Thanee
Mar 22 2013, 05:52 PM
QUOTE (Dak @ Mar 22 2013, 05:58 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Thanee asked earlier about putting in IC posts. I propose that while we're in combat like this, that I'll post a summary at the end/beginning of a round, and then everyone is welcome to post about what they did and will next attempt to do. That way we don't get all out of sorts.
Ok, so we just make an appropriate IC post along with our OOC action declaration? Sounds good to me!
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
Bye
Thanee
phlapjack77
Mar 22 2013, 05:54 PM
I've heard opinions that it was done this way because if you apply the modifier to the attacker, there's more chance that there's a glitch. So anything that's not attacker-specific (something the attacker is doing, some situation of the attacker), should be a modifier for the defender. Kinda makes sense to me...
Dak
Mar 22 2013, 05:54 PM
The SUV continues driving forward toward the gate and Hammer.
next up is the people in and near the truck.
phlapjack77
Mar 22 2013, 05:56 PM
Oh boy
Thanee
Mar 22 2013, 06:06 PM
Yeah, I know for sure, that they have changed the cover modifiers for that reason, phlapjack.
In the original SR4 it was a penalty for the attacker, while in the new SR4A it is also a defensive bonus.
Bye
Thanee
phlapjack77
Mar 22 2013, 06:11 PM
Ah I see. I have the SR4 hardback but the SR4A pdf. The pdf is the only thing I have access to for the foreseeable future.
Dakka Fiend
Mar 22 2013, 06:12 PM
QUOTE (Dak @ Mar 22 2013, 06:54 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
The SUV continues driving forward toward the gate and Hammer.
I think Crispy has to work a bit on his warning shot.
QUOTE (Dak @ Mar 22 2013, 06:54 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
next up is the people in and near the truck.
Yay!
phlapjack77
Mar 22 2013, 06:18 PM
QUOTE (Dakka Fiend @ Mar 23 2013, 02:12 AM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
I think Crispy has to work a bit on his warning shot.
Crispy fired on the SUV and didn't scratch it, even though he rolled pretty well (4 hits on 8 dice, with no hits on defense). Maybe the situation calls for some grenades
Thanee
Mar 22 2013, 06:21 PM
QUOTE (phlapjack77 @ Mar 22 2013, 07:11 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Ah I see. I have the SR4 hardback but the SR4A pdf. The pdf is the only thing I have access to for the foreseeable future.
I have both, and I am using the PDF exclusively (only use the actual book during game nights). It is so much more convenient.
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
Bye
Thanee
Slacker
Mar 22 2013, 06:23 PM
QUOTE (phlapjack77 @ Mar 22 2013, 01:18 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Crispy fired on the SUV and didn't scratch it, even though he rolled pretty well (4 hits on 8 dice, with no hits on defense). Maybe the situation calls for some grenades
![biggrin.gif](http://forums.dumpshock.com/style_emoticons/default/biggrin.gif)
Or aiming at vulnerable points like the wheels to force a possible crash which could injure those inside the vehicle.
phlapjack77
Mar 22 2013, 06:24 PM
QUOTE (Thanee @ Mar 23 2013, 02:21 AM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
I have both, and I am using the PDF exclusively (only use the actual book during game nights). It is so much more convenient.
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
I agree - the reason I don't have access to the hardback is that I didn't want to lug it all the way to China
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
QUOTE (Slacker @ Mar 23 2013, 02:23 AM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Or aiming at vulnerable points like the wheels to force a possible crash which could injure those inside the vehicle.
This is a good point. I consciously didn't do something like this because I wanted Crispy's shot to be that "wild, rushed" event that it was. The long,narrow burst was a Simple Action, so for his other Simple Action he'll be taking aim.
Dakka Fiend
Mar 22 2013, 06:31 PM
QUOTE (phlapjack77 @ Mar 22 2013, 07:18 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Maybe the situation calls for some grenades
![biggrin.gif](http://forums.dumpshock.com/style_emoticons/default/biggrin.gif)
No joy. I'd need 5 + D6 net hits to do damage.
phlapjack77
Mar 22 2013, 06:39 PM
Oh well. Hammerson's looking like he's in trouble
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
There's always Control Thoughts on the rocket-launcher guy, I guess
Dakka Fiend
Mar 22 2013, 06:45 PM
Pfft, if we survive the truck people, we all have a second IP and none of the opposition has, so we all can just get back into the guard shack/tower, enjoy a nice game of poker until guard shift and then hand the problem over to the next guys.
Mach_Ten
Mar 22 2013, 06:55 PM
QUOTE (phlapjack77 @ Mar 22 2013, 06:39 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Oh well. Hammerson's looking like he's in trouble
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
Your confidence is as inspiring as your shooting, dammit.
![frown.gif](http://forums.dumpshock.com/style_emoticons/default/frown.gif)
Dak, from my earlier observe in details, anything further to add ? Any reply from control room ?
Dak
Mar 22 2013, 07:03 PM
Even in a war zone, people typically act in a certain way when gunfire erupts nearby. Sure enough, the people around the truck all instinctively duck, and then move more quickly toward anything that resembles cover.
One of them carries a rocket launcher and brings it up over his shoulder and takes aim. A rocket streaks from the tube toward the guard tower, specifically at Crispy. He's got 6 dice in his pool. Range is about 140 meters, putting it in Medium Range. The launcher has an image magnification scope on it.
6d6.hits(5) → [2,6,6,4,1,6] = (3)
Scatter:
4d6 → [1,5,2,4] = (12)
Direction:
1d6 → [2] = (2)
So the rocket explodes 9 meters away from Crispy, a little high and beyond. Crispy will get good cover (+4 dice).
The tower has an armor rating of 16 and a structure rating of 13.
The rocket's DV is 14P. And its -2 per meter away.. So 9 * 2 = 18. So it does... nothing. I hate rockets in shadowrun.
He then runs north toward the outer guard house.
--
Another fellow opens up with an LMG, firing a long narrow burst at Crispy. Medium range, so -1. He's rolling 5 dice. 5d6.hits(5) → [1,4,1,3,2] = (0) All wide, it seems.
He seeks cover behind the truck.
--
One with an assault rifle is going to shoot at Crispy, and another at Hammer.
Shooting at Crispy, its Medium range, so -1 dice. He'll take two shots, the second with a 1 point recoil penalty.
5d6.hits(5) → [5,6,6,5,4] = (4)
I'll let Crispy do defensive rolls if he wants here, before I go to the second shot.
The one firing at Hammer: 5d6.hits(5) → [1,6,4,6,2] = (2)
I'll let Hammer do the same thing if he wants. and then we'll proceed.
phlapjack77
Mar 22 2013, 07:04 PM
Didn't mean to impugn Hammerson's abilities. This is just gonna be a tough nut to crack.
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
Hope we can take the SUV in one piece! *plays more A-team music*
Dak
Mar 22 2013, 07:07 PM
QUOTE (Mach_Ten @ Mar 22 2013, 01:55 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Dak, from my earlier observe in details, anything further to add ? Any reply from control room ?
Sorry, lost track in the confusion. Kindly point me toward which post you're looking for a response to?
phlapjack77
Mar 22 2013, 07:13 PM
Defense on the first shot: Crispy'll go full-defense, using up his 2nd IP
Rea(6) + Dodge(2) + Cover(4) = 4 hits
Dak
Mar 22 2013, 07:22 PM
Second shot coming at Crispy.
4d6.hits(5) → [4,3,3,5] = (1)
Mach_Ten
Mar 22 2013, 07:49 PM
QUOTE (Dak @ Mar 22 2013, )
Sorry, lost track in the confusion. Kindly point me toward which post you're looking for a response to? smile.gif
De nada mate, lots going on for you
5 hits perception on the SUV to how if he was driving erratically or looked "Friendly" .. I think I can safely fragging ignore that now
![biggrin.gif](http://forums.dumpshock.com/style_emoticons/default/biggrin.gif)
lol
2 hits on perception as I stepped to the edge of our gatehouse to look at what Morales' team were doing (While maintaining cover specifically)
on that ,can I have 2 dice for cover against this gunfire, that was the point of me standing where I am.
CRISPY - let's get some retro tunage going on the TacNet ! -
music to Dance to Chummer ! QUOTE (Dak @ Mar 22 2013, 07:03 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
The one firing at Hammer: 5d6.hits(5) → [1,6,4,6,2] = (2)
I'll let Hammer do the same thing if he wants. and then we'll proceed.
I'll wait to roll reaction pending answers above
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
... as much as I am now cursing
Crispy for all his worth,
Hammer is glad for the adrenaline finally
Thanee
Mar 22 2013, 08:05 PM
QUOTE (Dak @ Mar 22 2013, 08:03 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
So it does... nothing. I hate rockets in shadowrun.
I see what you mean... 4d6 scatter and just -1 per net hit... almost impossible to hit anything with that.
![eek.gif](http://forums.dumpshock.com/style_emoticons/default/eek.gif)
Bye
Thanee
Dak
Mar 22 2013, 08:09 PM
QUOTE (Mach_Ten @ Mar 22 2013, 02:49 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
De nada mate, lots going on for you
5 hits perception on the SUV to how if he was driving erratically or looked "Friendly" .. I think I can safely fragging ignore that now
![biggrin.gif](http://forums.dumpshock.com/style_emoticons/default/biggrin.gif)
lol
2 hits on perception as I stepped to the edge of our gatehouse to look at what Morales' team were doing (While maintaining cover specifically)
on that ,can I have 2 dice for cover against this gunfire, that was the point of me standing where I am.
CRISPY - let's get some retro tunage going on the TacNet ! -
music to Dance to Chummer ! I'll wait to roll reaction pending answers above
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
... as much as I am now cursing
Crispy for all his worth,
Hammer is glad for the adrenaline finally
Perception against the SUV doesn't give you any indicators that he's friendly.
Perception toward Morales' team- looks like they're heading toward the vehicles in the north east section of the lot.
Partial cover - yes, 2 dice for Hammer.
Dakka Fiend
Mar 22 2013, 08:10 PM
Has there been errata to nerf rockets even more than they already were?
The Scatter table in my SR4 says
QUOTE ("")
Type
Standard Grenade
1D6 meters – 2 per net hit
Aerodynamic Grenade
2D6 meters – 4 per net hit
Grenade Launcher
3D6 meters – 4 per net hit
Rocket
2D6 meters – 1 per net hit
Missile
2D6 meters – 1 per net hit
(– Sensor rating)
Airburst
1D6 meters – 1 per net hit
(– Sensor rating)
Slacker
Mar 22 2013, 08:14 PM
QUOTE (Dakka Fiend @ Mar 22 2013, 03:10 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Has there been errata to nerf rockets even more than they already were?
The Scatter table in my SR4 says
SR4A lists it as 4D6 scatter for rockets.
QUOTE (SR4A page155)
SCATTER TABLE
Standard Grenade 1D6 meters – 1 per net hit
Aerodynamic Grenade 2D6 meters – 2 per net hit
Grenade Launcher 3D6 meters – 2 per net hit
Rocket 4D6 meters – 1 per net hit
Missile 4D6 meters – 1 per net hit (– Sensor rating)
Airburst 2D6 meters – 1 per net hit (– Sensor rating)
Dakka Fiend
Mar 22 2013, 08:17 PM
Ah OK, so the devs were unhappy with the fact that rockets sometimes actually hit and have corrected that horrible mistake. Would have been nice to include that in the official errata. *shrug*
Slacker
Mar 22 2013, 08:28 PM
QUOTE (Dakka Fiend @ Mar 22 2013, 03:17 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Ah OK, so the devs were unhappy with the fact that rockets sometimes actually hit and have corrected that horrible mistake. Would have been nice to include that in the official errata. *shrug*
Yeah, that would be nice, but i think there was just so much they changed with the update to SR4A that they couldn't do it as errata to the original book. That's the whole reason for doing it. Kind of like how much was changed between D&D 3.0 and 3.5.
Still it is pretty amazing how much more accurate a grenade launcher is compared to a rocket. Fewer scatter dice and successes cut the distance down by 2 meters each.
Mach_Ten
Mar 22 2013, 08:31 PM
QUOTE (Dak @ Mar 22 2013, 07:03 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
The one firing at Hammer: 5d6.hits(5) → [1,6,4,6,2] = (2)
I'll let Hammer do the same thing if he wants. and then we'll proceed.
Let's dodge some bullets !
REA 9 + Cover 2
(11d6.hits(5)=6 )---------------------
QUOTE (some dude on the internet)
If you are running with an unmodified Rocket then you'll run into that 4d6 scatter. Slap an airburst link on it then it goes down to 2d6 and with the blast radius it should pop vehicles like it was intended to do with relative ease. If ya check the Scatter Table on p155 SR4A you'll also see that scatter can be further reduced when you add extra sensors to assist in guidance.
As my current GM puts it "Modifiers, modifiers, modifiers. Dumb rockects give you dumb results and Smart rockets get the job done"
just to add to this in my opinion :
If you're shooting a dumb rocket, at a person, on a flat trajectory, you should miss.
they are designed for static or Huge targets
had the guy been paying attention in Terrorist school and not thinking about his 62 virgins or whatever ... he'd have remembered to aim at the building as it is just a success test and hope that someone is caught in the blast
Dak
Mar 22 2013, 08:34 PM
Second shot at Hammer:
4d6.hits(5) → [6,1,2,2] = (1)
Mach_Ten
Mar 22 2013, 08:40 PM
QUOTE (Dak @ Mar 22 2013, 08:34 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Second shot at Hammer:
4d6.hits(5) → [6,1,2,2] = (1)
Mother Fragger - STOP Shooting my nice guard house !
REA 9 + Cover 2 - 1 defended once
(10d6.hits(5)=6 )wow ..
Hammer does
NOT want to get shot today !
Dak
Mar 22 2013, 08:54 PM
QUOTE (Mach_Ten @ Mar 22 2013, 03:31 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
he'd have remembered to aim at the building as it is just a success test and hope that someone is caught in the blast
No shit? I did not realize this. I assumed that even when aiming at a building/vehicle/etc that you still have to do scatter test.
Also, an RPG can be very accurate.... if you want to see exactly how accurate, and don't mind gore, google "executed by rpg"
Mach_Ten
Mar 22 2013, 09:01 PM
QUOTE (Dak @ Mar 22 2013, 08:54 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Also, an RPG can be very accurate.... if you want to see exactly how accurate, and don't mind gore, google "executed by rpg"
I thought I had too much time on my hands.
I used to maintain Army weapons for a living, the LAW is as described relatively accurate, it has a 5 round spotting rifle on it to range find the TANK you are trying to hit. and against a moving target at range ... naaah ... dream on,
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
QUOTE (SR4A PAge 156)
Resolving Rocket and Missile Fire
Rocket fire is resolved in the same manner as for grenade launchers.
See Grenades, p. 155.
QUOTE (SR4A page 155)
Determine Scatter
To determine the grenade’s final location, first choose the intended
target. Make a standard ranged attack test using the attacker’s Agility
+ appropriate combat skill (Throwing Weapons or Heavy Weapons),
opposed by the target. If targeting a location, treat this as a Success Test
instead.
Also: Treat Rockets as Grenades .. which detonate the next IP, giving targets chance to Move the hell away
QUOTE (SR4A page 155)
Timing Gr enad es
As noted under Timed Items and Initiative (p. 145), a grenade detonates
on the next Initiative Pass using the Initiative Score of the character
who threw it (unless the attacker is using an airburst link, see p. 322,
in which it detonates on that Action Phase).
and for my own sanity and to keep some friends
QUOTE (Dak @ Mar 22 2013, 08:54 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
No shit? I did not realize this. I assumed that even when aiming at a building/vehicle/etc that you still have to do scatter test.
THIS ... is why I'm telling you
AFTER your man shot his load
Dakka Fiend
Mar 22 2013, 09:07 PM
Personally I'd read that as
1: opposed vs persons | success vs location
2: apply scatter either way
3: rockets suck
Thanee
Mar 22 2013, 09:10 PM
Yeah, all that "success test" means is, that it is unopposed (i.e. all hits are net hits, which reduce the scatter).
Scatter still happens as normal.
Bye
Thanee
Mach_Ten
Mar 22 2013, 09:11 PM
QUOTE (Dakka Fiend @ Mar 22 2013, 09:07 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Personally I'd read that as
1: opposed vs persons | success vs location
2: apply scatter either way
3: rockets suck
kinda, but if they had no scatter and were so cheap and hit whatever you pointed at ... everyone would be dead
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
I'm happy to sacrifice some reality for the sake of fun and surviving
Mach_Ten
Mar 22 2013, 09:13 PM
QUOTE (Thanee @ Mar 22 2013, 09:10 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Yeah, all that "success test" means is, that it is unopposed (i.e. all hits are net hits, which reduce the scatter).
Scatter still happens as normal.
I'm no rules lawyer, just what I read on the internets
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
and let's move on and kill the fragger before he finds another Rocket ? Huh ? now he has remembered terrorist school
Thanee
Mar 22 2013, 09:14 PM
Exactly.
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
They are deadly enough, as is, if you use them with airburst and all that stuff that is available.
Bye
Thanee
Mach_Ten
Mar 22 2013, 09:20 PM
actually reading success tests .. there is no "Net Hits" .. you succeed or you do not.
the GM decides the threshold and the test is made, you hit the threshold or fail
so you hit the AREA or Location "a building or a spot on the floor or whatever" and you hit or you miss .. no scatter !
bearing in mind the explosion is not instant and if you have movement left you can use it to "Run the Frag away "
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
given that regardless as long as you have an IP left you will ALWAYS have a movement phase to move
Slacker
Mar 22 2013, 09:34 PM
QUOTE (Mach_Ten @ Mar 22 2013, 04:20 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
actually reading success tests .. there is no "Net Hits" .. you succeed or you do not.
the GM decides the threshold and the test is made, you hit the threshold or fail
so you hit the AREA or Location "a building or a spot on the floor or whatever" and you hit or you miss .. no scatter !
bearing in mind the explosion is not instant and if you have movement left you can use it to "Run the Frag away "
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
given that regardless as long as you have an IP left you will ALWAYS have a movement phase to move
This is a case of general rule vs. specific rule. The general rule of a success test is you either hit or miss. The specific rule for grenades/rockets/missiles is that you roll either an opposed test vs. a moving target or a success test. Hits (net hits in the case of an opposed test or all hits in the case of a success test) are then used to reduce scatter.
Another way of looking at it is that the success test threshold equals the what gets rolled for scatter. If you roll enough hits on your success test to reduce the scatter all the way to 0 then you hit dead on. If not, the grenade still goes off and you just hope that your target is within the blast.
Slacker
Mar 22 2013, 09:37 PM
BTW...
QUOTE (SR4A pg 325)
Rockets and missiles are set to arm when they
have traveled 20 meters from their point of origin and explode on
impact.
There is no running away from a rocket or missile. Only grenades explode the next IP.
Mach_Ten
Mar 22 2013, 09:39 PM
oh aye, I agree it's totally up in the air .. but I'd say it should only ever apply when trying to hit a barn door, or a building
the rules trolls have tried to argue that you can try and hit the floor at someones feet thus Success test = insta-Gib ..
to which I say .. Go forth and multiply ! .. not a hope Son, that's cheating of the highest order
but if you wanted to hit the tower .. yeah .. but Crispy would have left the country by the time the rocket arrived
Mach_Ten
Mar 22 2013, 09:41 PM
QUOTE (Slacker @ Mar 22 2013, 09:37 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
BTW...
There is no running away from a rocket or missile. Only grenades explode the next IP.
yes but they are NOT bullets .. they have a flight time .. and in one IP .. you can sprint a few yards to not be at ground zero
unless you airburst it and add sensors for less than 1D6 sscatter ... but on a single shot Rocket .. that's too expensive and not what it was designed for
Guns for people .. rockets for buildings missiles for tanks
______________
I'm not posting on it any more, sorry I've derailed here .. you are the GM .. you do as you see fit mate and I'm more than happy to go either way ... just don't point it at me LOL
**EDIT** THis post needs more smilies, I don't want to come across as a rules lawyering jack-ass. I respect any decision the GM makes, and am having a blast in this and other games.
Dakka Fiend
Mar 22 2013, 09:58 PM
So, opposition attacks (and defense against) have been dealt with and it's time for my held action, right?
Edit:
black line: moving; red: shootingProblem with this plan is: walking, Brian can't make the movement in one IP and running, he'll miss with grenades.
So: I want him to run (not sprint) for 25/2 meters, which should get him there and then shoot someone twice with plain old assault rifle rounds.
move: as black line
free: perception to pick a willing target
simple: shoot him
simple: shoot him again
Rolling:
Perception: Intuition 4 + Perception 4 + TacNet 2 - Distracted 2 = 8 dice =>
[5,3,6,4,6,3,1,3] = (3) Guess I'll see a bit of one of the guys.
Shooting once: Agility 5 + Automatics 4 + Spec: Assault Rifles 2 + Smartlink 2 + TacNet 2 - Attacker Running 2 - Medium Range 1 - Target has good cover 4 = 8 dice =>
[1,2,3,4,3,3,4,4] = (0) A clean miss!
And twice: 8 dice - 0 (RC 4 >= recoil 1) =>
[6,4,2,5,1,1,2,1] = (2) Hmm, that might even hit.
Edit 2:
Areas Alpha: base DV 6P, -1 AP
phlapjack77
Mar 23 2013, 12:38 AM
QUOTE (Dak @ Mar 23 2013, 03:22 AM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Second shot coming at Crispy.
4d6.hits(5) → [4,3,3,5] = (1)
Still in full dodge mode
Rea(6) + Dodge(2) + Cover(4) - previous attack(1) = 4 hits
phlapjack77
Mar 23 2013, 01:53 AM
QUOTE (Mach_Ten @ Mar 23 2013, 03:49 AM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
CRISPY - let's get some retro tunage going on the TacNet ! -
music to Dance to Chummer ! Good choice! Unfortunately, Crispy is not so original, so when he says the music has started, he OF COURSE means
this music, which signifies that much arse is about to be kicked.
Thanee
Mar 23 2013, 06:00 AM
QUOTE (Mach_Ten @ Mar 22 2013, 10:20 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
actually reading success tests .. there is no "Net Hits" .. you succeed or you do not.
the GM decides the threshold ...
Of course there are no net hits, because it is unopposed.
The threshold, in this case, is determined by the scatter.
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
Bye
Thanee
Thanee
Mar 23 2013, 06:03 AM
Dakka Fiend, you can only run 1/3 of your movement rate each IP, since movement in combat isn't based on your own IP, but the highest IP around, which is 3.
Bye
Thanee
phlapjack77
Mar 23 2013, 06:21 AM
Yet another rule I wish were different in SR
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
I wish combat were always 4 IPs. You can move 1/4 your total movement each IP. Seems a lot cleaner than having to say "wait, what's the highest IP again? So I can only move x/2 this IP or what?"
Pesky math*! I hates it!
*Or "maths" to our British friends
You guys are weird...
Dakka Fiend
Mar 23 2013, 10:59 AM
Damn, yeah, that's a rule that gets me again and again. Well, even with only 1/3 (or even 1/4) of running, Brian should get far enough to shot at the guy taking cover behind (to the west of) the truck's cab. Not that 0 an 2 hits are gonna do much...
Mach_Ten
Mar 23 2013, 11:09 AM
I'll use my second simple action of the first pass to take aim at the front wheel of the SUV.
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