|
Post by abschalten on Sept 13, 2010 18:39:45 GMT -5
Got a few questions:
Zora wasn't given the 500 up front, the stack of credsticks to make the buy, nor was she told WHEN to meet with Filibro, just that the deal was going down "in a few days." She was given the coordinates also. Am I to assume that Mona forgot these things?
Edit: I see now that it's going down at 2am, but she still doesn't have the credsticks.
|
|
|
Post by NoOnesShowMonkey on Sept 13, 2010 20:40:28 GMT -5
Got a few questions: Zora wasn't given the 500 up front, the stack of credsticks to make the buy, nor was she told WHEN to meet with Filibro, just that the deal was going down "in a few days." She was given the coordinates also. Am I to assume that Mona forgot these things? Edit: I see now that it's going down at 2am, but she still doesn't have the credsticks. Noted and logged. I am trying to keep three different chronologies straight in my head and a bit got mixed up. Date of the deal is the 6th evening (technically the 7th morning). Mona tossed Zora a credstick before leaving - the 500 retainer. She will be contacted later to pickup the cash for the deal.
|
|
|
Post by ScornMandark on Sept 13, 2010 21:41:13 GMT -5
Ok, sounds good. I'll start posting the run, and you'll react as necessary? ATM I'm gonna roll at the beginning of 167 and go from there, 'cause that's when I'm gonna really floor it (well, kinda...)
|
|
|
Post by NoOnesShowMonkey on Sept 13, 2010 22:15:00 GMT -5
Sounds good by me.
Your dice pools should be relevant stat + relevant skill + 2 (if in hot sim VR. All hot sim tests get 2 extra dice.) - Handling [variable threshold].
Acceleration tests are base threshold of 0 + all mods. Net hits increase speed by 5 meters per turn beyond the Running rate for the truck (24).
If you want to go ahead and make 5 such tests here in the OOC thread, I'll note when anything currrazy happens. Just gimme a series of 5 rolls. Note as a 'roll' if you decline to accelerate.
|
|
|
Post by ScornMandark on Sept 14, 2010 13:22:54 GMT -5
Test stats: Pilot Ground Vehicle 5 + 4 Reaction + 2 Hot Sim + 3 Control Rig Booster - 3 Handling = 11 dice Buggy 'Ware (CRB) increases glitch range to include 1's and 2's. Skill cap = 10 Okay, I posted the first test in the IC thread, I'll repeat it here for completeness. First of several driving tests to get the hell to the other side of town. (11d6.hits(5)=8) 11d6.hits(5) → [6,4,6,5,6,6,6,2,6,6,4] = (8) !! Threshold is 5 - 1 (VR control) = 4, so exceeded by +3 hits 24 +15 Accel = 39 mpt Second Test11d6.hits(5) → [3,3,4,5,2,1,3,5,4,2,2] = (2) Edge for reroll Edge at 1/3 9d6.hits(5) → [6,2,2,5,3,2,5,1,4] = (3) 5 total successes, 4 1/2s, no glitch Threshold is 5 - 1 (VR) = 4, +1 total +5 Accel 39 +29 = 68 Third Test11d6.hits(5) → [3,5,1,3,5,5,2,4,2,5,3] = (4) No bonus accel 68 + 22= 90 <-- Max speed At max speed, going to just roll: Fourth Test11d6.hits(5) → [3,6,2,1,4,5,1,1,4,5,1] = (3) no glitch If I lose speed on the last roll due to whatever, this is an acceleration test again. If I don't lose speed due to whatever driving actions, this is a control test. Fifth test11d6.hits(5) → [4,6,4,4,5,4,6,1,2,2,2] = (3) Edge for Reroll Edge at 0/3 8d6.hits(5) → [4,5,5,1,5,3,4,2] = (3) Total hits = 6 Threshold 6 - 1 (VR) = 5, +1 hits +29 accel up to max speed if accel test.
|
|
|
Post by ScornMandark on Sept 14, 2010 15:04:35 GMT -5
Dammit, I forgot to add 2 dice from simply having a control rig. The skill total should have read:
Test stats: Pilot Ground Vehicle 5 + 4 Reaction + 2 Hot Sim + 2 Vehicle Control Rig + 3 Control Rig Booster - 3 Handling = 13 dice Buggy 'Ware (CRB) increases glitch range to include 1's and 2's. Skill cap = 10
Should I just move on and remember for next time?
|
|
|
Post by phatgdog69 on Sept 15, 2010 14:35:50 GMT -5
OOC question - what is a glitch? I've been going with "more 1's than successes", and thats how I've always done it, but I was reading the core book again and p.55 defines it as "1/2 or more of your dice pool in 1's". Which way should we be doing it?
|
|
|
Post by NoOnesShowMonkey on Sept 15, 2010 17:03:35 GMT -5
The book has it right. A glitch is half a dice pool.
A critical glitch is when half the dice pool is 1s and there are no hits.
This is why having a bigger dice pool is handy and why having negative mods drop your pool is a serious problem. Shadowrun has never really had a good handle on how it wants to make a check difficult. SR3 increased difficulty by increasing a target number or by comparing larger and larger dice pools in head to head checks. SR4A increases difficulty by reducing dice pools and with increased threshold. Every check can have its dice pools reduced (or increased) but most do not have a threshold.
Unless you consider an opposed check to have a threshold of [opponent's hits].
|
|
|
Post by ScornMandark on Sept 15, 2010 23:54:12 GMT -5
Ok, based on that I removed the glitch reference on the 4th test (min 6 1s or 2s) and otherwise the rolls stand, I guess.
|
|
|
Post by NoOnesShowMonkey on Sept 25, 2010 18:09:53 GMT -5
@ Abschalten
Zora is up for her meet later that night. As far as I can tell, the onus is on her to discuss how she will handle herself until the meeting time and if / when / how she will get to the meet.
@ Scornmandark
There is now a van speeding down the alley towards your truck. The alley itself is generally a straight line linking two roads, your truck facing East with the oncoming van approaching from the West. The Japanese in the sedan egressed to the East. The loading dock is on the left side of the truck - a concrete slab that juts off of the warehouse a few meters allowing a truck to back up to it. The warehouse has a 2 meter long loading dock running East to West under an awning - it is peppered with doors and the women are being unloaded into the bowels of the warehouse through one of these.
|
|
|
Post by ScornMandark on Sept 26, 2010 20:44:33 GMT -5
Couple of Questions:
1. Are all the women outta the back of the truck?
2. What kind of action would it be to detach the trailer from the rig (thinking retracting couplers and such)?
3. How far is the van at the end of the alley? (ie. current distance, current speed)
4. What's the base model van and are there any visible modifications?
5. What would be the barrier rating of the trailer (Armor and Structure), detached and jammed crossways across the alleyway?
|
|
|
Post by NoOnesShowMonkey on Sept 27, 2010 10:54:45 GMT -5
1. Are all the women outta the back of the truck?
1a. You are not sure. It would take a perception check to find out.
2. What kind of action would it be to detach the trailer from the rig (thinking retracting couplers and such).
2a. Sending a command to the trailer is a free action when jacked in. Decoupling, however, will take 3 full combat turns (just about 10 seconds).
3. How far is the van at the end of the alley? (ie. current distance, current speed)
3a. It is thirtyish meters and looks to be accelerating. Probably somewhere between 35 and 50ish MPT.
4. What's the base model van and are there any visible modifications?
4a. I'll give you a freebie on this one, being a gearhead. It is a variation of the Stepvan archetype.
5. What would be the barrier rating of the trailer (Armor and Structure), detached and jammed crossways across the alleyway?
5a. I do not have my books (at work) but the Trailer adds something like 10 body to the truck. It probably has 10 body of its own and between 2 and 8 armor (probably on the lower side of things).
|
|
|
Post by ScornMandark on Sept 27, 2010 11:52:54 GMT -5
Ok. I'd like to do the perception and other rolls in this thread, then post a more coherent IC post afterward. Does a perception check count as a skill test? If so, should I be rolling initiative? Perception: 3 + Intuition: 8 + Hot Sim: 2 = 13 d6 Perception Test to see if the women are out 13d6.hits(5) -> [5,6,3,3,2,2,4,2,2,6,6,4,6] = (5)
|
|
|
Post by NoOnesShowMonkey on Sept 27, 2010 15:04:44 GMT -5
Screech can tell that there are in fact several women still in the truck. He also notes that several appear to be in the bowels with a pair at the threshold.
You can go ahead and roll initiative.
|
|
|
Post by ScornMandark on Sept 27, 2010 16:15:47 GMT -5
Ok, initiative: Commlink Response (5) + Intuition (8) + 1 (Hot Sim) = 14d Buggy 'ware increases glitch threshold to 1-2. Initiative Roll14d6.hits(5) = [3,3,2,2,3,3,4,5,1,4,2,4,1,5] = (2) (but no glitch) Initiative = 14+2 = 16 Total of 3 initiative passes
|
|
|
Post by NoOnesShowMonkey on Sept 27, 2010 17:06:37 GMT -5
Initiative for the oncoming truck is 12. Screech goes first.
|
|
|
Post by blackcoat on Sept 27, 2010 18:21:15 GMT -5
Perception roll for seeking dangerous situation or someone who would be a hitter. I pretty much don't expect anything to happen, but he's a little paranoid when meeting anyone from The Family. Even his brother.
|
|
|
Post by ScornMandark on Sept 28, 2010 10:47:08 GMT -5
Can I shut the rig doors remotely? A free action command to shut the trailer doors so there aren't hookers flying everywhere when I start slinging the trailer around corners and running into stuff?
Also, is the truck alongside the loading dock or backed up to the loading dock? I'm unclear how the metas would be getting out of the truck and onto the dock if we're not lined up well...
|
|
|
Post by NoOnesShowMonkey on Sept 30, 2010 11:36:31 GMT -5
The dock has a slip that sticks off the main dock.
******************************** ============================ 1818181818[=] <-T
********************************
Stars are the building walls. '=' are the loading dock with the [=] being a slip that extends from the dock proper. 18s are your truck. T is the oncoming vehicle.
Your ramming attempt works.
I will work out the damage later. I am at work and have no references.
Something like that.
|
|
|
Post by ScornMandark on Sept 30, 2010 11:43:31 GMT -5
Great! that helps me sort out the scene in my head a lot.
So, it now looks more like: ******************************** ============================ .................[=] ............................1818181818||<-T
******************************** (Same key as above, using ... as spacers and || as impact area)
|
|
|
Post by ScornMandark on Oct 4, 2010 16:30:19 GMT -5
Ramming chart in the book is:
<20 mpt = Body/2 21-60 mpt = Body 61-200 mpt = Body x2 200+ mpt = Body x3
Should the speeds be added since it was head on?
|
|
|
Post by NoOnesShowMonkey on Oct 5, 2010 8:38:05 GMT -5
Yes. They are added.
Sorry about the lack of activity. Busy all weekend and my job doesn't really give me any free time during the day.
Blah!
|
|
|
Post by ScornMandark on Oct 5, 2010 12:44:24 GMT -5
No worries! I know my time vanishes faster than I'd like, always....
So, my running speed is 24mpt + "35-50-ish" mpt gives a range of 59-74-ish mpt, which puts it pretty squarely in the lower end of the 60-200mpt category. Damage then:
Rammed van: 48 (body of 24 x 2) + 2 net successes = 50P Crash test with 3 successes required.
Rammer Truck: 24 (half of ram damage) = 24P Crash test with 2 successes required.
Sound about right?
|
|
|
Post by NoOnesShowMonkey on Oct 6, 2010 7:21:16 GMT -5
Looks good by me. I have a feeling that the oncoming van will be utterly toast.
If you want to go ahead and make rolls for both vehicles damage tests, feel free. I do not, again, have a source available here at work (and forgot when at home) in order to get the Body and Armor for the van.
|
|
|
Post by blackcoat on Oct 6, 2010 11:51:08 GMT -5
Assuming it's the standard bulldog out of the book, B 16 A 8
|
|
|
Post by ScornMandark on Oct 6, 2010 12:34:31 GMT -5
Yep, which translates into 15 damage boxes available for crunching. So, dice pool of 24, 50 damage, if (somehow) all rolled up hits, there would still be 26 boxes of blowthrough damage, rather above the 15 available. For kicks and giggles: Dice Pool - 16 (body) + 8 (Armor) = 24 dice Total health boxes: 15 Must resist 50P Damage Damage resistance test (24d6.hits(5)=12An impressive 12 hits, well above statistical average (8), reduces the damage to 38P. The Bulldog's condition monitor fills to 15 and there is 23 left over - well above the van's body rating. This puts it into the category of "instant death," not near dead and bleeding out. For the Hauler: Dice Pool - 24 (body) + 8 (Armor) = 32 dice Total health Boxes: 20 Must resist 24P damage Damage Resistance Test (32d6.hits(5)=11)Rounded to the nearest integer, very statistically average (11 vs 10.6667). Reduces damage to 13P, soaked into the condition monitor with 7 boxes left over. Truck condition in the -5 condition level. Not an immediate crash test, as the damage taken (13) is less than the Hauler's Body (24). Crash test: 2 hits required - 1 (full VR control) = 1 hit required. Dice pool: 5 (Pilot) + 4 (React) + 2 (Hot Sim) + 2 (VCR) + 3 (VCR Booster) + -3 (Handling) + -5 (Condition) = 4 dice. Crash Test (4d6.hits(5)=1)Phew! Just 1 is enough, thank goodness... Do you want to post the aftermath? or may I describe some of the carnage that ensues?
|
|
|
Post by NoOnesShowMonkey on Oct 6, 2010 20:38:31 GMT -5
I'll write out the summary. Post your version of what you want to happen in the OOC and I'll review it.
|
|
|
Post by ScornMandark on Oct 7, 2010 12:14:25 GMT -5
[5 March, 2069. 15:00, Meridian & 152nd Ave; Warehouse Loading Dock - Tacoma] [PAN Mode - Hidden]
Like the aftershock of an earthquake, the Hauler rumbles violently as Screech works it back out of what was left of the step van. Watching through the rear camera and feeling the shake, he guesses a cocked axle, wheels are shot, probably a few other minor annoyances asides from the body work. [green] Checking the internal readouts, his suspicions are confirmed and then some. Rear axle bent, wheel rims bent and tire shredded, extensive structural damage, pressure loss in the brake lines (probably a leak) and the door closing mechanism won't respond at all, definitely shot.[/green] He absentmindedly rubs at his lower back, the pain of impact was not something most people really understood on this scale. Like getting all your teeth out at once by a boulder in the face, or maybe someone hitting your tailbone dead on by a 16-pound sledge.
Screech is intensely watchful as he works the damaged trailer over the slad that used to be the step van. He is pretty sure they weren't there to offer a new job, seeing as they hit the corner at 60kph and were accelerating. He keeps an eye out for anyone who might have survived that impact. Probably not too many people could have, but it's an important thing to keep from getting surprised by another cyber-freak who can take cannon shells to the chest and laugh it off. Paranoia = still alive, for now.
Screech glances into the trailer to see how many of the metas survived the impact. There was one who he didn't really expect to find alive, but once the coast was clear again, he wanted to look. He really felt terrible about it; there just hadn't been time to secure everyone before he needed to deal with the van. Pulling back behind the dock and pullnig the battered end to the protrusion, he hollers over the loudspeakers, [red]"Omae, more friends? Not sure this party can get much livelier..."[/red] [green] He went ahead and began seeing how many of the auto-decouplers were still functional, it might be easier at this point to ditch the trailer and try to make it back without it.[/green]
|
|
|
Post by ScornMandark on Oct 7, 2010 12:19:10 GMT -5
Presuming combat is over at this point and we don't need to play out the rest of the next 2 initiative passes, of course...
|
|
|
Post by ScornMandark on Oct 18, 2010 14:10:28 GMT -5
Are the guys on the loading dock still (including Trigger) doing anything? or going back to loading the metas?
|
|