Help - Search - Members - Calendar
Full Version: OOC: SRM04-02 Extraction
Dumpshock Forums > Discussion > Welcome to the Shadows
Pages: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46
O'Ryan
QUOTE (Slacker @ Mar 7 2013, 02:14 PM) *
I'm assuming you are shooting at the one guard that is not behind cover.
He shifts his position as best he can, but it's not nearly enough. he takes a solid hit to his upper chest and is spun back as a spray of blood splashes the nearby wall. (he just took 7 boxes of physical damage-good job)


Yep, shooting at the one guy out of cover. That'll learn him!


QUOTE (Slacker @ Mar 7 2013, 02:19 PM) *
BTW O'Ryan I love the ongoing "I though this was just an interview" comments from Silas. It really shows just how messed up this Mission seems with you guys going to meet with the Johnson and suddenly being in a full on assault against a Megacorp's downtown/high-profile building.


Thanks. biggrin.gif The Johnson will definitely be getting a strongly worded letter in the mail! Possibly also a bad review on the Shadowland Yelp pages.
Slacker
QUOTE (O'Ryan @ Mar 7 2013, 04:23 PM) *
Thanks. biggrin.gif The Johnson will definitely be getting a strongly worded letter in the mail! Possibly also a bad review on the Shadowland Yelp pages.

You should totally do that as soon as you guys get out of here. Wonder what his Shadowland Yelp page says about him already?
ChromeZephyr
Huh, bad choices for TW. He has no idea that Needle just hacked that last drone and really doesn't feel like getting shot in the back by a sub-machine gun, but getting shot in the face by that sniper he saw moving up is an even worse idea. So, 1st IP is thus:

Simple action: Quickly move to doorway that Silas has "opened". ork.gif
Simple action: Ready flashbang grenade.
Free action: Speak over comms "Cover your eyes, flashbang!"

Planning on making the remaining guards in the room sad before we storm the room, maybe it'll knock Drunky McPlanwrecker out, too.
Kiirnodel
Movement isn't an action, unless you need to Run to get there, in which case it is a Free Action (or Simple to make the Sprint action). Can he get to the doorway without running? If he can, he can use that simple action to throw the grenade...
Slacker
QUOTE (ChromeZephyr @ Mar 7 2013, 06:24 PM) *
Huh, bad choices for TW. He has no idea that Needle just hacked that last drone and really doesn't feel like getting shot in the back by a sub-machine gun, but getting shot in the face by that sniper he saw moving up is an even worse idea. So, 1st IP is thus:

Simple action: Quickly move to doorway that Silas has "opened". ork.gif
Simple action: Ready flashbang grenade.
Free action: Speak over comms "Cover your eyes, flashbang!"

Planning on making the remaining guards in the room sad before we storm the room, maybe it'll knock Drunky McPlanwrecker out, too.

Kiirnodel is right. You don't need to use any action to walk to the doorway. So you can throw the grenade in. Later I will try to update the map showing where everybody is at.
Mach_Ten
QUOTE (Slacker @ Mar 8 2013, 02:25 AM) *
You don't need to use any action to walk to the doorway. So you can throw the grenade in.


is it anykind of action that we need to prepare to not be blinded, given this warning ?

is that why TW is doing it as a held, sort of action, so that we have time in our next passes to avoid effects ?

Slacker
QUOTE (Mach_Ten @ Mar 8 2013, 06:45 AM) *
is it anykind of action that we need to prepare to not be blinded, given this warning ?

is that why TW is doing it as a held, sort of action, so that we have time in our next passes to avoid effects ?

I believe it was more flavor text. The grenade will go off on his initiative next pass. You don't necessarily have to look away from it though. A Flash-Bang only effects those within it's 10M radius. Unlike other grenades, they do not reduce there effectiveness the further they get from the center. Everybody in the blast will have to resist 6S -3AP damage.\

Flash-Pak is the one the "grenade" with disorienting flashes of light.
Mach_Ten
QUOTE (Slacker @ Mar 8 2013, 01:07 PM) *
I believe it was more flavor text. The grenade will go off on his initiative next pass. You don't necessarily have to look away from it though. A Flash-Bang only effects those within it's 10M radius. Unlike other grenades, they do not reduce there effectiveness the further they get from the center. Everybody in the blast will have to resist 6S -3AP damage.\

Flash-Pak is the one the "grenade" with disorienting flashes of light.


oh ok, gottit ... how's your throwing arm TW ? smile.gif 10 metres is a pretty large area with scatter smile.gif
Slacker
I've updated the map to show where the various people are at in the banquet hall.

Each square is about 4 meters, so a 10m radius would be a huge 5x5squares. You'd be able to get 2 guards in the radius (with minimum scatter), you will be catching a number of guests in the blast though. Also if you were trying to get the Stupid Attendee in the blast, Mr. White and Acson will likely get caught in it too.
Slacker
Still, waiting to see if TundraWolf is going to throw the grenade on this pass since he didn't have to use an action for movement. If so where is he aiming to toss it to?

That's going to determine the actions of Security Guards who go after him.

It won't affect the sniper though. So lets see what he's donig, shall we? He was going to aim at the most augmented person with the thought that they might be the hacker who fucked with his eyes moments before. However, he spots a massive figure looming over the head of security and poking his body (the sniper is too far away to see that Gardner is trying to give first aid). So, he will fire a couple shots at Gardner (this will triggerGardner's Spirit to move in that direction under it's orders to protect the team; would he do that by de-materializing, then moving throw astral to reach the roof, then re-materializing? Or just head straight up while materialized?)

He doesn't get any bonuses from smartlink since that was disabled, but he still gets 3 hits on the first shot and....oh fucking HELL a whopping 7 hits on the second shot.
Base damage is 7P -7AP. So I sure hope Gardner is able to get some hits on his Reaction to dodge.
Kiirnodel
QUOTE (Slacker @ Mar 8 2013, 12:18 PM) *
Still, waiting to see if TundraWolf is going to throw the grenade on this pass since he didn't have to use an action for movement. If so where is he aiming to toss it to?

That's going to determine the actions of Security Guards who go after him.

It won't affect the sniper though. So lets see what he's donig, shall we? He was going to aim at the most augmented person with the thought that they might be the hacker who fucked with his eyes moments before. However, he spots a massive figure looming over the head of security and poking his body (the sniper is too far away to see that Gardner is trying to give first aid). So, he will fire a couple shots at Gardner (this will triggerGardner's Spirit to move in that direction under it's orders to protect the team; would he do that by de-materializing, then moving throw astral to reach the roof, then re-materializing? Or just head straight up while materialized?)

He doesn't get any bonuses from smartlink since that was disabled, but he still gets 3 hits on the first shot and....oh fucking HELL a whopping 7 hits on the second shot.
Base damage is 7P -7AP. So I sure hope Gardner is able to get some hits on his Reaction to dodge.

He got 7 hits on the second shot firing almost straight down 20 stories up and without access to his commlink device controls? hot damn... I'm pretty sure I'm dead... Away from dice right now but I'm not looking forward to that...

While waiting though, my spirit's command was to defend us. And for the most part I try to have a good reputation with my spirits. Would it be able to aid my defense in any way rather than trying to move all the way up the building? (It has been delaying this whole time so far)

EDIT: And if he can see well enough to negate range penalties he would be able to see that I'm checking his pulse...
EDIT: Oh, and from that angle he would have a pretty high chance of hitting his own guy, if that matters.
ChromeZephyr
Oh, okay, I thought I was further away from the door than I was which is why I was using a simple action to move. Then, the edited action sequence will be:

Simple Action: Ready flashbang grenade.
Free action: Speak over comms "Cover your eyes, flashbang!"
Simple Action: Throw flashbang grenade, aiming for the square with the table directly behind the two guards in cover. Yes, there's innocents in the blast zone as well, which is unfortunate. However, this is a flashbang, not a frag grenade, so...well, eggs, omelet, etc. Since this is a defaulting check (no thrown weapons, a stupid oversight on my part in chargen), I'll be adding Edge to the roll and hoping for a good chunk of exploding 6s. Agility 7 + Edge 3 - Defaulting 1 = 5 hits. Not sure what the threshhold is, since it's just a success test as I was aiming for an area. 2 Edge remaining for this Mission.
Slacker
QUOTE (Kiirnodel @ Mar 8 2013, 11:30 AM) *
He got 7 hits on the second shot firing almost straight down 20 stories up and without access to his commlink device controls? hot damn... I'm pretty sure I'm dead... Away from dice right now but I'm not looking forward to that...

While waiting though, my spirit's command was to defend us. And for the most part I try to have a good reputation with my spirits. Would it be able to aid my defense in any way rather than trying to move all the way up the building? (It has been delaying this whole time so far)

EDIT: And if he can see well enough to negate range penalties he would be able to see that I'm checking his pulse...
EDIT: Oh, and from that angle he would have a pretty high chance of hitting his own guy, if that matters.

Unfortunately that is the power of a sniper rifle. 0-150m is considered short range with no modifiers and the balcony where you are at is well illuminated with the security flood lights.

I'm not seeing anything in the spirit's powers that could help you and even if I let the spirit jump in before the snipers first shot, it wouldn't be able to reach him in time to do anything since the sniper is roughly 90m up. It's run speed is only 15m, so it would have to dematerialize move through the astral space and then use up a Complex Action to re-materialize. That wouldn't leave it any actions to affect the sniper.

And the only interrupt action I can see that would help you would be to go on full defense.
Severus Snape
Damn. That has to hurt.

I'm only 1 IP away from helping you out, my brother. This IP (when it becomes my turn) I have to load up Command. After that...it's gonna rain.
Kiirnodel
I was meaning more the angle of the shot (is he hanging off the roof?) Because he is firing almost straight down the building... EDIT: Firing from cover penalty at least?

Also, for the spirit I was thinking more a jumping in the way of the bullet to guard type of deal...

And I also still have Concealment (-7) if that matters...

You can tell I'm grasping at straws here, because I'm fairly certain that second shot will give me next to no chance of survival. I literally can't dodge it.
ChromeZephyr
Well, you always have the Hand of God, Kiir. Which blows, and I hate even saying it. frown.gif
Mach_Ten
Gardner has a few things in his favour that have possibly been missed

he still has the concealment spell (but that only means a perception check to see him)

he has moved this IP,

he is for want of a better word in melee combat (from the snipers perspective, he will want to make sure not to hit the boss)

and sniper is leaning over at 90 degrees with a sniper rifle, thus he has no bracing and is in an awkward firing position.

and finally .. the GM is a lovely man who we all admire and bask in his glory ! .. praise be to Slacker ! ... come on you lot .. join in biggrin.gif
Slacker
QUOTE (ChromeZephyr @ Mar 8 2013, 11:41 AM) *
Oh, okay, I thought I was further away from the door than I was which is why I was using a simple action to move. Then, the edited action sequence will be:

Simple Action: Ready flashbang grenade.
Free action: Speak over comms "Cover your eyes, flashbang!"
Simple Action: Throw flashbang grenade, aiming for the square with the table directly behind the two guards in cover. Yes, there's innocents in the blast zone as well, which is unfortunate. However, this is a flashbang, not a frag grenade, so...well, eggs, omelet, etc. Since this is a defaulting check (no thrown weapons, a stupid oversight on my part in chargen), I'll be adding Edge to the roll and hoping for a good chunk of exploding 6s. Agility 7 + Edge 3 - Defaulting 1 = 5 hits. Not sure what the threshhold is, since it's just a success test as I was aiming for an area. 2 Edge remaining for this Mission.

Since you are aiming at a location rather than a person that can dodge. It's just a straight hit test with net hits reducing the scatter. Since it is a standard grenade it scatters 1d6meteres -1m per net hit. I rolled a 6 for scatter distance and a 1 for direction of scatter. So it bounced only 1m straight past where you were aiming it. It will go off on your Initiative next pass.
ChromeZephyr
Those civilians are going to be hating life, me thinks. Hopefully the guards will be, too.
Slacker
QUOTE (Mach_Ten @ Mar 8 2013, 12:44 PM) *
Gardner has a few things in his favour that have possibly been missed

he still has the concealment spell (but that only means a perception check to see him)

he has moved this IP,

he is for want of a better word in melee combat (from the snipers perspective, he will want to make sure not to hit the boss)

and he is leaning over at 90 degrees with a sniper rifle, thus he has no bracing and is in an awkward firing position.

and finally .. the GM is a lovely man who we all admire and bask in his glory ! .. praise be to Slacker ! ... come on you lot .. join in biggrin.gif

Well, the sniper spent his actions the first combat turn to observe in detail and he had enough dice that he was able to spot all of you.
Gardner moved last pass and came to a stop over the body, besides he only had to walk to the body and not run which is the only thing that gives a modifier.
Attackers in melee combat have a modifier to shoot. There is no modifier to shoot into melee.

However, I can agree that he can't get an effective use out of the rifle's butt for recoil, and I also didn't subtract for him firing from cover. So I'll reroll. smile.gif
Hmmm....looks like Gardner should be able to dodge the first shot. He only got 1 hit. But somehow this guy is just really good with his second shots. He got 5 hits on the second shot. Still, that's better than Gardner was looking at before.
Slacker
QUOTE (ChromeZephyr @ Mar 8 2013, 01:11 PM) *
Those civilians are going to be hating life, me thinks. Hopefully the guards will be, too.

Well, I was going to have one of the guards try to grab the grenade and throw it back at you guys, but with that scatter I'm saying it rolled under the table and they don't want to risk not being able to find it under there. Screaming "GRENADE. Get the hell out of here!" the one on the left runs for the door to the kitchen while firing two shots off at TundraWolf (he doesn't have enough movement this pass to make it into the kitchen so he will be in the open next pass).
Shot 1: 3 hits
Shot 2: 1 hit
They are using stick-n-shock ammo. So it's 6S(e) damage if you don't dodge

The second guard runs for more cover at the table next to Mr. White, the drunk guy and the target. "What the fuck are you guys doing here. Get out of here now!" He knocks over the table angling it to protect against both the blast and any gunfire that might be coming from the broken balcony door.

The injured guard that had been buy the kitchens steps past the door and fires from cover on TundraWolf also.
Shot 1:2 hits
Shot 2: 1 hit
Again using stick-n-shock ammo. So it's 6S(e) if you don't dodge.

The guard trying to get guests out is just shouting at them incessantly to get the hell out. He does move forward to the closest table for some cover, but too much of his attention is on the guests to shoot at any of you.

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

Time for Needle and Gardner's to post their actions.
Severus Snape
On Needle's IP:

Free Action: Speech, commlink, subvocal, to team. "Don't worry about the drone - I've got it. Just need 1 more second."
Simple Action 1: Deactivate Edit 6
Simple Action 2: Activate Command 6

That's 1 IP; 2 IPs remaining this CT.
Slacker
QUOTE (Severus Snape @ Mar 8 2013, 01:54 PM) *
On Needle's IP:

Free Action: Speech, commlink, subvocal, to team. "Don't worry about the drone - I've got it. Just need 1 more second."
Simple Action 1: Deactivate Edit 6
Simple Action 2: Activate Command 6

That's 1 IP; 2 IPs remaining this CT.

Sounds good.
ChromeZephyr
Okay, lesson learned with grenades: throw them on the 2nd IP, so (most) people can't run away. Fuckers made me waste a flashbang. wink.gif

Right, so here's a boatload of rolls:

1st shot, 1st guard: Reaction 6 = 3 hits. Shot misses.
2nd shot, 1st guard: Reaction 6 - Already defended once 1 = 1 hit. Shot misses. You're in a world of hurt next IP, asshole.

1st shot, 2nd guard: Reaction 6 - Already defended twice 2 = 1 hit. Dammit.
- Damage resistance vs 7S(e): Body 4 + (Impact/2) 2 + Nonconductivity 3 = 3 hits. 4 Stun, -1 Modifier
- Incapacitation resistance, Threshold 3: Body 4 + Willpower 3 + (Impact/2) 2 + Nonconductivity 3 = 7 hits. Seriously? Where was that two rolls ago? Disoriented, -2 Modifier. -3 total modifiers
2nd shot, 2nd guard: Out of dice for dodging, going for the longshot. Reaction 6 - Already defended thrice 3 - Disorientation 2 - Stun 1 = Dice pool depleted. Edge 3 = 2 hits. Shot misses. 1 Edge remaining this Mission.

Whew. Still standing.

Edit: Do you do anything for critical successes, Slacker? That Incapacitate Resist roll qualifies. Just asking, 'cause I've never seen 4+ successes on anything other than attack rolls where there's no reason to add anything, you're already shooting/stabbing the shit out of someone and they're very sad/dead.
Slacker
QUOTE (ChromeZephyr @ Mar 8 2013, 02:27 PM) *
Okay, lesson learned with grenades: throw them on the 2nd IP, so (most) people can't run away. Fuckers made me waste a flashbang. wink.gif

Right, so here's a boatload of rolls:

1st shot, 1st guard: Reaction 6 = 3 hits. Shot misses.
2nd shot, 1st guard: Reaction 6 - Already defended once 1 = 1 hit. Shot misses. You're in a world of hurt next IP, asshole.

1st shot, 2nd guard: Reaction 6 - Already defended twice 2 = 1 hit. Dammit.
- Damage resistance vs 7S(e): Body 4 + (Impact/2) 2 + Nonconductivity 3 = 3 hits. 4 Stun, -1 Modifier
- Incapacitation resistance, Threshold 3: Body 4 + Willpower 3 + (Impact/2) 2 + Nonconductivity 3 = 7 hits. Seriously? Where was that two rolls ago? Disoriented, -2 Modifier. -3 total modifiers
2nd shot, 2nd guard: Out of dice for dodging, going for the longshot. Reaction 6 - Already defended thrice 3 - Disorientation 2 - Stun 1 = Dice pool depleted. Edge 3 = 2 hits. Shot misses. 1 Edge remaining this Mission.

Whew. Still standing.

Edit: Do you do anything for critical successes, Slacker? That Incapacitate Resist roll qualifies. Just asking, 'cause I've never seen 4+ successes on anything other than attack rolls where there's no reason to add anything, you're already shooting/stabbing the shit out of someone and they're very sad/dead.

Good job. And yeah, Best to throw on the last pass when people don't have actions left. At least your striking one for the masses as you punish a few of Horizon's upper echelon. smile.gif
ChromeZephyr
As a side note, be careful if you go into that room Silas and Eclipse, my Initiative just dropped by 3 so you'll be going ahead of me and the detonation of the flashbang. Never really used grenades before, apologies for inflicting my learning curve on you guys.
Slacker
QUOTE (ChromeZephyr @ Mar 8 2013, 02:44 PM) *
As a side note, be careful if you go into that room Silas and Eclipse, my Initiative just dropped by 3 so you'll be going ahead of me and the detonation of the flashbang. Never really used grenades before, apologies for inflicting my learning curve on you guys.

Well, I will probably keep the grenade going off on the same initiative as before your wound modifiers because that's when you pulled the pin. That way Silas and Eclipse don't really need to worry about the grenade's position. It's going off at the same moment they will get to be able to move again.
O'Ryan
Silly people without flash comp... nyahnyah.gif
ChromeZephyr
Well, flash comp and the ability to withstand a strong concussive blast. It is 6S, AP-3 after all.
O'Ryan
It's true! Being deaf and blind only gives you +4 to soak. nyahnyah.gif
Kiirnodel
QUOTE (Slacker @ Mar 8 2013, 02:18 PM) *
Well, the sniper spent his actions the first combat turn to observe in detail and he had enough dice that he was able to spot all of you.
Gardner moved last pass and came to a stop over the body, besides he only had to walk to the body and not run which is the only thing that gives a modifier.
Attackers in melee combat have a modifier to shoot. There is no modifier to shoot into melee.

However, I can agree that he can't get an effective use out of the rifle's butt for recoil, and I also didn't subtract for him firing from cover. So I'll reroll. smile.gif
Hmmm....looks like Gardner should be able to dodge the first shot. He only got 1 hit. But somehow this guy is just really good with his second shots. He got 5 hits on the second shot. Still, that's better than Gardner was looking at before.

That seems a bit more manageable >.<

The bonus I get for Full Defense is pitiful, so I won't bother...

Defense 1: 1 Hit, but its a glitch... (not sure how you want to handle that)
Defense 2: Spent Edge before the roll -> 4 hits (So close frown.gif)
Damage: 8P, AP -7; Damage Resistance: 4 hits; 4P damage sustained.

So... Ow.


As my action for the Pass, I will try to retaliate with another spell. But only if I can get under the cover of the building afterward (in case it doesn't work). I'm assuming the balcony has an awning or something? Let me know what the vision penalties and stuff are so I can factor it into my Spellcasting roll.
Mach_Ten
nice rolls but unlucky there Tiny ! hey, if there's no solid cover to be had, you could always pick up the security guys body and use him as a sniper umbrella biggrin.gif

Slacker
QUOTE (Kiirnodel @ Mar 8 2013, 04:41 PM) *
That seems a bit more manageable >.<

The bonus I get for Full Defense is pitiful, so I won't bother...

Defense 1: 1 Hit, but its a glitch... (not sure how you want to handle that)
Defense 2: Spent Edge before the roll -> 4 hits (So close frown.gif)
Damage: 8P, AP -7; Damage Resistance: 4 hits; 4P damage sustained.

So... Ow.


As my action for the Pass, I will try to retaliate with another spell. But only if I can get under the cover of the building afterward (in case it doesn't work). I'm assuming the balcony has an awning or something? Let me know what the vision penalties and stuff are so I can factor it into my Spellcasting roll.

Good job on your defense. smile.gif

The problem with you trying to retaliate is that unless you have dramatically improved your perception you dont have the 15 starting dice he has and you don't have any chance of actually seeing him. Without using up a simple action to observe in detail your at a -3 for him being so far away, a -1 for the glare of overhead lights shining down on you from overhead and another -2 for it being dark where he is at. And you'd only get +3 from spending a simple action to specifically look for him.
Slacker
QUOTE (Mach_Ten @ Mar 8 2013, 05:33 PM) *
nice rolls but unlucky there Tiny ! hey, if there's no solid cover to be had, you could always pick up the security guys body and use him as a sniper umbrella biggrin.gif

That is sort of a good idea. Gardner's spirit could now take its turn to move in between Gardner and the sniper to provide cover. Though that would mean it would take the spirit 6 full turns before it reached the sniper.
Or Gardner is strong enough that he could grab one of the tables to use as a shield.
Mach_Ten
QUOTE (Slacker @ Mar 9 2013, 12:57 AM) *
That is sort of a good idea. Gardner's spirit could now take its turn to move in between Gardner and the sniper to provide cover. Though that would mean it would take the spirit 6 full turns before it reached the sniper.
Or Gardner is strong enough that he could grab one of the tables to use as a shield.


The dice Gods DEMANDS human shields ! smile.gif
Slacker
QUOTE (Kiirnodel @ Mar 8 2013, 04:41 PM) *
. But only if I can get under the cover of the building afterward (in case it doesn't work). I'm assuming the balcony has an awning or something? Let me know what the vision penalties and stuff are so I can factor it into my Spellcasting roll.

The assumption of an awning is incorrect. The balcony is completely open air. The tables have umbrellas, but the were folded up with the nice weather out tonight. It would take a complex action to pull one out and deploy it.
There is one glass door shattered, though TundraWolf is standing in the middle of it, Silas blocking another part of it, and Eclipse on the other side since he was trying to blow it open. You'd need to push one of them aside to get in there (as well as dropping your sustained increased refelexes spell to get past the ward)
Slacker
QUOTE (Mach_Ten @ Mar 8 2013, 07:03 PM) *
The dice Gods DEMANDS human shields ! smile.gif

Lol. Well let me put it this way, a humanbody doesn't cover all that much of a Giant. The maotre d would provide partial cover at best. A table would provide good cover.
Mach_Ten
QUOTE (Slacker @ Mar 9 2013, 01:07 AM) *
Lol. Well let me put it this way, a humanbody doesn't cover all that much of a Giant. The maotre d would provide partial cover at best. A table would provide good cover.


cast heal on him and make him flail and scream .. he then provides more than adequate cover biggrin.gif ... it's in his interest to smile.gif
O'Ryan
Whose turn is it? I lost track. D:

When it gets to me again, Eclipse will try and drop the guy who moved into the open with a single shot to the oh-so-vital-bladder and then dive into cover by Silus for flash bang and bullet protection.

8 AGI, 1 Pistol, 2 Smartlink, 1 Simple Aim, -2 moving, -4 aimed for vitals: 6d6.hits(5)=3 8P +hits, AP -

"How're the frakin' drones comin'?"
Mach_Ten
QUOTE (O'Ryan @ Mar 9 2013, 01:17 AM) *
Whose turn is it? I lost track. D:


Gardner
s next then Mr. White last in this IP, then ... BOOOM
Slacker
QUOTE (O'Ryan @ Mar 8 2013, 07:17 PM) *
Whose turn is it? I lost track. D:

When it gets to me again, Eclipse will try and drop the guy who moved into the open with a single shot to the oh-so-vital-bladder and then dive into cover by Silus for flash bang and bullet protection.

8 AGI, 1 Pistol, 2 Smartlink, 1 Simple Aim, -2 moving, -4 aimed for vitals: 6d6.hits(5)=3 8P +hits, AP -

"How're the frakin' drones comin'?"

Currently Gardner's turn followed by the remaining drone dropping another 10m, the stupid attendee doing whatever hes going to do, and finally Mr. White taking his turn.
Kiirnodel
QUOTE (Slacker @ Mar 8 2013, 08:27 PM) *
Currently Gardner's turn followed by the remaining drone dropping another 10m, the stupid attendee doing whatever hes going to do, and finally Mr. White taking his turn.


Sorry, was writing up a post, then got distracted, then computer crashed...

In any case. Without having even a snowball's chance in hell to really see the sniper (my electronic vision enhancements won't help me cast spells), Gardner won't even bother trying to take the time to see through the lights. He will spend the turn grabbing a table, or whatever large piece of something to use as cover, and then wedge himself as close to the building as possible. My goal, based on the picture, is to grab the table to the left of Gardner on the map. This, of course, would be on the way to the wall to the left of the rest of the team.

Free Action: Run (Move at running speed instead of walking speed)
Simple Action: Pick up table.
Simple Action: Use Table for Cover.

I was a little confused about the Balcony being under the building slightly, because in the picture there is about 2-3 meters of balcony before it extends past the rest of the building on either side of it... I figured the balcony started a little bit inside the building, with the floor above making a small alcove before the rest of it was wide open.
In either case, hopefully the table will help with Cover and whatnot for a defensive posture. I did a quick test based on the scale in the picture, with Troll run speed rate (35 meters / 3 Passes), I should be able to get from my current position to the wall to the left of the door/window that the team is infiltrating at.
Slacker
QUOTE (Kiirnodel @ Mar 8 2013, 11:19 PM) *
Sorry, was writing up a post, then got distracted, then computer crashed...

In any case. Without having even a snowball's chance in hell to really see the sniper (my electronic vision enhancements won't help me cast spells), Gardner won't even bother trying to take the time to see through the lights. He will spend the turn grabbing a table, or whatever large piece of something to use as cover, and then wedge himself as close to the building as possible. My goal, based on the picture, is to grab the table to the left of Gardner on the map. This, of course, would be on the way to the wall to the left of the rest of the team.

Free Action: Run (Move at running speed instead of walking speed)
Simple Action: Pick up table.
Simple Action: Use Table for Cover.

I was a little confused about the Balcony being under the building slightly, because in the picture there is about 2-3 meters of balcony before it extends past the rest of the building on either side of it... I figured the balcony started a little bit inside the building, with the floor above making a small alcove before the rest of it was wide open.
In either case, hopefully the table will help with Cover and whatnot for a defensive posture. I did a quick test based on the scale in the picture, with Troll run speed rate (35 meters / 3 Passes), I should be able to get from my current position to the wall to the left of the door/window that the team is infiltrating at.

OK. Sounds good. You shouldn't have any problems getting to the doorway with the table over your head. Are you just using it for yourself? Or trying to shield one or two of the others also?
And what do you think your spirit would do to "guard" the team? Try to fly up directly giving you cover as best he could or de-materialize to travel through astral space and then rematerialize next to the sniper?

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

The members on the balcony hear some movement on the other side of the bar where the phantasm mage was last seen, but nothing else happens.

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

Inside the banquet hall, Jace looks confusedly at the guard screaming at him for a second. Then he turns back to Mr. White. "Looshk like its closing time...<hiccup>...alreedy. Comsh on." He makes to grab Mr. White's hand to pull him up, but he critically glitches and falls on top of Mr. White instead, pouring the remainder of a bottle of pinot grigio onto them both.

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

The drones continue to fall (only one in a controlled way, the other is a ball of fire) getting 10 more meters closer.

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

Mr. White's turn now.

Then we will go back up to the top of initiative for the second IP.
Slacker
Oh and various attendees are fleeing for their lives, all with some urgency now, though it's not going to be enough movement for the 3 currently at the center of the flashbang grenade's blast.
Kiirnodel
Ah, right. Forgot about the spirit. It can't fly while materialized, so if it wants to get up to the sniper it will have to dematerialize. Given the options (try to get in past the barrier to attack the guy who fired on TundraWolf, or move to attack the enemy that seriously injured his conjurer) He will go attack the guy outside the barrier.

I guess since it has been delaying this whole time he can use his action after the sniper fires on Gardner to dematerialize and begin moving. Then at the top of this second pass it will rematerialize on the rooftop and move within threatening range of the sniper.


As for the cover, Gardner's immediate concern is for his own life after pretty near having his life flash before his eyes. But he is rushing to the side with the rest of the team for a reason. He will position himself behind the table such that if there is more space available, it is available to another team member. Off hand, Gardner is unaware if the people inside can see him, so he is up against the actual wall-wall, not the windows. And I am envisioning this as the table is leaned up against the wall, with Gardner steadying it while crouched beneath it... Does that make sense?
Dak
QUOTE (Slacker @ Mar 10 2013, 10:37 AM) *
Inside the banquet hall, Jansen looks confusedly at the guard screaming at him for a second. Then he turns back to Mr. White. "Looshk like its closing time...<hiccup>...alreedy. Comsh on." He makes to grab Mr. White's hand to pull him up, but he critically glitches and falls on top of Mr. White instead, pouring the remainder of a bottle of pinot grigio onto them both.


Correct me if I'm wrong on anything: Mr. White and our target are hiding beneath a table. White's comlink is in silent mode (can I send the team a note while its in silent mode?) With the ruckus outside I'm betting the security people's attention is elsewhere.

I have two things that I want to do.

1. Make drunk guy go away. He's fallen more or less on top of White? Can I do an unarmed combat roll to try to knock him silly, or even put him in a choke hold?

2. Silence our target's comlink. I don't want it advertising his location. In fact, it might not hurt for White to smoothly ask him for it - since we're extracting him, we may not want him making phone calls in the next little while.

Slacker, tell me what White can accomplish and what rolls you want, please smile.gif
Slacker
QUOTE (Dak @ Mar 10 2013, 06:42 PM) *
Correct me if I'm wrong on anything: Mr. White and our target are hiding beneath a table. White's comlink is in silent mode (can I send the team a note while its in silent mode?) With the ruckus outside I'm betting the security people's attention is elsewhere.

I have two things that I want to do.

1. Make drunk guy go away. He's fallen more or less on top of White? Can I do an unarmed combat roll to try to knock him silly, or even put him in a choke hold?

2. Silence our target's comlink. I don't want it advertising his location. In fact, it might not hurt for White to smoothly ask him for it - since we're extracting him, we may not want him making phone calls in the next little while.

Slacker, tell me what White can accomplish and what rolls you want, please smile.gif

You are correct that you and the target are hiding under the table and you've either turned your commlink into basically airplane mode where you won't be able to make a call to the group, or you've switched it to Hidden mode which will allow you to send a message but will also let it be possible to locate were a security hacker doing a scan of the area (the security in the room would not see your commlink though).
Your teammates are incoming, with Eclipse having shattered one of the reinforced glass doors with his vibro-sword, Silas has shot at a guard, and TundraWolf tossed in a grenade that hasn't gone off yet, but forced one security guard to come very close to your current position. That security guard is at the table closest to you (see map for reference).

You can make a melee attack on the stupid attendee with a Complex actio, either just straight up attacking him with unarmed combat to do damage or to try to subdue him. For subduing attack, it's an opposed unarmed combat where your Str + net hits needs to beat his Body for you to have successfully grappled him.

You can speak to Parker Acson asking him to turn off his commlink, but he may not do it and he can't really hand it over to you if you are grappling with some drunk guy. Also keep in mind that there is a security guard 5 or 6 meters away from you, grappling with a drunk guy and/or talking to the target may attract his attention, he's already specifically yelled in your direction for you guys to get out of there.
Slacker
After Mr. White's turn. We will be back up at the top of the Initiative.

Gardner's Spirit will be Materializing on the roof near the sniper and getting within threatening range of him.

[bNeedle[/b] please roll me your commlink's Analyze + Firewall.

Then the flashbang goes off as Silas, Eclipse, and TundraWolf can post up their actions. Of the attendees caught in the blast, one took 5 boxes of stun, another took 4, and the third took only 3. None of the guards where caught within it. the table it rolled under flipped through the air and smashed into the back of the attendee who took 5 boxes and he took another 2 boxes of damage as it pinned him to the ground.
Dak
10D6E5 => 4 for Con test against Mr. Acson to get him to hand over his comlink.
Slacker
QUOTE (Dak @ Mar 10 2013, 06:58 PM) *
10D6E5 => 4 for Con test against Mr. Acson to get him to hand over his comlink.

Annoyance cracks through the fear and confusion covering Parker Acson's face. Never the less, reaches down to unclip his commlink and switches it off before handing it to the entangled shadowrunner. In fact, he was already reaching for it before Mr. White finished speaking. Metagaming, it seems like Acson is going to be following Mr. White's demands for the forseeable future. So, no more need to roll social tests with him.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012