new combat turn.

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

Neon Mech spits out a glob of blood and teeth as he reassesses the field of battle. ""
Well play my electronic friend. Reality is yours this day,
" he says toward's drone.

"Time to go boys," he shouts to what remains of his crew.

He then goes on full defense as he withdraws from melee combat with Tundra Wolf.
You get a free melee attack against him.

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

Hez eyes Gardner warily as he steps back and away from melee with him. You can take a free melee attack if you want to, though Im doubting you will.
Then he yells at his gang "Forget this slag. Don't let that hacker get away." He then runs after Neon Mech but won't reach him this IP.

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

Tundra Wolf you are up next.
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To be followed by the Knight Errant Rapid Response Team arriving on site.
Forces In Motion
Matrix defense rolls:

Response (3) + Firewall (3) = 2 hits

Hmm...looks like karma's biting me in the ass.

System (3) = 1 hit

Wow...almost glitched that one...

And finally, to see if I can pick up any intruders (though I think he is pretty sure by now there has to be at least one):

Firewall (3) = 2 hits
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