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[5eOoC] 2075/6: Stormy Waters [Persistent World; recruitment always open]

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Aria

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« Reply #3180 on: <11-12-15/0756:59> »
@CoP - Okay, this is going to be a toughie.

This is going to be very important, so I have some questions first.

Question 1: Rules aren't clear to me - for grenades, is there a ranged defense roll, or just a soak? There is no mention of it in the grenade rules (though it does specify that additional hits beyond those to eliminate scatter do not add to damage value).
However, a defense test seems to be assumed in the general combat rules, and under defense modifiers, the Targeted by Area Effect Attack mod explanation specifically mentions defending against grenades. So if their extra successes don't count, does the defense test just reduce damage from the base level prior to the soak?
I'm pretty sure all the whinging when SR5 first came out was because there is only a soak vs grenades, which is why the interrupt actions were added in Run and Gun...because you are already driving evasively (and have taken the initiative penalty) I'm happy for you to add half your defence D to your soak test (aren't I nice!) ;D
Question 2: If the vehicle is destroyed, is there also a Crash (additional 16P to all passengers)? Rules aren't really clear here, but they leave a lot of GM discretion. I would assume the destruction of the vehicle, with its attendant damage to all passengers, IS the crash, but your call...
If you were in a plane I might call for an additional crash test...in this instance, no, no secondary damage beyond the explosion which is nasty enough!
Question 3: Do you want me to roll for William and/or eTher (grenade attacks against vehicles attach both vehicles and passengers equally)? Would need Body and any armor they might have on, and whether they have any Edge.
I will sort them, hopefully you'll see why in the IC...
Question 4: (repeated from earlier) Are there also cement planters blocking the main entrance to the food court?

Assuming: HE grenades, no scatter, wireless trigger for simulaneous detonation, and that if the front of the van is 5 meters from the blast, then the people in the back of the van are 7 meters away..
There will be obstructions around the entrance, litter bins etc, but you should be able to crash what's left of your van (if anything) through them...

And yes to the 'distance' ...Al can add 1m to the distance, don't forget to add vehicle armour to his soak (and possibly vehicle body although I'm less sure on that without looking it up again!) ...we might be into the realms of barrier rules here and I've always hated those rules :P

As to dangerous...they hired the 'big guns' for a reason!!!  ;D
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adamu

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« Reply #3181 on: <11-12-15/0901:17> »


And yes to the 'distance' ...Al can add 1m to the distance, don't forget to add vehicle armour to his soak (and possibly vehicle body although I'm less sure on that without looking it up again!) ...we might be into the realms of barrier rules here and I've always hated those rules :P

As to dangerous...they hired the 'big guns' for a reason!!!  ;D

No, no  it's just vehicle armor, not also body, that adds to passenger armor.

So with the rulings above, i'll be able to sort Al and the van when I get home tonight.

Obi - good luck - the basic grenade blast is 20, but with you in the back it will be 18. Add the van's 12 armor (plus half your own ranged defense pool - check the appropriate in-vehicle mods, they net in your favor) to your soak.

@Aria - Loving the challenge!!!

adamu

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« Reply #3182 on: <11-12-15/1329:04> »

As to dangerous...they hired the 'big guns' for a reason!!!  ;D

That last line has been turning in my head all afternoon.
I don't expect you to tell us who "they" are, but I do think it is interesting you still refer to us as having been hired.

Implies that we are still doing something some mysterious employer wanted us to do, which just perplexes me even more.

With the disappearnce and/or betrayal of our original Johnson, I have often wondered for what purpose we were even hired, and definitely assumed that by now we'd gone totally rogue in our quest to save the family....

As fun as this battle is, eager to get to a point where we can start figuring out some answers!

First, though, I have to just stay conscious!

Rolls after the commute and bedtime stories!

adamu

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« Reply #3183 on: <11-12-15/1645:50> »
Okay, survival time (I hope!)

Al first.
Factoring all the postive and negative mods, I end up with 37 dice vs. 20 stun damage.
Al's soak vs. grenades: 37d6t5 11
Under average again, and would leave me unconscious.
Edge to reroll (leaving down to 1 Edge!):
Edge reroll for Al's grenage soak: 26d6t5 10
Cool - no damage at all.
Much better than I'd expected.

Now the poor van.
Again won't bore with all the mods - soak will be 35 dice vs. 20 physical (in other words, enough to damage the van)
Soak for van: 35d6t5 13
Breaks my heart - two more successes and the van would still be running.
But as hairy as this battle is, not like I can spend my last point of Edge on a van.

Anyway, not like my sneaky switcheroo plan was going to work now that we've got a mini-dragon to hide!

Jack_Spade

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« Reply #3184 on: <11-12-15/1719:41> »
Since I don't know how many people are shooting at Isaint and with how many bullets, here a few defense rolls. Please remove dice as needed.
When his Stun damage gets higher than 10 the stim in his auto-injector will kick in.


Defense Test 1: 22d6t5 7 [22d6t5=5, 3, 2, 4, 5, 5, 1, 2, 4, 4, 1, 4, 6, 2, 3, 6, 3, 6, 6, 1, 2, 4]
Soak Test 1: 30d6t5 11 [30d6t5=4, 6, 5, 6, 4, 3, 3, 4, 1, 1, 2, 5, 6, 5, 1, 4, 5, 4, 1, 3, 2, 1, 3, 3, 5, 6, 5, 1, 4, 5]


Defense Test 2: 22d6t5 8 [22d6t5=1, 2, 6, 2, 2, 5, 6, 3, 4, 6, 1, 1, 5, 4, 1, 3, 5, 2, 6, 2, 1, 5]
Soak Test 2: 30d6t5 7 [30d6t5=3, 4, 2, 4, 6, 4, 1, 2, 3, 1, 6, 2, 1, 2, 2, 4, 1, 6, 2, 1, 3, 2, 4, 3, 6, 6, 5, 6, 1, 3]


Defense Test 3: 22d6t5 7 [22d6t5=6, 3, 1, 2, 2, 1, 2, 5, 3, 6, 1, 4, 2, 3, 6, 2, 5, 2, 4, 6, 6, 4]
Soak Test 3: 30d6t5 8 [30d6t5=3, 6, 3, 4, 6, 2, 4, 4, 2, 4, 5, 3, 2, 3, 4, 4, 3, 3, 5, 1, 2, 4, 1, 5, 2, 2, 5, 6, 5, 1]


Defense Test 4: 22d6t5 4 [22d6t5=1, 5, 1, 3, 2, 3, 4, 1, 3, 3, 4, 4, 4, 1, 2, 5, 6, 2, 5, 2, 3, 2]
Soak Test 4: 30d6t5 10 [30d6t5=4, 3, 5, 4, 3, 5, 1, 5, 1, 4, 1, 6, 1, 5, 5, 1, 4, 1, 4, 5, 1, 6, 4, 1, 3, 2, 5, 6, 2, 1]


Defense Test 5: 22d6t5 7 [22d6t5=2, 3, 5, 2, 5, 6, 5, 1, 2, 1, 3, 6, 2, 6, 3, 2, 4, 3, 6, 3, 4, 4]
Soak Test 5: 30d6t5 10 [30d6t5=5, 2, 5, 4, 1, 3, 3, 6, 1, 6, 6, 5, 2, 5, 6, 1, 2, 5, 1, 2, 3, 2, 2, 4, 1, 2, 5, 2, 1, 4]


Defense Test 6: 22d6t5 5 [22d6t5=2, 4, 2, 1, 5, 5, 3, 3, 5, 3, 6, 3, 4, 6, 4, 3, 3, 3, 2, 1, 2, 1]
Soak Test 6: 30d6t5 13 [30d6t5=6, 5, 3, 6, 4, 1, 1, 4, 2, 5, 1, 4, 6, 6, 6, 5, 5, 1, 4, 1, 4, 4, 1, 3, 5, 6, 6, 4, 5, 3]
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Revenant Kynos Isaint Rex

Aria

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« Reply #3185 on: <11-13-15/0600:40> »
Round 4/1 incoming fire, I'll save the other def rolls for later!  You might need 'em!

Since I don't know how many people are shooting at Isaint and with how many bullets, here a few defense rolls. Please remove dice as needed.
When his Stun damage gets higher than 10 the stim in his auto-injector will kick in.
Noted!

1st FA fire: -9Def +2 cover = miss
Defense Test 1: 22d6t5 74 [22d6t5=5, 3, 2, 4, 5, 5, 1, 2, 4, 4, 1, 4, 6, 2, 3, 6, 3, 6, 6, 1, 2, 4] Soak Test 1: 30d6t5 11 [30d6t5=4, 6, 5, 6, 4, 3, 3, 4, 1, 1, 2, 5, 6, 5, 1, 4, 5, 4, 1, 3, 2, 1, 3, 3, 5, 6, 5, 1, 4, 5]
2nd FA fire: -9Def +2 cover -1 second = miss
Defense Test 2: 22d6t5 85 [22d6t5=1, 2, 6, 2, 2, 5, 6, 3, 4, 6, 1, 1, 5, 4, 1, 3, 5, 2, 6, 2, 1, 5] Soak Test 2: 30d6t5 7 [30d6t5=3, 4, 2, 4, 6, 4, 1, 2, 3, 1, 6, 2, 1, 2, 2, 4, 1, 6, 2, 1, 3, 2, 4, 3, 6, 6, 5, 6, 1, 3]
3rd FA fire: -9Def +2 cover -2 third = miss
Defense Test 3: 22d6t5 73 [22d6t5=6, 3, 1, 2, 2, 1, 2, 5, 3, 6, 1, 4, 2, 3, 6, 2, 5, 2, 4, 6, 6, 4] Soak Test 3: 30d6t5 85 [30d6t5=3, 6, 3, 4, 6, 2, 4, 4, 2, 4, 5, 3, 2, 3, 4, 4, 3, 3, 5, 1, 2, 4, 1, 5, 2, 2, 5, 6, 5, 1]
edge re-roll = hit (well if you can...!), 2 net hits with FN HAR [A5(7), 10P, -6AP, SA/BF/FA, R2], a mighty 7 stun!

Saving these:
Defense Test 4: 22d6t5 4 [22d6t5=1, 5, 1, 3, 2, 3, 4, 1, 3, 3, 4, 4, 4, 1, 2, 5, 6, 2, 5, 2, 3, 2] Soak Test 4: 30d6t5 10 [30d6t5=4, 3, 5, 4, 3, 5, 1, 5, 1, 4, 1, 6, 1, 5, 5, 1, 4, 1, 4, 5, 1, 6, 4, 1, 3, 2, 5, 6, 2, 1]

Defense Test 5: 22d6t5 7 [22d6t5=2, 3, 5, 2, 5, 6, 5, 1, 2, 1, 3, 6, 2, 6, 3, 2, 4, 3, 6, 3, 4, 4] Soak Test 5: 30d6t5 10 [30d6t5=5, 2, 5, 4, 1, 3, 3, 6, 1, 6, 6, 5, 2, 5, 6, 1, 2, 5, 1, 2, 3, 2, 2, 4, 1, 2, 5, 2, 1, 4]

Defense Test 6: 22d6t5 5 [22d6t5=2, 4, 2, 1, 5, 5, 3, 3, 5, 3, 6, 3, 4, 6, 4, 3, 3, 3, 2, 1, 2, 1] Soak Test 6: 30d6t5 13 [30d6t5=6, 5, 3, 6, 4, 1, 1, 4, 2, 5, 1, 4, 6, 6, 6, 5, 5, 1, 4, 1, 4, 4, 1, 3, 5, 6, 6, 4, 5, 3]
Excel Cha Generators <<CG5.26>> & <CG6.xx> v36

Jack_Spade

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« Reply #3186 on: <11-13-15/0723:22> »
I'll take the 7 Stun
There might appear another shooter with more AP, I'm saving my 1 remaining Edge for now.
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To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

Aria

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« Reply #3187 on: <11-13-15/0750:11> »
I'll take the 7 Stun
There might appear another shooter with more AP, I'm saving my 1 remaining Edge for now.
I'll make the assumption that you are shooting from cover (with relevant -ve mods!) ...in future it would help me if you add that mod yourself unless you're not in cover, also mods for running!  Stuff that you control (as it were)...otherwise I might just decide you are standing out in the open - and that applies to everyone!
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Jack_Spade

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« Reply #3188 on: <11-13-15/1151:44> »
I wasn't sure how much cover was available on the edge of the parking lot, but yeah, if possible I'll take cover. There are no running modifiers, Isaint only moved his 10 free meters.
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

adamu

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« Reply #3189 on: <11-13-15/1743:22> »
@TB - okay, don't have Perfect Time yet, but since we're not on Combat time, and I've got Thorn's communication this is going to happen, should be no prbblem stringing the necessary actions together.

I'll center, call shot (trick shot), aim (to use scope to negate range mods), then fire, and then repeat sequence three times. Take me about 4 seconds, starting the moment he indicates the tree.

three trick shots on tree: 3#11d6t5 2 4 5

Since those are all with the Trick Shot penalty, reckon it's enough successes for what I want to do.

adamu

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« Reply #3190 on: <11-13-15/1810:34> »
@CoP

Okay if we're starting Turn 4 I guess I'd better start with initiative.
I get a 27. 

First turn will be complex action to set an explosive charge somewhere inconspicous in the van.

It'll be 4 kg of R6 plastique (I have bundles prepped), so a 14 blast value with the hits from the test below, and it'll be somewhere near the fuel tank, so there's no question of a secondary blast. It'll have a R3 (seems low, but that's actually the best there is) detonator tied to my commlink.
demolitions test to booby trap van: 9d6t5 2

And of course a free action for a few choice words.

pistolgrip

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« Reply #3191 on: <11-13-15/2304:50> »
@CoP - Yay more turns! Initiative 21 [3d6=4, 4, 1]
I hope Al doesn't blow me up.

adamu

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« Reply #3192 on: <11-14-15/0305:28> »
@CoP - Yay more turns! Initiative 21 [3d6=4, 4, 1]
I hope Al doesn't blow me up.

That's why radio detonator - only blow up who I want to blow up!

They may never take the bait, but fun to set up little surprises, and then way cool if they work!

adamu

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« Reply #3193 on: <11-14-15/0639:02> »
@CoP - Jack -

where are we with that car you were hacking?

If you can autopilot it to the wreck, and bring it up to the opposite side of the wreck from the bad guys, then we could slip in and take off, and at least they might not know who got out alive and who might still be in the van.

Just an idea off the top of my head.

Jack_Spade

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« Reply #3194 on: <11-14-15/0701:18> »
I'm just waiting for the counter rolls from the owners commlink.

But as long as there is a roadblock, we probably won't escape anyway.
If Isaint survives the next round without going down (which is far from sure, the way those guys are hosing him down) I can try to either disable or hijack the roadmaster.


@Aria
Do those attackers have their combatsuits sealed, or have they left open their helmets? In the latter case I might have a chance to disable them non-lethaly.
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex