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Alea Iacta Est (OOC)

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Jayde Moon

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« Reply #240 on: <05-11-17/1123:45> »
In the notes, it says the Earth Spirit has 6 Armor left, but in the table it's 0 and he has 2 stun.

Chante is firing  flashbang from her Ares Alpha.

Agl 7 + Heavy 2: 9d6t5 3 hits

I'm too lazy to see if rules on AoE has changed, so assuming that 3 hits puts the grenade where I want it.

She's aiming at the biggest congregation of Soldiers.

At least two should be within ten meters of eachother, with LUCK, there will be a few more, so I am going to write it based on two + (Hits on an Edge Attribute Roll) Soldiers are in the blast.

Edge 6: 6g6t5 4 Hits That's what I call lucky!

6 soldiers are in a group.  Poor tactics, but it's confusing out here, maybe we can forgive them for it.  So that's 6 targets in the blast.  6 soldiers so if I'm really lucky it's all Soldiers, I don't know if drones are immune to stun damage in Anarchy.  So, based on the following chart:

1-6 Soldiers, 7-8 Drones, 9 Ice Elemental

Victims are:

#1 Male Ork - This guy should be out of the fight.
#4  Human Female
#8 Doberman B
#3 Male Human
#2 Female Human
#7 Doberman A

Leg - mildly derogatory term Airborne qualified Soldiers use for non-Airborne qualified Soldiers.
« Last Edit: <05-11-17/1128:18> by Jayde Moon »
That's just like... your opinion, man.

MDMann

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« Reply #241 on: <05-11-17/1239:24> »
I'll use that held action to close with my patient if I can. I'll treat him on that turn if possible, this one if not. I assume each injury would be a seperate roll (the stroke then the doberman wounds). If Dan has to choose he'll treat the stroke. Let me know and I'll write it up and post. Danyes will stay stealthy if it's an option but his patient comes first.

Tecumseh

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« Reply #242 on: <05-11-17/1614:20> »
Dan-Dan can't do anything productive for Ité until he's in a settled situation. The best thing to do would be to prevent Ité from getting riddled with bullets by the approaching squad that may or may not realize that Ité is a non-combatant.

@MDMann I already explicitly ruled that there is zero you can do for Ité under the current conditions. Ité is wearing full body armor and is being dragged by a spirit of earth through the snow in the middle of the night in a blizzard in a gunfight. Now is not the time for medical attention.

@Jayde The spirit of earth had 6 armor left after being shot. It has 0 armor left (and 2S) after being attacked by the ice elemental. The table is correct.

As for the flashbang, I'll give you four soldiers for four hits on the Edge test. We'll leave the Dobermen out of the blast radius.

That said, you didn't take the -4 Environmental modifiers. That only costs 1 hit, so you still have 2 hits.

Now, the hard part: how to handle AoE attacks. I am firmly opposed to the "undodgeable attack" school of thought, and I don't want to muddy the Anarchy rules with things like Run For Your Life or scatter. (These are viable uses for plot points and/or exploit/glitch dice.) I'm going to try to keep it simple with a regular dodge roll with a -2 modifier for avoiding an AoE attack.

#1 - male ork: Agility 5 + Logic 3 - AoE 2 - Damage 2: 4d6t5 1 hit, 8S + 1 net hit = 9S
#2 - female human: Agility 5 + Logic 3 - AoE 2: 6d6t5 3 hits, dodged
#3 - male human: Agility 5 + Logic 3 - AoE 2: 6d6t5 3 hits, dodged
#4 - female human: Agility 5 + Logic 3 - AoE 2: 6d6t5 2 hits, 8S

#1 is KO'd.
#4 loses her last three boxes of armor and takes 5S.

Actions now to #5 and #2. The grenade is a concern so let's see if they can pick out Chante.

Chante stealth: AGI 7 + Stealth 2 + Invisibility 1: 10d6t5 2 hits
#5 searching: Logic 3 + Willpower 5 - Conditions 4: 4d6t5 2 hits, spots Chante
#2 searching: Logic 3 + Willpower 5 - Conditions 4: 4d6t5 1 hit, does not spot Chante

#5 - male ork
Shooting Chante: AGI 5 + Heavy Weapons 2 - Conditions 4: 3d6t5 2 hits, it's an LMG

#2 - female human
Shooting spirit of earth: AGI 5 + Firearms 3 - Conditions 4: 4d6t5 1 hit, SMG

CharacterInitiativeDistanceConditionArmorPlot PointsEdgeNotes
Chante's spirit of earth5Medium2S 0P0 + Immunity 3Per ChantePer Chantehauling Ité
Shiriki's rotodrone4Medium0S 0P9 + Armor 1Per ShirikiPer Shiriki
#4 - human female4-5S 0P0GMGMSMG
Swoopy3Medium0S 0P1252 of 3
#7 - Doberman A3-17S 0P9 + Armor 1GMGMassault rifle
#1 - male ork3-0S 0P0GMGMKO
Shiriki2Far (in Dragon)0S 0P1240 of 2
#3 - male human2-0S 0P12GMGMSMG
#6 - male elf1-0S 0P12GMGMSMG
#9 - ice elemental1-0S 0P9 + Immunity 3GMGM
#8 - Doberman B1-0S 0P12GMGMassault rifle
Dan-Dan2Medium0S 0P1246 of 6Stealthy (6 hits)
Chante0Medium0S 0P1233 of 6Invisible (2 hits)
#5 - male ork0-0S 0P2GMGMLMG
#2 - female human0-0S 0P12GMGMSMG
Ité YeyΆ0Medium?S ?P342 of 6Unconscious
GMN/AN/AN/AN/AGMGM

Next steps
@Glorious Dodge two (2) 1-hit attacks, please. Base damage is 6P.

@Jayde Dodge a 2-hit attack against Chante (base damage 8P) and a 1-hit attack against the spirit of earth (base damage 6P)

@MDMann Once the above dodges have been made, I'll write an IC post to wrap up the round. Dan-Dan has until then to act or we'll move on the next combat round.

Jayde Moon

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« Reply #243 on: <05-12-17/1302:07> »
OK, missed the Ice Elemental attack, tracking now, thanks for clarifying.

I understand the AoE ruling, though I don't quite agree :P   Still, I suppose that would make AoE super strong, basically an automatic 12P on a frag, and I certainly wouldn't want to be on the receiving end of that without the ability to run for cover or what have you.

Anyhoo, edited the IC post to reflect :)

Also, invisibility simply adds to your Stealth Checks?  Something to consider.  Overall, I am seeing that while Anarchy has some strengths, there are some weaknesses that I'm feeling particularly annoyed by, especially when the weaknesses are somewhat counter to the points of fun narrative gameplay.

But I'm enjoying this particular game itself!

Chante's Dodge:
Agl 7 + Log 3: 10d6t5 3 hits

Phew, not shot!

Spirit of Earth Dodge
Agl 2 + Log 3: 5d6t5 0 hits

Sheesh!  Why did I go with the bargain bin Spirit, this time?
That's just like... your opinion, man.

Tecumseh

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« Reply #244 on: <05-12-17/1353:32> »
I understand the AoE ruling, though I don't quite agree :P   Still, I suppose that would make AoE super strong, basically an automatic 12P on a frag, and I certainly wouldn't want to be on the receiving end of that without the ability to run for cover or what have you.

This is an important point that I'd like to ratify. This was very much my thinking when I was coming up with the ruling. Anything used by the PCs can be used by the GM. As the GM I do not want to use undodgeable 12P attacks as they are ridiculously unfun and, in an Anarchy without soak rolls, a quick trip to a TPK. First grenade = no more armor, second grenade = no more condition monitor.

I am very open to alternative approaches if anyone has a proposal. Using Plot Points is an option.

In hindsight, I probably would have allowed for 1 + Edge hits for the number of targets affected, but I probably would have ruled that a Doberman is immune to a flashbang, so we would have netted out at the same place in the end.


Also, invisibility simply adds to your Stealth Checks?  Something to consider.  Overall, I am seeing that while Anarchy has some strengths, there are some weaknesses that I'm feeling particularly annoyed by, especially when the weaknesses are somewhat counter to the points of fun narrative gameplay.

I'm trying to strike a balance here. Per the rules (p. 32 and 202), Invisibility's mechanical effect is to reroll Stealth dice. This is obviously ridiculous, but on the other hand there are no mechanism for resisting non-combat spells. Currently there's no difference between rolling 1 hit while casting Invisibility or 11 hits.

In Narrative situations, Invisibility will be invisibility and the character won't be detectable unless it's by assensing or some other effect, like scent or sound or footprints in the snow or a silhouette being visible in a rainstorm, etc.

In a combat situation, we need Invisibility to not be an instant-win button where the invisible person can attack with impunity and never be targeted in return. Again, same answer as above, we need mechanics that will give the PCs a shot at defense if the situation is reversed.

I rolled Perception vs. Stealth because it seemed like the best way to abstract the fact that flash-bangs don't generally appear out of thin air. Chante's yelling probably helped break concealment too.


To my knowledge, this is everyone's first time playing Anarchy, so we'll be figuring out what does and doesn't work as we progress. Feedback is welcome.

As I said in the early days of the game, we're all figuring out what we do and don't like about Anarchy. Once you get loaded on the Dragon and (presumably) blow the charges on the radar dishes, we'll have a good break point to discuss next steps, including possible revisions to how Anarchy handles things. If you have ideas, start jotting them down for future discussion.

Earth Spirit
The discount earth spirit takes 6P + 1 net hit, of which 3 boxes are subtracted for the spirit's immunity to normal weapons. That leaves 4P for the spirit, which is now at 2S+4P for a -1 wound modifier.

Next steps
@Glorious Dodge two (2) 1-hit attacks, please. Base damage is 6P.

@MDMann Once the above dodges have been made, I'll write an IC post to wrap up the round. Dan-Dan has until then to act or we'll move on the next combat round.

GloriousRuse

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« Reply #245 on: <05-12-17/1838:45> »
Dodging! With Cover! base 10 + 2 Cover: 2#12d6t5 3 5

Sans cover those are 3 and 4  hits respectively. Which I guess is actually a decent question..are we treating cover "more or less" like 5E?

Tecumseh

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« Reply #246 on: <05-12-17/1914:16> »
As with most things, Anarchy doesn't say much about cover. There's a line on p.39 that suggests that a character could take cover, but not what the effect of that might be.

I don't want to be too tied to the way things work in SR5 because half the point of Anarchy is to play Shadowrun without playing SR5. Plus, dice pools are generally lower in Anarchy, so using the same modifiers as in SR5 would have a disproportionate impact.

As with most things, the extremes don't make much sense. "Never take a cover bonus" is equally nonsensical to "always take a cover bonus." So, as a general rule, take +1 or +2 if feel that you have decent or good cover and keep things moving.

CharacterInitiative     DistanceCondition     ArmorPlot Points     Edge     Notes
Chante's spirit of earth     5Medium2S 4P0 + Immunity 3      Per ChantePer Chante     -1 wounds, hauling Ité
Shiriki's rotodrone4Medium0S 0P9 + Armor 1Per ShirikiPer Shiriki     
#4 - human female4-5S 0P0GMGMSMG
Swoopy3Medium0S 0P1252 of 3
#7 - Doberman A3-0S 0P9 + Armor 1GMGMassault rifle
Shiriki2Far (in Dragon)     0S 0P1240 of 2
Dan-Dan2Medium0S 0P1246 of 6Stealthy (6 hits)
#3 - male human2-0S 0P12GMGMSMG
#6 - male elf1-0S 0P12GMGMSMG
#9 - ice elemental1-0S 0P9 + Immunity 3GMGM
#8 - Doberman B1-0S 0P12GMGMassault rifle
Chante0Medium0S 0P1233 of 6Invisible (2 hits)
#5 - male ork0-0S 0P2GMGMLMG
#2 - female human0-0S 0P12GMGMSMG
Ité YeyΆ0Medium?S ?P342 of 6Unconscious
#1 - male ork3-17S 0P0GMGMKO
GMN/AN/AN/AN/AGMGM

Next steps
Action is back to the spirit of earth (if it Chante changes its instructions) and Shiriki's rotodrone.

I'll work on an IC to wrap up the first round.
« Last Edit: <05-12-17/1958:58> by Tecumseh »

MDMann

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« Reply #247 on: <05-13-17/1417:24> »
Question. Is Ite's stroke a cerebral haemorrhage (c.20% of strokes) or is it an infarction (c. 80% of strokes)? Both make sense in the circumstances. If it's a haemorrhage, a treatment of anticoagulants (probably aspirin) will kill (or if fortunate very badly damage the patient). If an infarction it's the right treatment and seconds matter greatly.

Tecumseh

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« Reply #248 on: <05-15-17/0121:47> »
To the degree that this is Anarchy, you get to choose which type of stroke Ité is enjoying. Personally I was thinking of it as a cerebral hemorrhage, since that makes more sense to me as the result of biofeedback damage, but this is collective storytelling so make it what you will.

MDMann

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« Reply #249 on: <05-15-17/1136:18> »
Well an infarction is a blockage in the blood vessels caused by all sorts of things (such as high cholesterol), like a chemical imbalance (heart attack of the head) whilst a haemorrhage is a bleed on the brain causing swelling from the pressure. Treatment of either is extremely time critical. For the first it's anticoagulants such as a combination aspirin, diapridomol and chlopridomol. Perhaps followed by a regimen of wharfarin. Which could kill if it's a bleed and will certainly do massive damage.

For the second it's trepanning, drilling a hole in the skull to relieve the pressure. Fun times.

I think Dan will assault the ice elemental. A nice brutal surprise attack. After all, it doesn't have immunity from his knife.

Of course he'll needs wait until it's his action again.
« Last Edit: <05-15-17/1138:36> by MDMann »

rednblack

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« Reply #250 on: <05-15-17/1419:52> »
My earlier IC medical reference came from googling what to do about a stroke.  If I need to retcon some things to align with MDMann's knowledge here I certainly can.

I think I'm going to let the roto-drone do its work on auto-pilot, and take Shiriki's turn either through the dragon, or supplying some meat-body fire.

The roto-drone gets three attacks.  Besides Spirits, it looks like the valid targets are: #2, 3, 4, 5,  6, 7, 8.  Let's spread the love around, and see what sticks.

Drone Dogbrain Attack: AGI (8) + Projectile Weapons (3) - Wind (2) - Visibility (2) = 7 dice: 3#7d6t5 2 4 2

Targets are:
Targets 2-8: 3#1d7 7 7 7
Looks like the dog brain decided to focus fire on Doberman B, #8

Doberman Defense: AGI (8) + LOG (6) = 14 dice: 3#14d6t5 6 4 5
The second attack sticks for 8S, dropping its Armor to 4.

« Last Edit: <05-15-17/1422:21> by rednblack »
Speech
Thought
Matrix/Comm
Astral
Subvocal

MDMann

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« Reply #251 on: <05-15-17/1436:11> »
In terms of SR that's exactly the right response for a medibot. It's effective for 80% of strokes and cheap. There's some risk of allergies but that's easily detected (would elves be more susceptible to the allergens) and would treaty the stroke anyway. It's a good initial treatment. Treating a bleed would be far more expensive and need more precision (higher rating). Seconds matter in both cases. Recovery can be suprisingly good. So, you might as well leave it as is. It's why I was asking.

I ought to state, I'm not medically trained (though with a biology degree) but work in health care as a data analyst ... with a past specialism in stroke and current specialism in dementia. I was delighted to read the condition Ite suffered.
« Last Edit: <05-15-17/1442:03> by MDMann »

Tecumseh

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« Reply #252 on: <05-15-17/1712:39> »
I was delighted to read the condition Ite suffered.

ha, glad to be of service. I'm actually an analyst too, but not in a medical capacity.

@rednblack More clarifications about drone action economy. My previous advisory left some gaps that could cause misunderstandings. The gun drones can fire up to three times, but don't necessarily fire three times by default. Per the book's text, at Amp Level 3 you gain "+2 Attacks/Movement with Gun Drones." I take this to mean "2 attacks for the drones in addition to the PC's attacks."

The book doesn't really talk much about jumping in and what the mechanics of that might be so we're winging it. I think there's some text somewhere about drones needing commands every turn, but we overrode that so that drones wouldn't be at a disadvantage to spirits (in terms of both costing shadow amp points and needing constant hand-holding).

Ruling: The gun drones can fire 2x on their own, or 3x with Shiriki jumped in. This is partly to avoid 3 attacks for the drones + 2 attacks for Shiriki in the meat = 5 attacks for one person. If Shiriki is jumped in then the actions will be on his Initiative phase. If Shiriki jumps in after combat has started and both the drone and Shiriki have rolled Initiative (such as this case) then we'll use the better of the two rolls.

Let me know if that makes sense or if we need to start at the top and work our way through the logic again. I know this is probably the third or fourth post on the matter.

The rotodrone tags the Doberman. As for ammo, I'm going to overrule rednblack and say that he's better off using stick-n-shock than gel rounds. I'm leaning toward ruling that drones and vehicles are immune to Stun damage with the exception of electrical attacks or certain magical attacks (like elemental attacks from a spirit). This might be a case-by-case basis since a gel round is obviously going to put a hurt on a Fly-Spy. To help counterbalance it, we'll say that electrical attacks have Armor Avoidance on drones and vehicles, and do Physical damage. The Armor Avoidance applies both to net hits and to bypassing the Armor Plating on drones/vehicles.

That means that the rotodrone tags Doberman B with 6S(e)/AA. There are no net hits so there's no AA from that perspective. The Doberman does not get a free point of soak from its armor. It takes 6 boxes of damage to its armor.

CharacterInitiative     DistanceCondition     ArmorPlot Points     Edge     Notes
Chante's spirit of earth     5Medium2S 4P0 + Immunity 3      Per ChantePer Chante     -1 wounds, hauling Ité
Shiriki's rotodrone4Medium0P9 + Armor 1Per ShirikiPer Shiriki     
#4 - human female4-5S 0P0GMGMSMG
Swoopy3Medium0S 0P1252 of 3
#7 - Doberman A3-0P9 + Armor 1GMGMassault rifle
Shiriki2Far (in Dragon)     0S 0P1240 of 2
Dan-Dan2Medium0S 0P1246 of 6Stealthy (6 hits)
#3 - male human2-0S 0P12GMGMSMG
#6 - male elf1-0S 0P12GMGMSMG
#9 - ice elemental1-0S 0P9 + Immunity 3GMGM
#8 - Doberman B1-0P6GMGMassault rifle
Chante0Medium0S 0P1233 of 6Invisible (2 hits)
#5 - male ork0-0S 0P2GMGMLMG
#2 - female human0-0S 0P12GMGMSMG
Ité YeyΆ0Medium?S ?P342 of 6Unconscious
#1 - male ork3-17S 0P0GMGMKO
GMN/AN/AN/AN/AGMGM

Next steps
I'll give Jayde a little bit to change the spirit of earth's instructions, if he so chooses. Otherwise I'll resolve #4's actions and we'll move on to Swoopy.

Jayde Moon

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« Reply #253 on: <05-15-17/1756:48> »
No changes!
That's just like... your opinion, man.

Tecumseh

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« Reply #254 on: <05-15-17/1845:31> »
#4 female human will continue her assault on Shiriki's rotodrone: Agility 5 + Firearms 4 - Environment 4: 5d6t5 0 hits

Or not.

@Glorious Action to Swoopy.