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Wounded Ronin
Because my brain is very small and very simplistic, when I GM SR I mostly think in terms of guns and martial arts beatdowns.

However, I feel like I am not providing sufficient dangerous challenges to the magicians in my group who have buttloads of karma and really beefy attributes and magical powers.

What are some of the best ways to make magicians sweat, if they have enough karma and junk like that to generally survive gunfire with very little damage?
Siege
The obvious answer is a magical smackdown.

The less obvious answer would be creatures that are resistent to magical attacks and/or ones that target the mages first.

Nothing quite like a Predator clinging to the ceiling, waiting for the first members to pass so it can pick off the rear elements.

And how many people ever think to really look up or down?

-Siege
Arethusa
Also, don't forget background count.
Kanada Ten
1. Background count. Makes everything about magic more difficult, even more so as it gets higher. Keep in mind that extreme Background Counts usually indicate a Toxic environment. Toxic domains mean Shamans (and Wu Jen) cannot summon or control their spirits.

2. Enemies that make effective use of Wards. Hiding behind a powerful, or even moderately powerful (Force 6) ward blunts the power of all magic attacks and makes it more difficult for spirit to reach the target (though not impossible). Wards, however, do not impede bullets.

3. Nimu Salamanders. These creatures absorb magical energy when spells are cast. Doing so increases their power, but it also makes them insane. I always spell them wrong, but they are in Critters.

4. Counter magic. Despite how often the characters float around with invisibility, players often forget enemies can open the same bag of tricks. Even support magic in the form of Spell Defense, Astral and Spell Barrier, Armor, and so on, can tip the balance back to center.

5. Naval Scale weapons. It always sounds easy to board a pirate vessel and steal the Black Pearl Focus, but when the USS Screwed shows up and pounds the pirates with anti ship missiles - while the characters are aboard no less, it makes thing rough. And those hungry Krakens can be killed, but the Megaldon? Not so much.

6. Girl friends. No seriously. Nothing sucks more than rescuing your girl from Craft as he tries to invest his Queen into her body. You had to pick the hottest chick, didn't you? And after you've survived the hoard of spirits and defeated Craft, you drag your near dead body to her and look into her eyes... She smiles and says, "I think we should just be friends."

That's all I got right now.
Traks
Kanda Ten, magically active plants are also your friends.
Using biofibers or virus is also pretty pretty effective.
And cast control on mage's sammie friend so he makes holes in mage is nice too.
Zephania
If you can't get through the armour spells etc how aboput going round them with a few gas weapons?

Tear gas should do the trick and I don't know a law enforcement agency that doesn't have it.
Glyph
Magic is the best way to counter magic. Magic may be rare in the general population, but it will be much more commonly encountered both among runners and among their opposition - corporate security, Lone Star, organized crime, etc.

Use wards, background count, and (sparingly) a few of the threats geared towards awakened characters - FAB bacteria, hostile spirits, and so on. Enemy mages are the best way to keep magical PCs honest - they will need to allocate some of their dice to Spell Defense. Otherwise, they can pump high levels of dice into spells and blow away the mundane opposition, and still easily resist Drain. And why? Because they are able to split their dice between two things, when those dice were intended to be split between three things.


Don't discount mundane opposition, though. They can use suppressive fire if they suspect an invisible character (doors opening by themselves, etc.). The Increase Reflexes +3 spell is nice, but only the equivalent of Wired Reflexes: 2 (and usually not quite as good as that). Plus, Spell Pool and Foci dice don't refresh until the next round. The armor spell makes the mage a glowing target, and is not hardened armor - nearly any ranged attack is still potentially lethal, and the armor bonus does not offset the increased targetting by enemy forces.
Eyeless Blond
QUOTE (Kanada Ten)
6. Girl friends. No seriously. Nothing sucks more than rescuing your girl from Craft as he tries to invest his Queen into her body. You had to pick the hottest chick, didn't you? And after you've survived the hoard of spirits and defeated Craft, you drag your near dead body to her and look into her eyes... She smiles and says, "I think we should just be friends."

Heh, yeah, or even worse: "I was the Queen all along. Thanks for freeing me, suckers!" smile.gif

Or really any other kind of reversal, Starcraft's-Kerrigan-style smile.gif
Egon
Well normally mages are busy spending all their karma on magic stuff, such as going up grades, focuses, quicken spells ..... That being the case they come up short in the actual skills department. So make them use skills.

make them go to a party or talk to people about non magical things.

make them disarm a bomb or use a computer

make them ride a motercycle or fly a plain

if all else fails use flash granades and make them blind.
Kagetenshi
Drones.

If you want to take the thread title literally, miniblimps with railguns.

~J
Sahandrian
QUOTE (Egon)
That being the case they come up short in the actual skills department. So make them use skills.

make them go to a party or talk to people about non magical things.

make them disarm a bomb or use a computer

make them ride a motercycle or fly a plain

Unless someone makes an adept or Magician's Way with a lot of centering...
Misfit Toy
Or just a regular magician built sensibly instead of investing everything into magic.
Clyde
Don't forget forensic investigation! High force spells will leave behind the mage's astral signatures. If they leave anything like a ritual link behind, great, but if not a group can use an astral spotter to guide the spell. Yeah, maybe your mages/shamans are tougher than one or two azzie blood mages, but are they tougher than 6 at one time? biggrin.gif

They may ease off on the uber spells if they know that those will be more likely to bring down the heat later, just like the samurai may have to leave his APDS at home if he doesn't want to bring down all kinds of attention.
kevyn668
Naw, forget forensic investigation. Stick with the wards...the girlfriend bit. That was great. biggrin.gif

If you're going to use magical crime scene investigators remember that you are setting a precedent. There are no canon rules for how LS/KE/whoever works the crime scene. So if you use that to screw your mage, you have be consistant and use it to screw the sam, the rigger, decker, the face, etc...

Besides, more mages clear the astral air after slinging the mojo than sams pick up their shells...
Egon
QUOTE (Misfit Toy)
Or just a regular magician built sensibly instead of investing everything into magic.

All I was saying is put any magical PC next to a non-magic PC, and 40 karma later at best you will have magical PC with 20 karma placed into skills and a non-magical PC with 40 karma in skills. Its not meant to be a rip on magical PCs. The non-magical PC doesn't really have any thing to spend karma on but skills and attribute raises, and attribute raises cost so much and have so little clear pay out that they are rarely done.

Over time SR game mechanics lead to non-magic PC having a broader range of skills then magical PCs.
Kagetenshi
QUOTE (kevyn668)
Besides, more mages clear the astral air after slinging the mojo than sams pick up their shells...

Thanks to the wonders of caseless rounds and how nearly all weapons use them in SR, I'd say very few sams pick up their shells.

~J
Egon
QUOTE (Sahandrian)

Unless someone makes an adept or Magician's Way with a lot of centering...

What dose centering have to do with skills a mage may not have?

It is not like you can center against defaulting penaltys. Well maybe is you have an extremely kind GM.
kevyn668
QUOTE (Kagetenshi @ Jul 4 2004, 11:01 PM)
QUOTE (kevyn668 @ Jul 4 2004, 09:44 PM)
Besides, more mages clear the astral air after slinging the mojo than sams pick up their shells...

Thanks to the wonders of caseless rounds and how nearly all weapons use them in SR, I'd say very few sams pick up their shells.

~J

I knew someone would say that... wink.gif

And I wouldn't say that nearly all weapons in SR use them. Its more like nearly all weapons in SR are available in caseless. smile.gif
kevyn668
QUOTE (Egon @ Jul 4 2004, 10:58 PM)
QUOTE (Misfit Toy @ Jul 4 2004, 03:40 PM)
Or just a regular magician built sensibly instead of investing everything into magic.

All I was saying is put any magical PC next to a non-magic PC, and 40 karma later at best you will have magical PC with 20 karma placed into skills and a non-magical PC with 40 karma in skills. Its not meant to be a rip on magical PCs. The non-magical PC doesn't really have any thing to spend karma on but skills and attribute raises, and attribute raises cost so much and have so little clear pay out that they are rarely done.

Over time SR game mechanics lead to non-magic PC having a broader range of skills then magical PCs.

OR that non-magical PC could convert that karma to cash and go buy that wiz MBW system he's been eyeing.
TinkerGnome
QUOTE (kevyn668)
And I wouldn't say that nearly all weapons in SR use them. Its more like nearly all weapons in SR are available in caseless.  smile.gif

QUOTE (SR3 @ p 276)
Many weapons offer two versions, for standard loads or for caseless ammunition, though the latter is far more common in the 2060s.

You pretty much have to specifically look for cased ammo firing guns in the 2060s since they're a minority. The only real reason to have/use them is because you can make your own ammo (in mechanics terms, at least). Here's a question for people who know. Can you use caseless ammunition in a weapon with an internal magazine or a revolver?

Anyway, I dislike throwing lots of things at the mage which he can't handle because his karma and character points are tied up in magic. Do you ambush the sam with spirits or penalize him in a similar fashion for not being magical? Not generally. The only time I'd do this is if all of the PCs face the same kinds of tests (ie, if you're going to pick on the mage for not having a lot of social skills, don't spare the troll street sam). Unless the mage has taken some flaws which warrant it, of course.

Instead, I think the goal should be to insert some challenge to the mage while challanging the other PCs at the same level. It's hard to do, of course, but it gets easier with practice (or so I'm told). Some ideas:

Geek the mage first. Enemies look out for the mojoslinger and shoot him ASAP. This in no way prevents your mage from doing what he does, it just means that he has to be more careful about it and invest effort into not being an easy target.

Enemy mages. One of those six nearly identical guys in security armor carrying assault rifles happens to know manaball 6. And he's got the whole team in LOS. This is a challenge for the mage since he'll be splitting his efforts between defending the team magically and taking out the opposition. Of course, the enemy mage has to do the same thing, but it'll generate some sort of balance.

Astral combat. While everyone's fighting on the mortal plane, another fight could well be waged on the astral plane. The enemy mage just ordered his four great form fire elementals to materialize amongst the party and toast them. The mage might use his own spirits and astral combat skills to make sure that the elementals don't leave the astral plane.

Wards, wards, wards. There are a variety of uses for wards. They limit astral recon, they serve as a barrier to active foci, and they stop sustained spells dead in their tracks. A cheap security measure is a door with a camera on it and a ward. The camera can't be fooled by magic since you can't get through the door with a spell on, and if you don't know the camera is there (pretty easy to keep it out of LOS from outside the door) you can't even try to get a spell at it through the barrier (the best you could do is an elemental manipulation or indirect illusion targeted in the room, but you'd still have to have a reason to know the camera is there).

Magical Forensics. Lone Star has a division set aside to track down magical criminals and may have access to those funky metamagics (symbolic linking and psychometry) which make life even more fun for mundanes as well as mages. Corps definitely have this kind of stuff. The only question is does it meet the corp's cost:benefit requirements to use them to track down your team... sometimes.
Traks
QUOTE (Kagetenshi)
Drones.

If you want to take the thread title literally, miniblimps with railguns.

~J

Loudly playing "Flight of the Valkyries" while incoming for a kill.
Ahh, sweet memories.
simonw2000
QUOTE (Clyde)
Don't forget forensic investigation! High force spells will leave behind the mage's astral signatures. If they leave anything like a ritual link behind, great, but if not a group can use an astral spotter to guide the spell.

Remember, the Cleansing Metamagic is your friend.
Raife
I disagree with most of the people here... Magic is a good way to counter magic... but Vehicles are better.

Check out Rigger 3. Drones can really give a magic user a bad day... especially when armed with Gel Rounds. To most characters gel rounds just mean they get knocked out. But to a magician gel rounds take away their casting abilities.

A doberman or lonestar strato-9 can seriously put the hurt on a mage if it hits them with a Medium Machine Gun burst of gel rounds. Making them suffer target numbers really screws them up, and they can't use anything to "heal" stun damage.

This goes doubly for everyone else in the group. Stun damage can't be healed by the caster, if you knock them all out using gel rounds you just made one of the mages spells worthless... and unconcious people are really easy to kill.

Your going to want to look this up, but I'm pretty sure that a drones armor works against powerbolt/ball just like it does against bullets. So unless they are using Lightning Bolt/Ball they are gonna have to throw a really big powerbolt to hurt a drone even a little. If they do manage to kill the drone... the rigger can just send in a new one. Captains chair mode + 4 strato-9's w/gel rounds = bad day for mage.

Along with gel rounds you have Tazers and Stun Batons. Basically just use a boatload of stun damage.

In Summary:
There once was a mage from seattle,
Whose power was fearsom to battle,
He met some nice riggers,
Who just pulled the triggers,
Now the mage looks like dead cattle.

Just a thought.
Eyeless Blond
QUOTE (Raife)
Your going to want to look this up, but I'm pretty sure that a drones armor works against powerbolt/ball just like it does against bullets. So unless they are using Lightning Bolt/Ball they are gonna have to throw a really big powerbolt to hurt a drone even a little. If they do manage to kill the drone... the rigger can just send in a new one. Captains chair mode + 4 strato-9's w/gel rounds = bad day for mage.

Um, no. All you have to do is hit the OR with even one success and the drone is hit; they can't even make a resistence test because they're nonliving, and extra successes stage the damage as appropriate. Powerbolt/ball cast at a low Force and high Damage Level are probably one of your best bets for taking out drones, actually; E. Manips at low-Force/Deadly damage run just behind it. Other good ideas include Trid Phantasm or Chaos over the vehicle's sensors, the Accident power from a handy spirit, and the various Glue-type spells.

OTOH, gel rounds and Stun damage are good ways to take down a mage (or for that matter anyone but the sammie, see below) but then any mage worth his salt will have a trauma dampener installed at some point so it's got to be a *lot* of Stun damage. The sammie's probably going to have a pain editor or the like installed, so he probably won't even notice the stun damage, let alone be affected by it.
Raife
Ok I just broke out my BBB and found how this actually works:

As on page 150 of the BBB
QUOTE
Spells cast against vehicles have a target number based on their Object Resistance (see p. 182) of 8 plus their Body Rating plus half their Armor Rating (round down).  (Note that elemental manipulation spells are treated as a Ranged Attack and have their usual base Target Number 4).  This high target number reflects the vehicle's complex technological and electronic makeup.  As vehicles are non-living, they get no Damage Resistance Test.  If a casting magician's Sorcery Test is successful, the spell takes effect.


That's an exact quote from my edition of the BBB, including the improperly used parenthases... which is REALLY MAKING HULK MAD. That line should clearly be it's own paragraph, since on the same page there is a section called "elemental manipulation spells". The first paragraph should just read "non-manipulation spells against vehicles..." AAARG MISS USED PARENTHESES WILL GIVE ME A CORINARY!

SOOO, taking a gander at the doberman- it's target number for that Powerball is a... 13. 8 + 2 +3. Assuming it was given no additional armor. A steel lynx combat drone would have a target number of 14. A Ares Gaurdian drone would need an ungodly target number of 16... freaking 16! It's not that hard to make astral contact for the purposes of starting your own Magic Group!

Now granted, a 1D powerball would screw it up if it got a success... but with target numbers like that... you would need a modul 13 sorcery dice to hit even half the time. Less than 1 in 6 "Sorcery 6" attacks will land. When you throw in 3 or 4 drones, all firing at the mage first turn with MMG's... or even 2 using MMG's and gel rounds... he won't be likely to hit the drones thanks to his boosted up target numbers from stun damage. Espeically when a rigger jumps into one and gives it his 4D6 initiative.

If you want to get really nasty, toss an enemy mage into the mix who is willing to use his Spell Defense dice to protect the drones and the players won't be able to just toss in a 1D spell and hope to get 1 or 2 successes.
regiomontanus
magic does have natural opposition in the form of background count, toxicity, and bugs. Space, too. Mana warp-a-go-go. However, I'd like to borrow an idea from a d&d prestige class and suggest a new type of adept. The Forsaker adept. an individual who is mystically anti-magic. give him an anti-magic rating instead of magic rating, subtracting a fraction of that rating from TNs for spell resistance. Temporary bonuses for destroying foci/spirits or whizzing on telesema or something, bonuses to target magicians, maybe even astral perception?

i don't know, it was just a prestige class that was an interesting idea for d&d, though completely against the magic heavy grain of that game, thereby underpowering it.
Kagetenshi
Closest thing I can think of would be a cyberzombie with astral hazing SURGE characteristic and four levels of Magic Resistance.

~J
toturi
A cyberzombie already has Astral Hazing...

So a cyberzombie with maxed Magic Resistance Edge with Mana-Active Aura Deficiency Syndrome would really mess up any mage's day.
RedmondLarry
QUOTE (Raife @ Jul 5 2004, 02:15 AM)
the doberman- it's target number for that Powerball is a 13.  8 + 2 +3 ... ... a 1D powerball would screw it up if it got a success...
A 1D powerball will do nothing, because another rule (SR3.182 Sorcery Test) says that the Force of the spell must be equal or greater than half the Object Resistance of the Object.
Kagetenshi
QUOTE (toturi)
A cyberzombie already has Astral Hazing...

I know it does. I'm talking about increasing the effect.

~J
RedmondLarry
QUOTE (Wounded Ronin @ Jul 3 2004, 11:06 PM)
I feel like I am not providing sufficient dangerous challenges to the magicians in my group who have buttloads of karma and really beefy attributes and magical powers.

The various suggestions above are good. I'd like to address a couple of other points.

Perhaps you have given out too much Karma too quickly? In my experience, even Magicians with 200 earned Karma are still afraid of guns. Are these magicians past that? In our campaign, a magician who lives reaches that after about 500 hours of play time. (8 hours per session, 60+ sessions) This may be like the 1st level D&D characters who found CHAIN+3 and SWORD+3 in the lair of the first Kobold they killed. After a few weeks of play like this it became difficult to challenge them.

Are you enforcing Focus addiction? Encumberance/weight limits? Armor Layering penalties?

Do your magicians keep more points in Foci/Spells active than they can mask? Lonestar magicians do occasionally drive by in patrol cars, on their way to something important, and they will stop and ask for ID and spell permit from someone they see with powerful spells active.

Does NPCs use Karma Pool in the same manner and as freely as the player characters? If PCs commonly toss in one Karma pool on their first shot or first spell, your NPCs should as well.

Do your NPCs occasionally purchase an extra success using their Karma Pool, just because they can?

Do you have too many magicians on the team? The players on our team have chosen to limit themselves to two spellcasters on a mission. Who gets to play one rotates among the players.

Can you describe one of these powerful magicians? Attributes, magical powers, etc. Whatever allows him/her to brush off bullets.

I had a magician that specialized in using a Sniper Rifle on invisible mages. She would Astrally Perceive, then fire the gun at the spot on the physical plane where she could see someone on the Astral Plane.
TinkerGnome
Vehicles are a good challenge for all members of the team... few characters can reliably take down vehicles (particularly flying ones).

Depending on how you read the rules for electrical attacks, though, it might not be difficult to bring down vehicles with electrical elemental manipulations. In fact, elemental manipulations are about the only thing worth using against armored vehicles in terms of magic.

[edit] There is an uncontradicted example which shows a lightning bolt spell ignoring vehicle armor completely. [/edit]
Misfit Toy
I've always liked Ice elemental manipulations. There aren't any canonical spells that use that effect in 3rd Edition, but its one of my favorites. Not only does it make the terrain treacherous, it also forces a Crash Test, causes flying vehicles to stall, kill plants, and increase its Damage Code against more spirits (all fire and water based ones) than any other elemental effect.
Raife
QUOTE
A 1D powerball will do nothing, because another rule (SR3.182 Sorcery Test) says that the Force of the spell must be equal or greater than half the Object Resistance of the Object.


Excellent point OurTeam. So vehicles really do mess up a mages day. I say throw 3 Lynx Drones at him with those MMG's filled with Gel Rounds... that will put a damper on his day.
Misfit Toy
[dammit]
Adarael
QUOTE
You pretty much have to specifically look for cased ammo firing guns in the 2060s since they're a minority. The only real reason to have/use them is because you can make your own ammo (in mechanics terms, at least). Here's a question for people who know.


I'm pretty sure you're thinking of Cyberpunk 2020 here. If what you're saying is true, why do they specifically provide rules for converting standard, out-of-the-book weapons to caseless and giving them a boost of 20% to their ammo capacity? There'd be no need to do so.

I'm pretty sure you're thinking CP2020, where all guns are considered caseless unless it specifically states otherwise (shotguns, the Nova Citygun, etc)
Misfit Toy
They don't. At least not in 3rd Edition. In 3rd Edition (p. 276, "Firearms") caseless weapons are the dominant weapons on the market. You can buy a weapon that uses cased ammunition, and there's no change in price or stats whatsoever, but the only benefit in doing so is -- just as TinkerGnome said -- that its easier to create your own, homemade ammunition that way.
Adarael
Huh. Interesting. I must've missed that.

I guess I didn't have to spend all of last game sweating over those machine pistol shells I left all over the Yakuza's bunraku parlor...

Incidentally, this was my mage. Whose friend got kidnapped by the Yakuza, and was going to be turned into a persona-fixed meat puppet. And I almost died trying to get her back, despite my 300 some odd Karma, my retarded levels of armor, and 6 years of running.

So you know what? The Girlfriend trick?
It works.
OH, how it works.
Wounded Ronin
QUOTE (OurTeam)
QUOTE (Wounded Ronin @ Jul 3 2004, 11:06 PM)
I feel like I am not providing sufficient dangerous challenges to the magicians in my group who have buttloads of karma and really beefy attributes and magical powers.

The various suggestions above are good. I'd like to address a couple of other points.

Perhaps you have given out too much Karma too quickly? In my experience, even Magicians with 200 earned Karma are still afraid of guns. Are these magicians past that? In our campaign, a magician who lives reaches that after about 500 hours of play time. (8 hours per session, 60+ sessions) This may be like the 1st level D&D characters who found CHAIN+3 and SWORD+3 in the lair of the first Kobold they killed. After a few weeks of play like this it became difficult to challenge them.

Are you enforcing Focus addiction? Encumberance/weight limits? Armor Layering penalties?

Do your magicians keep more points in Foci/Spells active than they can mask? Lonestar magicians do occasionally drive by in patrol cars, on their way to something important, and they will stop and ask for ID and spell permit from someone they see with powerful spells active.

Does NPCs use Karma Pool in the same manner and as freely as the player characters? If PCs commonly toss in one Karma pool on their first shot or first spell, your NPCs should as well.

Do your NPCs occasionally purchase an extra success using their Karma Pool, just because they can?

Do you have too many magicians on the team? The players on our team have chosen to limit themselves to two spellcasters on a mission. Who gets to play one rotates among the players.

Can you describe one of these powerful magicians? Attributes, magical powers, etc. Whatever allows him/her to brush off bullets.

I had a magician that specialized in using a Sniper Rifle on invisible mages. She would Astrally Perceive, then fire the gun at the spot on the physical plane where she could see someone on the Astral Plane.

Well, as far as amount of karma, the character in question had about 20 karma dice which they got from several years of play. This did indeed tend to make small arms fire not so pointful when the characters would have like 7 points of ballistic. (armor jacket + form fitting armor)

Focus addiction is something that had slipped my mind. I'll have to look up the details on it an reread it, but I could slap that on. It would certainly make sense as one character was always running around with a mask focus and another with a levitation focus.


Let's see....as far as the specific stuff that caused the problems....

One character had Willpower 9, a pretty powerful Control Thoughts, and a sword focus. That is probably the more dramatic example.

I guess I could go with a few astrally percieving snipers. That's not a bad idea. It also would entail relatively simple rules for me to keep track of.



Someone mentioned vehicles. I always thought it would be cool to run down the party with, say, a Roadmaster, but I always thought it would be tough to handle that rules-wise. In order to run someone over with a vehicle you need to keep track of exactly where everyone is on some kind of map, and then you need to crunch all the numbers to figure out exactly what the Roadmaster is doing. This would be difficult in the contect of an IRC game, which is what this is.

There were lots of excellent suggestions in this thread so far...thanks a lot, everyone. I'm still thinking about this, but maybe a good place to start would be a toxic domain filled with critters and astrally percieving snipers. Yes.....

tisoz
The easiest way is to raise their Target Numbers. And not just from wound modifiers. Hit them with some drugs in a DMSO solution. Even cheap ones like Pepper Punch. Hyper is bad on mages. Visibility modifiers from smoke, mist, rain, etc. will make targeting harder. Astral Static is a good spell to throw and curtail spell casting.
kevyn668
Astrally perceiving snipers...? There goes the neighborhood. nyahnyah.gif

ShadowGhost
QUOTE (Eyeless Blond @ Jul 5 2004, 09:03 AM)
Powerbolt/ball cast at a low Force and high Damage Level are probably one of your best bets for taking out drones, actually; E. Manips at low-Force/Deadly damage run just behind it.

Don't forget, further down on the same page, it also states:
QUOTE

If the Armor Rating of the vehicle is equal to or greater than the force of the Combat Spell, the spell has no effect.


So low force Powerbolt/Ball may fail before the spell even hits the vehicle.

And for Elemental Manipulations, same Page:
QUOTE

Elemental Manipulations are therefore treated as normal weapons against vehicles. Stage down the Damage Level by one (D toS, S to M and so on), and reduce the force (or power) of the spell by half, and also by the vehicle's Armor Rating.

If the reduced power of the spell does not exceed the vehicles Armor Rating, the spell is ineffective against that vehicle.


So against an Vehicle Armor Rating of 4, you would need to cast a Minimum force 18M Elemantal Manipulation to do any damage.

Force 18/2 = 9 (As normal weapon against Vehicle Armor)
9- 4 (armor Rating) = 5
5 exceeds Vehicle's Armor Rating of 4. It does L damage.

Meanwhile the Mage is almost dead from Physical Drain (resisting 10S Physical Drain on Lighting Bolt, or 11D on Ball Lightning)
TinkerGnome
Lightning spells ignore metal armor. According to an example in R3, this seems to apply to all vehicle armor.
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