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

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Aria

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« Reply #4005 on: <06-01-16/0805:30> »
CoF

So, key decisions needed: Jackhammer’s actions in 1.2
Arthur: will he continue to fire on the barghest in 1.3?  This will envelope Jack in the shot spread too, possibly some of the others… has he got some IF system that will prevent him doing that? This is moot since I wrote it, so what is he doing now…?  Handler is out of sight, barghest 2 is attacking Isaint

[spoiler]
Pre Combat
Gangers turn up, start circling (not around the back, too many trees up against railway line)
Mana static followed by Pulse
Mortar fire thermal smoke around the building (not from the van, and after the Pulse as far as I recall)
Vans arrive
Isaint fires on van 1, van fires a flashbang back
Al blows the breech on the west side of the building facing the parking area and then jumps on the flashbang fired at Isaint
Deckard ‘wakes up’
Mortar fire RFID swarm around the area
Everyone pours out of the breech
Robyn and Al2 dispatch two gangers by the breech
Isaint kills a stationary bike
2 attackers from van 1 enter the building, firing more flashbangs (no game effect)
1 attacker proceeds along the south edge of the building
Animal handler and 2 barghests get out of van 2, paralyzing howls
Al2 paralyzed, Robyn goes to VR

1.1
32 Isaint shoots invader inside building
32 Al shoots but misses second invader (full def) who drags his buddy in to cover (no sonic attacks :P)
30 Van 2 fires a flashbang at the group (To avoid multiple people retconning IC this one gets through, don’t think it did more than 3 stun to anyone?!?)
28 Arthur shoots at the handler and barghests (7 hits, -8 Def, DV12, +4AP) Handler Rea+Int+Combat Sense+4 Cover-8 spread = 10D = 4 hits (resist 4+18+2+4 = 28D = 9 hits, 6 damage, edge re-roll 8 hits, no damage), barghests Rea+Int+4 Cover-8 spread =7D = 3 hits & 4 hits (resist 8+14+4 = 26D = 11 hits & 9 hits, 5 damage & 6 damage)
25 Attacker to the south fires a neurostun grenade at the group – I’m assuming Deckard had a held action so he can fling it away, Isaint uses an interrupt action to get closer to attacker -5 ini.
21 Robyn Matrix perception for hidden icons, yes, there are several!
18 Deckard – used the fling to grab the neurostun (as a previously held action?!?)
14 Jackhammer misses barghest
11 Yukika commands spirit: movement on the team

??Enemy decker scanning for hidden icons!

I’m glossing over handler and barghest’s actions for this round, they should probably begin their attack run but it all gets a bit fuzzy so they can wait for next phase.  The attackers inside the building are also hunkering down for this round…one of them busily bleeding!
[/spoiler]

1.2
22 15 delayed for clear shot - Al shoots Jack’s barghest (5 hits, 12P, -5 AP) 8D def = 2 hits (resist 8+14 -5 = 17D = 6 hits), dog monster hits the ground!
20 Van 2 launches drone swarm 6xrota drones with narcojet rifles
18 Arthur fires at Jackhammer’s barghest (6 hits, -8 Def, DV12, +4AP) def 5D = 2 hits (resist 26D = 8 hits, edge re-roll +6hits = 2 damage, total 7)
15 Handler orders barghests to attack
15 Attacker by SW corner ‘waits’ for Isaint and shoots at him as he rounds the corner, Isaint Def 9 5 with -5D long burst Ares Alpha APDS [A5(7), 11P, -6AP] 20D 8 hits limited to 7, 2 net hits Edged miss
15 Attacker inside building emergency patching his mate
12 Isaint charges towards SW corner of building going full def – fires at SW attacker 4 hits, miss!
11 Robyn hunting for RCC, finds it
8 Deckard Fling knife at barghest (knife swerves, it got counterspelled!!!)
8 Barghest attack Jackhammer (5Agi+8Att+2Charge-2damage = 13D = 5 hits) Jackhammer Def ?
8 Barghest attack Isaint (5Agi+8Att+2Charge-2damage = 13D = 2 hits) Isaint Def 8 Miss!
4 Jackhammer?
1 Yukika Commanding Voice on Handler and ‘Rigger’: no apparent effect so far…

?? Enemy decker homing in on Robyn’s deck (using the same principals Jack mentioned) Log+Sleaze resist 4 – probably located the icon!

1.3
12 Al?
10 Drone swarm 6x MCT-Nissan Roto-Drone [H4, Sp4, Ac2, B4, A4, Pi3, Sn3] +5D +5 limit for swarm Rifle Targeting 6+Pi3+Smart2+5Swarm = 16D
8 Arthur
5 Handler
2 Isaint
1 Robyn Data spike on RCC?  Or marking it to gain control?  Something else?

1.4
2 Al?

2.1

Known Stats
[spoiler]
Barghest
B 8 A 5 R 6 S 6 W 4 L 2 I 5 C 5 E 4 ESS 6 M 5 Armor 3 + 11
Initiative 11 + 2D6 Movement x2/x6/+4 Condition Monitor 12/10 Limits Physical 9, Mental 5, Social 7
Skills Intimidation 7, Perception 6, Running 5, Tracking 6, Unarmed Combat 8
Powers Armor 3, Dual Natured, Enhanced Senses (Hearing, Smell, Sonar), Fear, Immunity (Barghest Howls), Natural Weapon (Bite: DV 8P, AP –1), Paralyzing Howl

[/spoiler]
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Jack_Spade

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« Reply #4006 on: <06-01-16/0825:21> »
Arthur tactics (Pilot x2): 10d6t5 4[10d6t5=2, 6, 6, 4, 1, 1, 4, 4, 6, 6]
I'd say Arthur changes the choke setting so he doesn't hurt anyone beside the barghest, same MO otherwise:
Simple Action: Aim
Simple Action: FA shot: Arthur Shoot: 12d6t5 4 [12d6t5=1, 6, 1, 3, 1, 5, 3, 5, 2, 2, 6, 1]
DV 15P AP+4 Dodge -6

Isaint puts away his gun (Free action - Nimble Fingers)
Aims (Simple Action)
Change Firing Mode (Free Action)
Shoots w/short burst at Rifleman's head
AGI 7 + Skill 8 + Smartlink 1 + Aim 1 - Running 2 - Vitals shot/Adept Centering 0
Isaint Shoot: 15d6t5 6 [15d6t5=6, 2, 6, 5, 4, 1, 2, 4, 5, 2, 1, 1, 2, 5, 6]
DV 14P AP-7 Defense -3 + net successes
talk think matrix

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

Aria

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« Reply #4007 on: <06-01-16/0937:01> »
Hold your horses, the attacker gets another long burst on you according to my count?!?  Hopefully avoiding the pooch

And you are firing in melee...

And Arthur is firing a shotgun into melee?!? I don't care what RAW says, some of that shot is going to hit you too!!!???
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Jack_Spade

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« Reply #4008 on: <06-01-16/0957:03> »
Ah sorry, but you didn't include him in your write up for phase 3

Defense against Rifleman Defense: 2423d6t5 8 [24d6t5=5, 2, 4, 2, 6, 6, 6, 6, 1, 4, 6, 3, 6, 3, 4, 1, 1, 5, 2, 2, 4, 3, 3, 2]

And the handler's also before me, so just in case he opens up on me too: Defense: 24d6t5 6 [24d6t5=5, 5, 2, 3, 4, 2, 3, 1, 1, 3, 3, 4, 3, 2, 5, 2, 3, 4, 1, 5, 4, 6, 5, 2]


Am I still in melee if I dodged the attack and the dog has no more actions to intercept me from moving away from him?
Regarding being hit: Narrow choke setting should prevent that unless the dog dodges.

Arthur loses one success through -3 to fire into melee, barghest loses 3 dice to defense for being in melee

But if you say shooting wouldn't be safe even with a solid hit, the FFI should prevent him from firing, instead spending the round taking aim.
And since the rifleman shoots on full auto into melee I'll expect the same rules apply and the pooch is in danger of being hit, right?
« Last Edit: <06-01-16/0959:11> by Jack_Spade »
talk think matrix

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Revenant Kynos Isaint Rex

Mercy Merchant

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« Reply #4009 on: <06-01-16/1022:57> »
Robyn is the last to go in 1.3.  She is sending Data Spike directly at the RCC.  Using Edge she is trying to get the rigger to shut his system down.  Data Spike w/ Edge: 22d6h5 13  Not too bad.  Damage is 9 for attack rating (7 + 2) plus 2 for the software.  Does net hits add to that as well?  I am hoping that the other hacker plays it safe and goes for marks before making his attack.
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Irn0rchid

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« Reply #4010 on: <06-01-16/1035:47> »
Net hits (13 - his INT+FW test) add to the DV.

Aria

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« Reply #4011 on: <06-01-16/1232:57> »
CoF

So, key decisions needed: Jackhammer’s actions in 1.2, if we don’t hear anything in a bit let’s assume he took Al’s advice and lifted up Robyn…only to get fired on by the drone swarm :P
Arthur: Ok, looked up rules for shooting in to combat and narrow spread, you are quite right, as usual, dog gets -3 to defend, no risk to Isaint really…other than getting smeared in dog innards!  It’ll take days to get that lot washed out!!!  Which makes the point of the guy(s) shooting at you moot too as you aren’t in combat any longer by the time that happens…

Need def (+4D good cover) and resist roll for Arthur please
Need resist roll for Isaint

Deck resist roll from Robyn please! 8)

[spoiler]
Pre Combat
Gangers turn up, start circling (not around the back, too many trees up against railway line)
Mana static followed by Pulse
Mortar fire thermal smoke around the building (not from the van, and after the Pulse as far as I recall)
Vans arrive
Isaint fires on van 1, van fires a flashbang back
Al blows the breech on the west side of the building facing the parking area and then jumps on the flashbang fired at Isaint
Deckard ‘wakes up’
Mortar fire RFID swarm around the area
Everyone pours out of the breech
Robyn and Al2 dispatch two gangers by the breech
Isaint kills a stationary bike
2 attackers from van 1 enter the building, firing more flashbangs (no game effect)
1 attacker proceeds along the south edge of the building
Animal handler and 2 barghests get out of van 2, paralyzing howls
Al2 paralyzed, Robyn goes to VR

1.1
32 Isaint shoots invader inside building
32 Al shoots but misses second invader (full def) who drags his buddy in to cover (no sonic attacks :P)
30 Van 2 fires a flashbang at the group (To avoid multiple people retconning IC this one gets through, don’t think it did more than 3 stun to anyone?!?)
28 Arthur shoots at the handler and barghests (7 hits, -8 Def, DV12, +4AP) Handler Rea+Int+Combat Sense+4 Cover-8 spread = 10D = 4 hits (resist 4+18+2+4 = 28D = 9 hits, 6 damage, edge re-roll 8 hits, no damage), barghests Rea+Int+4 Cover-8 spread =7D = 3 hits & 4 hits (resist 8+14+4 = 26D = 11 hits & 9 hits, 5 damage & 6 damage)
25 Attacker to the south fires a neurostun grenade at the group – I’m assuming Deckard had a held action so he can fling it away, Isaint uses an interupt action to get closer to attacker -5 ini.
21 Robyn Matrix perception for hidden icons, yes, there are several!
18 Deckard – used the fling to grab the neurostun (as a previously held action?!?)
14 Jackhammer misses barghest
11 Yukika commands spirit: movement on the team

??Enemy decker scanning for hidden icons!

I’m glossing over handler and barghest’s actions for this round, they should probably begin their attack run but it all gets a bit fuzzy so they can wait for next phase.  The attackers inside the building are also hunkering down for this round…one of them busily bleeding!

1.2
22 15 delayed for clear shot - Al shoots Jack’s barghest (5 hits, 12P, -5 AP) 8D def = 2 hits (resist 8+14 -5 = 17D = 6 hits), dog monster hits the ground!
20 Van 2 launches drone swarm 6xrota drones with narcojet rifles
18 Arthur fires at Jackhammer’s barghest (6 hits, -8 Def, DV12, +4AP) def 5D = 2 hits (resist 26D = 8 hits, edge re-roll +6hits = 2 damage, total 7)
15 Handler orders barghests to attack
15 Attacker by SW corner ‘waits’ for Isaint and shoots at him as he rounds the corner, Isaint Def 9 5 with -5D long burst Ares Alpha APDS [A5(7), 11P, -6AP] 20D 8 hits limited to 7, 2 net hits Edged miss
15 Attacker inside building emergency patching his mate
12 Isaint charges towards SW corner of building going full def – fires at SW attacker 4 hits, miss!
11 Robyn hunting for RCC, finds it
8 Deckard Fling knife at barghest (knife swerves, it got counterspelled!!!)
8 Barghest attack Jackhammer (5Agi+8Att+2Charge-2damage = 13D = 5 hits) Jackhammer Def ?
8 Barghest attack Isaint (5Agi+8Att+2Charge-2damage = 13D = 2 hits) Isaint Def 8 Miss!
4 Jackhammer?
1 Yukika Commanding Voice on Handler and ‘Rigger’: no apparent effect so far…

?? Enemy decker homing in on Robyn’s deck (using the same principals Jack mentioned) Log+Sleaze resist 4 – probably located the icon!
[/spoiler]

1.3
12 Al?
10 Drone swarm 6x MCT-Nissan Roto-Drone [H4, Sp4, Ac2, B4, A4, Pi3, Sn3] +5D +5 limit for swarm Rifle Targeting 6+Pi3+Smart2+5Swarm = 16D at Jackhammer = 5 hits Def roll please Parashield Dart Rifle [A6, Power 15, Injection, Immediate, pen 0, Stun damage] – I think you need 3 hits min to avoid penetration as you are wearing full armour?!?
8 Arthur greases barghest 2!

5 Handler short aimed burst Ares Alpha at Arthur w. APDS [A5(7), 11+1P, -6AP] 19D = 7 hits
5 SW attacker long burst vs Isaint -5D long burst Ares Alpha APDS [A5(7), 11P, -6AP] 20D = 6 hits Def 8 even with -5D :P
5 Van 1 attacker long burst vs Isaint HK MP75 SMG w. APDS [A6(8), 9P, -5AP] 18D = 6 hits 6 3 Def
2 Isaint shoots SW attacker 6 hits DV 14P AP-7 Def -3 (def 7+5-3 = 9D = 3 hits, resist 6+18+11* =35D = 11hits) 6 damage and I suspect he falls on his arse
1 Robyn Data spike on RCC 13 hits 9DV (resist INT+Firewall = 13D) …it goes offline, probably a sparking mess!  Note to self: Wrapper and Smoke&Mirrors on all RCCs from now on!

??Decker: what goes around comes around!  Dataspike on Robyn’s deck, configured for attack = 16D+2Prog = 6 hits DV8 vs. Int+Firewall

*Armour is 3 on each cyberlimb, 3 orthoskin, 2 alu bone lacing  – I’m pretty sure that all stacks?!?  If not we can deduct D from this roll: 2, 2, 6, 5, 5, 4, 4, 3, 3, 4, 3, 6, 1, 2, 1, 2, 6, 1, 4, 2, 6, 5, 5, 2, 3, 5, 2, 1, 1, 2, 4, 1, 6, 3, 6
11 hits on 35 dice

1.4
2 Al?

2.1

Another mental note to self: I really need to find a way to simplify combat…this is taking ages ???


SHOOTING INTO MELEE
So the defender gets a penalty for not being able to pay attention to ranged attacks when he’s in a melee fight, but the attacker doesn’t take a penalty for the increased difficulty of shooting into a mass of bodies. Doesn’t seem fair, right? So here’s where we even the playing field a little. If the defender gets more successes on the Opposed Test for the gun shot, the attacker’s allies in melee need to make Defense Tests with all the
same penalties, including the Defender in Melee penalty, against the attacker’s initial hits. If everybody avoids the shot, yay for everybody. If somebody catches the projectile, move on to damage resistance and see how pissed she’ll need to be with her buddy. What if a bunch of combatants are all battling it out in one big battle royale? Well, this is when you assign numbers and roll a die to determine who’s the next one
likely to take a bullet. Alternately, the gamemaster can decide who’s most likely to be hit based on some factor of the fight. Or the gamemaster can say it’s a total miss and move on. The gamemaster has the power.
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adamu

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« Reply #4012 on: <06-01-16/1320:31> »
CoF

So, key decisions needed: Jackhammer’s actions in 1.2, if we don’t hear anything in a bit let’s assume he took Al’s advice and lifted up Robyn…only to get fired on by the drone swarm :P

Well, whatever action it is for him to pick up Robyn (i guess simple - Pick Up Object - her weight vs his strength makes her an auto success with no encumbrance), he still has his other actions plus movement. I very seriously doubt he'll be standing out in the open after he picks her up!

If he also tosses Al the keys (more important than hauling Robyn around), Al acts on 1.3 before the drones, and will have the car open for him as he runs up.

adamu

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« Reply #4013 on: <06-01-16/1415:49> »

Another mental note to self: I really need to find a way to simplify combat…this is taking ages ???


Dude, this is a massive set-piece with astral, matrix, and meat elements. A very sophisticated attack force against an extremely elite team of runners, both with a wide range of attack and defense options available. And players that aren't going to let one iota of potential rules-advantage to go wasted!

As PbP combat goes, this one has been humming. You deserve a troll-sized pat on the back.

Aria

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« Reply #4014 on: <06-01-16/1548:35> »
 ;D and I've still got that kitchen sink to throw at you  8)
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DireRadiant

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« Reply #4015 on: <06-01-16/1556:59> »
Another mental note to self: I really need to find a way to simplify combat…this is taking ages ???

OP Wiki Page COF Combat Log following your forum post format. That way everyone is filling in the same thing rather than you stuck with updating and reposting the event order as each person posts in the forum.

DireRadiant

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« Reply #4016 on: <06-01-16/1610:09> »
1.1
11 Yukika Simple Action Command Spirit to use Movement power on Team... since we are trying to run away
Addendum, doesn't matter this phase but may the next. (It matters slightly this turn in but there is no extra action gained., but not really)
Other simple Action is to turn on QI focus

Jack_Spade

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« Reply #4017 on: <06-01-16/1833:36> »
Woohoo, dead doggy  ;D

Wow, they've sent a really tough cookie into this fight. But yeah, all those mods should stack (and he gets more boxes on his damage monitor), but I count 12+2+3-7=10 dice from inherent armor +18 Fullbody Armor +6 Body =34 dice. So he loses the last succcess and gets one damage more  ;) (I'm just glad it's not a milspec with hardened armor)

But first things first: Arthur sits in the car, so the rules from p.205 core apply:
Sitting: -2 defense, but good cover gives +4, so 12 dice total (5 Pilot + 5 Maneuver) -2 for short burst
Arthur Defense: 10d6t5 3 [10d6t5=1, 3, 3, 2, 6, 3, 5, 3, 5, 3]
DV 16 AP-6 vs. BOD 4 + Armor 20 + Car Armor 6 - AP6= Arthur Soak: 24d6t5 12
 [24d6t5=2, 6, 4, 6, 3, 6, 5, 6, 6, 6, 2, 6, 5, 4, 4, 4, 3, 2, 2, 4, 3, 5, 5, 5]
Modified DV 4 S
And now comes the funny part: Vehicles and drones don't take Stun by RAW... ::) ;D
But you could rule that it instead has a stun track of 0 and Stun damage is therefore calculated as half Physical (so DV 2 P)

Isaint resist: Soak: 24d6t5 6 [24d6t5=2, 1, 2, 6, 2, 5, 4, 6, 3, 1, 3, 2, 5, 6, 1, 2, 2, 3, 2, 3, 1, 2, 2, 6]
Isaint takes 6 Stun damage, but doesn't go prone(Physical Limit 9)

Ini for Round 2
Ini: 14+4d6 34 [4d6=6, 2, 6, 6]
Wow, looks like pain is a motivator for Isaint. I'll activate Adrenalin Boost for an additional +2 to Ini and a total of 36 Ini
Arthur Ini: 14+4d6 30 [4d6=6, 2, 6, 2]

Isaint Ini 36:
Simple action: Command Arthur to shoot at Handler
Simple action: (You've been waiting for it, haven't you?) 3 round Bullseye Burst! vs. Rifleman
Free action: Adept Centering
Free action: Called Shot
AGI 7 + Skill 8 + Smartlink 1 - Wounds 2 - Called Shot/Adept centering 0
Bullseye Burst: 14d6t5 4 [14d6t5=5, 3, 4, 2, 3, 1, 6, 5, 3, 3, 4, 3, 6, 2]
DV 12 AP -13 Defense -4 (-2 Defender Prone -2 Wounds)
Move around corner to break line of sight to VAN 1

Arthur:
Aim: at Handler
Shoot FA Burst: Arthur Shoot: 12d6t5 2 [12d6t5=6, 4, 2, 3, 3, 3, 6, 2, 4, 4, 4, 2]
DV 15 AP +4 Defense -6


And I add my voice to adamu's:
We are having a fight against 5 soldiers, 2 Barghests, 1 Hacker, 1 Decker, 1 Mage and a butt load of drones with 6 Runners, 1 Hound and 1 Drone on the other side.

And we only started last week with the fight. If anything, we are doing extremely well (and more important learn quite a lot about the rules while we do it. Always remember, I may be rules lawyering here a bit much while trying to keep my and the other characters alive, but I'll always abide by your decision  :) )

But if you want to speed this up even more, you could have the Players roll the defense tests for their opponents as well.
talk think matrix

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

Mercy Merchant

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« Reply #4018 on: <06-01-16/2256:29> »
Robyn tries to avoid hits:  Resist Matrix Damage: 13d6t5 5  Use third point of Edge to reroll misses.  Resist Matrix Damage w. Edge: 8d6t5 1  Wow.  Just enough to dodge all hits.

Is there any immediate effect on the drones from the loss of the RCC?  And was the opposition decker taking a negative mod for running silent?  If not, even one less hit would save an edge point.  If the rigger was jacked in, does he take damage when the RCC gets hurt?  If so, he might be a hurting unit right how.

Initiative:Initiative: 10+5d6 32  Oooh, it looks like Robyn is invigorated as well.

Are we ready for the next combat turn?
« Last Edit: <06-01-16/2309:41> by Mercy Merchant »
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pistolgrip

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« Reply #4019 on: <06-01-16/2324:29> »
Sorry, I didn't click in until late last night and had 2 pages to catch up on. Had to save it for today.
Also, work closely monitors my network traffic and has things to say about it, so unless I start bringing in my personal laptop and tethering to my phone, I am restricted to posting on my own time. What a chore.

Anyway, we're back on track, right?

Initiative R2 12+3d6: 24 [3d6=6, 1, 5]