QUOTE (Neraph @ Sep 2 2015, 08:09 PM)

Take your own medicine before you prescribe it for me.
Fair enough.
Assuming 4 dice are 1 success, for the sake of averages.
every 3rd dice roll is a success.
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F6 Spirit has, on average:
6 Reaction = 1.5 successes.
Fire Spirit has 9 Reaction plus 7 Intuition = 16 dice = 5.33 hits
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ItNW 6. You need a DV of greater than 12 or some way to mitigate that otherwise they ignore the attack.
Body 6, plus unmitigated Armor from above for soaking damage.
Body 7. Plus 6 auto hits. Plus 12 armor
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To attack this we need
Agi 7
Weapon Skill (Specialized) 7
Smartlink 2
TacNet 2
Total of 18 = 4.5 successes.
These stats are easily achievable. I built an ork sammy/face/driver/rigger yesterday who just happens to have these stats - they aren't special.
Agreed. Not special.
However TacNet is non standard. Also the Spirit will be either running at you or be in close combat with you or somebody else (in which case you will not shoot him because if you miss you hit your friend). So lets leave it at 16 dice, although the 2 dice dont make much of a difference.
16 dice = 5.33 hits which means that sometimes you hit him sometimes you dont. (roughly 35% chance, because no hits on draw with the gracing hit rule)
If you hit him, the majority of the time it will be with 1 or 2 net hits.
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That turns into 3 net successes for a basic taser, turning that into a 9 DV, -1/2 AP attack. -1/2 AP means it bypasses ItNW, leaving the spirit with 6 armor and 6 body to soak 9S(e) damage. That averages to 3 successes, droping it from 9S to 6S, more than filling up half it's Stun track. By some readings of RAW the spirit is still subject to the electricity's secondary effects. Assuming that's true, then the Spirit then needs to do a Bod + Wil (3) Test or fall unconscious, immediately disrupting. With its 12 dice it should be able to pass.
If you do not believe it's subject to that rule, or if it does not disrupt from electricity, then you simply shoot it again. It will end up with (on average) another 6S damage, placing its total at 12 while its Stun track only goes up to 11. Disrupted spirit with easily achievable stats and using only a taser or any other weapon loaded with SnS rounds.
Elemtal damage does not work against Immunity to normal weapons.
Lets look at some weapons:
Immunity to normal weapons rating 12 (Force 6 Fire spirit) with 1 net hit (which you will get about 20% of the time, 65% off the time you will miss, 10% percent will be 2 hits, 5% more)
your damage + penetration will need to be 12 (you need to exceed).
SMG: 7/0 -> no damage
Shotgun: 10/-1 -> no damge
Assault rifle: 10/-2 -> damage
Assault rifle: 11/-2 -> damage
Sniper rifle: 13/-4 -> damage
LMG: 9/-2 -> no damage
MMG: 10/-3 -> damage
HMG: 12/-4 -> damage
Assault cannon: 17/-6 damage
But how much damage?
The spirit with immunity has 6 auto hits on the resistance test, 7 body and 12 dice from immunity that gives you, with 1 net hit a a damage of:
Assault rifle: 10/-2 = 11 damage -6 auto hits - 17/3 = 0 damage
Assault rifle: 11/-2 = 12 damage -6 auto hits - 17/3 = 0.33 damage
Sniper rifle: 13/-4 = 14 damage -6 auto hits - 15/3 = 3 damage
MMG: 10/-3 = 11 damage -6 auto hits - 16/3 = 0 damage
HMG: 12/-4 = 13 damage -6 auto hits - 15/3 = 2 damage
Assault cannon: 17/-6 = 18 damage -6 auto hits - 13/3 = 7.66 damage
Note that you do this damage only 35% of the time, but you can use better ammo.
Remember to bring heavy weapons, preferably assault cannons everywhere, because a force 6 spirit can be summoned everywhere out of fresh air. Forgot to bring at least a sniper rifle? Screwed! Good luck with security.
Then the spirit starts attacking you.
Either melee engulf with 14 dice or a ranged attack with 14 dice. Damage is 12P/-6 (thats sniper rifle class).
You cant attack it in melee or you get 12P/-6 damage. If you stand and hoot you are in melee and get dice pool modifiers. If it hits you, you are on FIRE.
So, the summoner is sitting around somewhere. Lets give him 10 dice for summoning and 10 for drain resistance. Average standard starting mage.
Spirits gets 2 hits in summoning, caster gets 3.3.
Caster gets 4 drain and reduces it to 0.66. If he is somewhat competent he has 12+ dice and reduces it to 0 on average.
So he starts slinging MORE and MORE (lets say 5 or so) spirits at you. (all on away service, combat)
If he decides to go wild and use Edge to summon a level 8 spirit, you are now looking at the following:
Reaction 11, Intuition 9 = 20 dice for dodge
Immunity to normal weapons 8 (exceed 16)
SMG: 7/0 -> no damage
Shotgun with apds: 10/-5 -> no damage
Assault rifle with apds: 10/-6 -> no damage
Assault rifle with apds: 11/-6 -> no damage
Sniper rifle: 13/-4 -> damage
Sniper rifle with apds: 13/-8 -> damage
LMG with apds: 9/-6 -> no damage
MMG with apds: 10/-7 -> damage
HMG: 12/-4 -> no damage
HMG with apds: 12/-10 -> damage
Assault cannon: 17/-6 damage
So, what damage do we get against 8 auto hits, 9 body and 16 armor?
Sniper rifle: 13/-4 = 14 damage -8 auto hits - 21/3 =0 damage
Sniper rifle with apds: 13/-8 = 14 damage -8 auto hits - 17/3 = 0.33 damage
MMG with apds: 10/-7 = 11 damage -8 auto hits - 18/3 = 0 damage
HMG with apds: 12/-10 = 13 damage -8 auto hits - 15/3 = 0 damage
Assault cannon: 17/-6 = 18 damage -8 auto hits - 18/3 = 3.66 damage
But can you hit him? he has 20 dodge dice. Thats 6.66 hits on average. Do you have a weapon with accuracy 6+? If no, you can not hit him.
He can also go full defense and get +8 dice for all dodge tests for the rest of the turn.
and he attacks you with 18 dice and 16P/-6 damage. Good Luck.
And FORGET facing a level 10. Something a starting character can reliably summon with edge.
ONLY assault cannons can hurt it (0 damage on average with a 1 net hit hit, you need at least 2 to damage it). You can not hit it (24 dodge dice) and it kills you (attacks with 22 dice, engulfs you, does damage when you attack it in melee and does 20P/-10 damage you are on fire).