CircuitBoyBlue
Jun 3 2004, 06:48 AM
WHAT? Cybereyes don't cut off full bodily perception?!?!?!?!?! I gotta talk to my GM....
GreatChicken
Jun 3 2004, 06:50 AM
I'd stick to rules, only I'm up against someone who seems to know the BBB less than even I do.
cutter07
Jun 3 2004, 07:05 AM
Lol, if you guys say so. Got to love discussion Trolls. I wouldn't want you rigger type to feel inadequite. I'd sure I'd be dead even tho I won initittve and surpise, roll 21 (ok some is combat pool) only dice for that AR, partial cover during firing, and yellowjacket has a whole what 2 body and 3 armor. Yeah, ok. If someones firing full auto AP rounds at you the last place you want to be is in a yellowjacket 50 meters up. Seriously guys, the pilot would have been dead long before he even thought about firing let alone before that blender spun up. Only reason I did the flash was to freak the GM out and because he had no shot until we commited.
Kagetenshi
Jun 3 2004, 07:06 AM
Not to mention that the gun should've been spun up as soon as they got close…
~J
cutter07
Jun 3 2004, 07:18 AM
| QUOTE |
| Not to mention that the gun should've been spun up as soon as they got close… |
Yes we know LEOs start blazing full auto miniguns in business areas before they even see a target. Wow, thats real professional. Maybe they should have called UCAS requesting an ICBM instead.
I guess if they started blindly spamming the building from afar with gunfire we could have just ran deeper in and waited for him to run out of ammo. Real smart
Best option in my opnion would have been to drop the sniper off on a medium height building for a good angle then circled the building firing on the far side exit from about 500 meters in small bursts to discourage escape from there. Maybe even start taking out close vehicles to prevent a chase. Then when the runners check the "clear" side where the snipers facing they get popped when they go for a peek. Thats how you pin runners, not by circling close.
Fygg Nuuton
Jun 3 2004, 07:21 AM
IIRC miniguns can spin without firing tex
Arethusa
Jun 3 2004, 07:45 AM
You can, and in real life, you don't even need to spend a ridiculous amount of time spinning up, despite what canon says. But in canon, you can't spin up without shooting.
Kagetenshi
Jun 3 2004, 07:51 AM
Are you certain on that? I'm pretty sure I remember a separate time limit on spinning than that enforced by ammo levels (batteries or somesuch)…
~J
Arethusa
Jun 3 2004, 08:04 AM
I could be wrong. I'm remembering this more from another thread than from the CC. Give me a moment to check.
[edit]
| QUOTE (Canon Companion @ page 26) |
GE Vindicator Minigun The prominent feature of this weapon is its six rotating barrels, powered by high-density batteries, that allow an astounding rate of fire with non of the expected barrel-warping heat. When activated, the barrels require 1 Combat Turn to reach firing speed and make a very recongizable and audible electric whirring sound. The Vindicator cannor be fired until the barrels reach the required speed. It fires 15 rounds per Complex Action. This rate cannot be adjusted. The batteries last for 10 minutes of firing and require 1 hour to recharge. The Vindicator cannot mount and accessories on its barrels. |
This is, of course, insane.
cutter07
Jun 3 2004, 08:33 AM
Wow 1 combat turn, I thought it was just 1 combat phase. I must agree I think the Vindi rules are nuts but I think its to offset the awesome power of a Vindi leadshower. I don't think it would matter much, those yellowjackets aren't meant to take a beating.
We could beat this subject to death but I stil don't see anything saying vision thru sensors protects completely from flash. It could give flare comp but that gives only a -2 , not much if your close enough to take the stun. Ultrasound might help but I'm honestly unclear on the rules for how it replaces normal vision.
Kagetenshi
Jun 3 2004, 08:37 AM
Yep, but does allow for spinning without firing, unless I'm misreading (which I might be. It is, after all, four in the morning and I haven't slept for the past two nights).
~J
cutter07
Jun 3 2004, 09:19 AM
Kagetenshi any GM that allows for that kind of dry spin (for lack of a better term) I would hope would give you the +2 for changing targets as your basically "firing" at spot other the exactly where the target is.
And if I'm reading this right your also basically using all your remaining complex actions that turn (assuming you have more then 1) to do nothing but prepare for the next combat turn. I'd also hope a wise GM would make you commit at least 1 complex action of the next combat phase to firing just to keep riggers from constantly spinning their Vindis 24/7, which I must say sounds pretty lame.
Kagetenshi
Jun 3 2004, 09:27 AM
Eh? I see no reason why I would give any negative modifiers unless it was left on for hours at a time, in which case I would jack up maintenance costs. And changing targets? That's absurd. The gun is dry-spinning, not being aimed at different targets in quick succession. It's not like the rigger is actually spending the time to aim and fire. Do you make complex actions to keep your car engine running?
~J
Fygg Nuuton
Jun 3 2004, 09:31 AM
show me somewhere in the rules that says it doesnt take a turn to keep the engine running
cutter07
Jun 3 2004, 10:00 AM
Kagetenshi think about it. Your aiming at either a rough location (ie blindfire) or nothing at all and firing. Yes Firing. As in pulling the trigger and commiting a complex action. just like any other full auto weapon, its just taking 3 seconds to warm up. This wouldn't matter if you could see the target but at this point you can't because by your logic your starting the spinup just before you get within range so you have no wasted turns.
Yes it takes another turn before the cartridges are actually firing but by that time your assuming your going to see the target and fire at him. At that point you've now switched your target from a general location or nothing at all to a person you can see. Thats changing targets because your now taking the effort to reaim/reposition a firing weapon. Keep in mind the bullets don't have to be flying yet for the weapon to be considered firing.
If your doing searching fire thats different but from what your first message says it sounds like your saying "hey by doing X I'll be ready by the time I get there to fire on the characters". I think those types of negatives are completely fair considering its a turn you wouldn't even get to fire normally if you flew up and then started firing.
JaronK
Jun 3 2004, 10:31 AM
Cutter... show me where in the rules it says you have to fire if you spin up. As far as I read it, it said you had to spin up before firing... but it didn't say you had to fire if you got it spinning. The reason most people wouldn't do that is it makes your position extreamly obvious, due to the noise. I'd also put in a movement penalty since it would be a bit unweildy. Still... by your logic, you have to switch targets every time you aim any weapon, and that's silly. I mean, haven't you switched from the general location your pistol was aiming at to the specific person?
JaronK
Crusher Bob
Jun 3 2004, 12:53 PM
IIRC the M61 Vulcan used in all american fighters starts firing from a 'spun down' start, iirc the first round goes when you pull the trigger and it's spun up to its full 6000rpm in around .25 to .5 secounds.
And yes, you can spin miniguns without firing them you just turn the mortor on, but dont pull the trigger. You don't leave the gun spinning all the time b/c it would run up your maintenance costs. Think of it a bit like idiling your car... Someone not expecting anything would have to start their car, but you can bet the getaway driver has the engine running... Any LS choppoer responding to a 'shots fired' incident will have spun up the gun already.
Carrying the gun around yourself while it is spinning might be a bit difficult, (say -1 combat pool, unless using a gyromount, which should just eat the spin up...)
TinkerGnome
Jun 3 2004, 01:01 PM
Batteries are irrelevant on vehicles, as well.
Anyway, what type of helo was it? Most have really bad sensor arrays, which would preclude flare comp (which only comes standard on rating 5+ sensor systems). That specific component could always be added in as an upgrade (Rigger 3, p30) and I'd see it as being not a bad idea.
I'd make a rigger whose vehicle is hit with a superflash suffer the effects like anyone else, but halve the vision modifiers because visual modifiers are generally half as effective on vehicles (Ruthenium, for instance) because of the wide variety of sensors they possess.
I also don't see how the rigger managed to crash from a 12M stun hit... Maybe it was his first day on the job?
Austere Emancipator
Jun 3 2004, 02:06 PM
The minigun thing, revving it up and all, has been beaten to death
here.
Like JaronK said, it would be utterly ridiculous to require a "changing target" TN modifier if you pick a target while the barrels are rotating. You are not aiming while "idling" the minigun any more than you would be without rotating barrels.
Shrike30
Jun 3 2004, 03:44 PM
Most underrated? Hold-out pistols.
This may be because I don't always force the system on the players... but quite frankly, if you stick a .22 in someone's ear and pull the trigger, drek is going to happen.
BitBasher
Jun 3 2004, 04:04 PM
Just to clear up some misconceptions:
| QUOTE |
| The smoke covered me throwing it up top at the time of throwing it, but the chopper had move around away from it by the time it went off. The -3 might have helped a little but its still blind fire (+. Only slightly more effective then using smartgun 2. |
No. Sensor enhanced gunnery suffers NO penalties from blind fire, in fact, basic sensor enhanced gunnery assumes that you have no LOS, and gives you a bonus of 3 when you DO have LOS.
| QUOTE |
| Also the sensors might give negatives to the test but they don't make you immune. Cameras are just as sensitive as eyes when it comes to light. You can see this a little with the nightvision cameras in iraq filming tanks go off. Theres an slight burned image after the bright tank muzzle flash goes off, or bombs in the distance explode. |
Those videos were just FLIR or Light Amplification. They were not "sensors". Vehicle sensors cover far more than standard vision. They use Thermographic (which isn't affected by bright lights), Low Light Thermographic (which is affected by bright lights), Ultrasound (which isn't affected by bright lights), and Radar (which isn't affected by bright lights).
| QUOTE |
| Not saying a rigger couldn't have blew me to pieces but lets follow your math here. +2 because I was a running target, +8 due to blindfire, plus full cover. The chopper was moving as well thought not sure the speed so theres additional modifiers. |
Vehicle sensors and Sensor Enhanced Gunnery do NOT suffer from TN penalties from the standard list of ranged combat modifiers, such as Cover, Movement, ect. They have their own smaller table which sifferes very, very few penalties.
| QUOTE |
| Point wasn't to destroy the chopper, it was to take it out with class. If I wanted it destory it I had a Ares Alpha loaded with AR that could have did that. |
Which goes back to the whole "Pilot is a retard with no tactical sense" thing since he outranged your AR by a good, good deal, and he can move 3 dimensionally.
| QUOTE |
| You have to watch rigger\decker rules else you get people thinking they are are immune to everything including mind control, physical illusions, etc. We had players thinking if they could jack in fast enough they could resist control thoughts. |
The rigger is immune to mind control because you can never see him to ccast the spell on him since he is in a vehicle and by canon, all vehicles come with tinted windows you cannot see through from the outside. Physical illusions however are partly effective against a rigger but nut fully so, because only a small part of vehicle sensors actually trly on sight. If it was a full sensory illusion, what also encompassed sound, heat, and radar frequencies then it would work fine.
| QUOTE |
| You might want to read the actual description of superflash nades tho considering flare comp bearly helps. These bad boys are seriously not to nice to be hit with. |
That's absolutely right, but only a real bad pilot would have been within a few hundred yards of the actual building.
| QUOTE |
| I'd sure I'd be dead even tho I won initittve and surpise, roll 21 (ok some is combat pool) only dice for that AR, partial cover during firing, and yellowjacket has a whole what 2 body and 3 armor. Yeah, ok. If someones firing full auto AP rounds at you the last place you want to be is in a yellowjacket 50 meters up. Seriously guys, the pilot would have been dead long before he even thought about firing let alone before that blender spun up. |
Yeah, hecause he was a moron for hovering 50 feet up. like you saud, that's the last place he would want to be, but there he is!
Also by Arethusa's quote from the CC the vindi can definitely spin up and stay spun, without firing. All the quote says that the gun has to spin up before it can fire, that it can only stay spun for 10 minutes, and that it makes a distinctive noise when spun. Note: it says it can only be fired when spun, not it can only be spun when fired. That's why the batteries last 10 minutes. It's not cause it spends the whole 10 minutes, or 200 combat turns firing. 3000-9000 rounds of ammo weighs a lot after all on a man portable weapon.
| QUOTE |
| Kagetenshi any GM that allows for that kind of dry spin (for lack of a better term) I would hope would give you the +2 for changing targets as your basically "firing" at spot other the exactly where the target is. |
Spinning and firing are not the same thing, read the CC quote above.
Kagetenshi
Jun 3 2004, 04:04 PM
| QUOTE (cutter07) |
| If your doing searching fire thats different but from what your first message says it sounds like your saying "hey by doing X I'll be ready by the time I get there to fire on the characters". I think those types of negatives are completely fair considering its a turn you wouldn't even get to fire normally if you flew up and then started firing. |
………………………………………
No, the negatives aren't completely fair. The disadvantages to keeping a minigun spun up involve noise and battery life, neither of which are factors on a minigun. Or should you not be allowed to deploy a pop-up turret before you stop firing?
~J
BitBasher
Jun 3 2004, 04:18 PM
| QUOTE (Kagetenshi) |
| QUOTE (cutter07 @ Jun 3 2004, 05:00 AM) | | If your doing searching fire thats different but from what your first message says it sounds like your saying "hey by doing X I'll be ready by the time I get there to fire on the characters". I think those types of negatives are completely fair considering its a turn you wouldn't even get to fire normally if you flew up and then started firing. |
………………………………………
No, the negatives aren't completely fair. The disadvantages to keeping a minigun spun up involve noise and battery life, neither of which are factors on a minigun. Or should you not be allowed to deploy a pop-up turret before you stop firing?
~J
|
Or not be allowed to start a car before you drive it, or not be allowed to unholster a weapon before you fire it....
Crusher Bob
Jun 3 2004, 04:21 PM
I dunno I always fire my pop-up turrets a few times before I bother to pop them up, it keeps the team on its toes.
Kagetenshi
Jun 3 2004, 04:23 PM
Er, I meant start. Have I mentioned the lack of sleep the past three nights?

Edit: furthermore, I also meant neither of which are disadvantages on a
vehicle. I'm really not doing so well this morning.
~J
Eyeless Blond
Jun 3 2004, 04:59 PM
Indeed, you got ridiculously lucky. Remember this isn't GTA or some movie, where a helicopter should get anywhere near you, especially not in range of a superflash grenade or a pathetic assault rifle. Any attack copter pilot with an ounce of sense would be several hundred feet up in the air--specifically, about 500 feet or so feet at least--which is well out of even Extreme range for your assault rifle, let alone anywhere near where you could have lobbed a "nade". This of course would have only put him within Long range on his Vindicator. Even at that range Sensors shouldn't have been a problem, with the 100X magnification that comes standard with Sensors 2 (on a helo that should be upgraded anyway), and all the stuff that comes standard with Rating 2 sensors (list on p. 135).
So, base TN of 5-6 for sensor-enhanced gunnery (what's your Sig, anyway? Keep in mind lots of cyberware lowers this number), +2 for Urban area, plus 0 for "Interrupted LOS" (Blind-fire for Sensor-enhanced gunnery; Direct LOS is -3), -3 for a Smartlink w/ Rangefinder, which is no doubt standard issue for anyone who's already shelled out the cash for a VCR and an attack helo with a frickin' MMG attached to it. So, end TN is about 4-5, and the rigger'll be throwing his considerable Gunnery skill at this TN plus most of his Combat Pool. Yeah, you shoulda been pretty screwed.
Eyeless Blond
Jun 3 2004, 05:03 PM
As a side note, where does it say that Trolls have a base Sig of 5? I can't find the rules for metahuman signature anywhere, except that little bit on p. 133 where it says that the Sig for a human-sized biologival form is 6.
TinkerGnome
Jun 3 2004, 05:20 PM
Toward the back of Cannon Companion where it's talking about signatures for things not human sized.
[edit] page 104 [/edit]
Eyeless Blond
Jun 3 2004, 05:32 PM
Ee-yikes! A troll sammie has a Sig of 4!? Sucks to be him, I guess.
Arethusa
Jun 3 2004, 05:42 PM
Just a quick nitpick: 500 feet in the air != 500 meters of range. You probably could still hit a helicopter and it probably would be within range, though certainly not close. Whether you could do anything to it is another matter entirely.
And, yes, I agree, you can spin without firing. Not that you should need to, of course, but if you stick to canon, there should be none of this +2 for switching targets nonsense.
Siege
Jun 3 2004, 05:44 PM
Another nit-pick -- 500 feet does not equal 500 meters.

-Siege
TinkerGnome
Jun 3 2004, 05:55 PM
Your range gap is only between 551 and 800 meters for the minigun. All of which is at extreem range (but doable). The likely safe distance for most calls is 100 meters or so (outside of shotgun range). I don't know that the Star regualrly anticipates ARs at the site of most disturbances.
Austere Emancipator
Jun 3 2004, 06:08 PM
Seeing as how it makes no difference for spotting/surveillance purposes whether the helicopter is hovering at 5 kilometers or 50 meters, as far as the Sensors have enough range (which they usually have on any decent helo) and there's no immediate need of transportation with the helicopter, all police choppers might as well start out very pessimistic and fly in 200 meter circles 1km above the target area. That way they are out of range of most weapons they could reasonably expect to encounter -- Sporting Rifles are certainly not rare and can readily drop an unarmored helo.
They should fly at their Speed rating, too. Makes them more difficult targets, allows them to get away/close in fast, and they can always decelerate quick if that allows them to engage targets better.
If they might face HMGs, Assault Cannons or missiles, they shouldn't have helicopters flying anywhere in LoS.
BitBasher
Jun 3 2004, 06:14 PM
| QUOTE |
| If they might face HMGs, Assault Cannons or missiles, they shouldn't have helicopters flying anywhere in LoS. |
Unless it's a special case and it's the type of helicopter you don't even want to think about shooting at...
Austere Emancipator
Jun 3 2004, 06:17 PM
The only effective way to protect a chopper against those is the good ole VCR-3/superhuman rigger/FBW3/SA3 Combo for a Rigging Pool the size of Alaska. 30 points of armor, the minimum to provide meaningful defense against the Great Dragon ATGM, is difficult -- although not completely impossible -- to fit on aircraft.
Kagetenshi
Jun 3 2004, 06:31 PM
Fortunately, a good Rigger should have no problems generating four successes on a Hiding test.
~J
Eyeless Blond
Jun 3 2004, 06:44 PM
| QUOTE (TinkerGnome) |
| Your range gap is only between 551 and 800 meters for the minigun. All of which is at extreem range (but doable). The likely safe distance for most calls is 100 meters or so (outside of shotgun range). I don't know that the Star regualrly anticipates ARs at the site of most disturbances. |
True, true. Although, are Vindicators Light or Medium machine guns when it comes to range? They don't really seem to specify. If it's Medium range you can be 500 meters away and still be in Long range. Not that it really matters; dodging assault rifle fire from Extreme range shouldn't be too hard for a rigger anyway, even the FA fire that would be necessary to do any real damage.
Nikoli
Jun 3 2004, 06:45 PM
it's a LMG for purposes of range, IIRC
TinkerGnome
Jun 3 2004, 06:46 PM
| QUOTE (Eyeless Blond @ Jun 3 2004, 02:44 PM) |
| Although, are Vindicators Light or Medium machine guns when it comes to range? |
I'm just guessing, so don't hold me to this, but I'd say their ranged as "Miniguns".

[edit] The Minigun range category is identicle to the LMG range category, but it does have its own seperate entry

[/edit]
Austere Emancipator
Jun 3 2004, 06:56 PM
I'm guessing it's there only to make it clear that the Vindicator doesn't fire LMG ammunition. Why, though? I mean, I can barely understand why LMGs don't fire AR ammunition (just barely), but I cannot figure out why a LMG-ranged, LMG-damage minigun doesn't fire LMG ammo.
Doubly silly because the MMG and HMG versions are exactly that: Vengeance and Vanquisher use MMG & HMG ranges and ammunition, respectively.
Nikoli
Jun 3 2004, 07:33 PM
Eh.
Also, another underestimated weapon, your riggers front bumper
Kagetenshi
Jun 3 2004, 07:38 PM
With a good van, you can expect to knock the damage Power down to 2 on anything less than 520 KPT collisions.
~J
Nikoli
Jun 3 2004, 07:39 PM

I was meaning Van+acceleration+pedestrian=*squish*
cutter07
Jun 3 2004, 10:00 PM
| QUOTE |
| Still... by your logic, you have to switch targets every time you aim any weapon, and that's silly. I mean, haven't you switched from the general location your pistol was aiming at to the specific person? |
If you switch targets between full auto yes you get a +2 per target. As far as the pistol if your firing at one person or area then switch its then yes you get a +2. If you pistol isn't firing its not an issue.
As far as "luck" there was no luck involved. The pilot never had a shot because the whole time he had barrers to shoot thru. Like it or not he got whacked. Could someone of played the rigger better? Hell yeah but this wasn't the case. And that same pilot with the same weaponry wouldn't had a chance unless he knew before hand he had range on my AR which he had no way of knowing. Even then our sniper with a 121 would have picked him off.
cutter07
Jun 3 2004, 11:56 PM
I think its funny how people seem to think a Vindi with 7 points of recoil, +2 for urban, firing from a moving vehicle, blindly firing thru brink walls at extreme range seems dangerous. The TN to hit use would be pretty sad and he knew it. This isn't the movies where all the bad guys instantly fall down. Sensors only help so much just as smartgun isn't a replacement for LOS. But all this is pointless when you have 3 runners poaring plenty of AV firepower long before that gun goes off, even if he came in spinning the round before. Even without wining init fact is its alot safer fighting from a bunker then a 2 body fuel can be 5 stories up.
Maybe the flashbangs wouldn't have worked, its iffy at best. I still say sensors are immunity, just like flare comp isn't immunity. Sometimes you just got to try stuff for laughs. But if I considered the chopper a serious threat he never would have got that close. We could have dropped half a dozen yellowjackets that turn.
Theres a time and a place for everything and this wasn't the time for a chopper. He should have sent a riot-tank with some gas launchers.
Never the less this subject has gone on waaaay too long. Lets keep on topic, other then this side discussion I think theres been some really great points.
BitBasher
Jun 4 2004, 12:02 AM
It's also obvious that your game does not stress the fear of Lone Star that mine does. People don't shoot at Lone Star because of the consequences.
Number 6
Jun 4 2004, 12:12 AM
Well, there are different types of games. In some games, engaging the cops is ok, part of the cinematic action. They are faceless, incompetent stormtroopers meant to die. In other, IMO more closely approaching realistic response, engaging the cops stirs up a hornets nest NO team can compete with, and each cop killed leaves a wife and 2 goblins starving on the streets. Whatever floats yer boat.
tisoz
Jun 4 2004, 12:15 AM
So weapon range modifiers don't matter to sensor enhanced gunnery?
[edit someone mentioned TN mods. [/edit]
Does Sensor enhanced gunnery get smartlink and rangefinder mods? Doesn't seem like it would.
tisoz
Jun 4 2004, 12:28 AM
| QUOTE (BitBasher) |
It's also obvious that your game does not stress the fear of Lone Star that mine does. People don't shoot at Lone Star because of the consequences. |
Not everyone works for law enforcement IRL or has the same lofty opinion of law enforcement as those who do.
cutter07
Jun 4 2004, 02:29 AM
| QUOTE |
| Not everyone works for law enforcement IRL or has the same lofty opinion of law enforcement as those who do. |
<High fives Tisoz> I think NWA shares my feelings about LEOs. And I spend more time on the range and packing a weapon IRL then most cops.
If your going to fear someone, fear the Corps or the Dracos. Lone Star is target practice for first runners.