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Death Matches -- Feel free to post your matchups

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inca1980

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« on: <07-20-11/0042:11> »
OK, in this thread you just post up a combat you play with yourself.  Try to keep it to 1 post, but it's ok if you break it up if you're getting tired or something.  Have fun!!!


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INTERPOL THREAT RESPONSE MAGE VS. SR4A SAMPLE CHARACTER MAGE:

They face off in an open field at a distance of 20 m from each other.

ITR Init: (12d6.hits(5)=5)SR4A Init: (8d6.hits(5)=3).

Initiative CT1, IP1: ITR 17, SR4A 11
Edge: ITR 5/5, SR4A 2/2


ITR uses a simple action to pull out his HK 227-S (ammo: 28), a free to drop prone, and another simple to call an aimed shot at SR4A. 

SR4A will attempt to quick draw his Yamaha Sakura Fubuki.  Pistols 3 + Reaction 4 (2) = (7d6.hits(5)=2).  He succeeds and then he fires a special short burst.  Pistols 3 + Agility 4 = (7d6.hits(5)=3)ITR Reaction 6 + Prone -2 + Good Cover -4 = (8d6.hits(5)=4).  SR4A fires another burst, SR4A Pistols 3 + Agility 4 + recoil -1 = (6d6.hits(5)=4)ITR Reaction 6 + Prone -2 + Good Cover 4 + already dodged -1 = (7d6.hits(5)=4).  Both bursts go long and don't hit ITR. 

« Last Edit: <07-21-11/1503:49> by inca1980 »

inca1980

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« Reply #1 on: <07-20-11/0432:36> »

Chrona

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« Reply #2 on: <07-20-11/0435:40> »
1. ITR?
2. Increase Reflexes + Sustaining focus on SR4A's next mage, maybe more edge and some bound spirits

inca1980

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« Reply #3 on: <07-20-11/1247:45> »
Interpol Threat Response From Darkest Hour adventure. 

Ok, so let's do what you said.  We'll give the SR4A Mage a bound spirit of Beast and we'll give him a spirit of water.  Each with 3 services and Force 5.  Also a force 3 sustaining focus which will give him 3 IP's.  Then let's give him 3 points of Edge.  So he's still a lot weaker, but we'll see if he can turn the tide.

Chrona

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« Reply #4 on: <07-20-11/1250:56> »
Ahh I don't have Darkest hour yet

inca1980

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« Reply #5 on: <07-20-11/1414:33> »
They face off again at 20m. 

ITR Init: (12d6.hits(5)=5)SR4A Init: (8d6.hits(5)=4).


Initiative CT1, IP1: ITR 17, SR4A 12
Edge: ITR 5/5, SR4A 3/3


ITR uses simple action to call 2 bound Air Spirits (Force 5, 3 services).  Spirit's of Air Init: (13d6.hits(5)=3, 13d6.hits(5)=4).  Uses another simple to use up a service on each and command them to kill SR4.  They will enter next IP. 

SR4A calls his spirit of Beast.  Spirit of Beast: (11d6.hits(5)=4).  Commands to defend him.  With free action left he runs 8 meters away and the distance is now 28 meters. 

CT1, IP2: Air2 17, ITR 17, Air1 16, Beast 15, SR4A 12

Beast Will spend Edge to go first and attempt to use Fear power on Air2.  Air2 will spend Edge to first as well and will charge SR4A to Engulf him in a tornado.  Free action to charge, Engulf: Unarmed 5 + Agility 8 + Charge 2 = (14d6.hits(5)=4).  SR4A uses Edge to dodge.   SR4A's Reaction 4 + Dodge 3 + Edge 3 = (7d6.hitsopen(5,6)=1).  Incoming DV:  5S + 3 net hits = 8S.  Armor doesn't protect, SR4A's Body 3 = (3d6.hits(5)=1).  Takes 7S and cannot move. 

Beast goes next and uses his Fear power on Air2.  Spends another point of Edge, he really loves SR4A.  Beast: Willpower 5 + Magic 5 + Edge 5 = (15d6.hitsopen(5,6)=7).  Air2 resists also using Edge.  Air2: Will 5 + Edge 5 = (10d6.hitsopen(5,6)=5).  2 net hits.  We'll say that Air2 can drop Engulf at will and has dropped it on SR4A and will run in fear as soon as it has an action. 

ITR decides enough is enough and casts a F8 Stunbolt, his max force.  ITR: Spellcasting 4 + Magic 4 + Combat focus 2 = (10d6.hits(5)=7).   SR4A defending with Edge: SR4A: Willpower 4 + Counterspelling 4 + Edge 3 = (11d6.hitsopen(5,6)=4).   3 Net hits, drain is 3P and ITR will use the 3 net hits to add DV and that will make it 6P drain.  SR4A takes 11S.  It knocks him unconcious and he gets 8P overflow. 

Edge: Air1 5/5, Air2 4/5, ITR 5/5, Beast 3/5, SR4A 2/3

Beast could stay and fight, but it will most likely lose and SR4A would still be unconcious anyways.  That's why it's good to have a team at your back.


Chrona

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« Reply #6 on: <07-20-11/1419:42> »
Damn
But to be fair he's rolling terribly unluckily

Charybdis

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« Reply #7 on: <07-20-11/2004:06> »
For reference, what's a runner doing facing off against an Interpol mage in a fair 1:1 fight?

Unless the SR4A has an ace up their sleeve (or several!) I can't think of a single good reason to go mano-et-mano against a sec mage fo any sort.

I don't have the adventure myself, nor have I studied much of the European SR4 sourcebooks, but my limited understanding is that SR4 Interpol is Hard-Core!  :o

So, this stacks up IMHO....

Solution? Don't go 1-on-1 with an ITC CM. Seems simple enough :)
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inca1980

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« Reply #8 on: <07-21-11/0518:00> »



A triad posse with 1 lieutenant face off against the ITR combat mage.

Triads init: (8d6.hits(5)=2, 8d6.hits(5)=2, 8d6.hits(5)=2)Triad Lieutenant: (10d6.hits(5)=5)
ITR: (12d6.hits(5)=4).


CT1, IP1:  ITR 16, L 15, T1 10, T2 10, T3 10
Edge: ITR 5/5, Triads 4/4


ITR will use simple to call his bound Earth Elemental (F5, 3 services) and a simple to call his 2 Air Elementals (F5, 3 services each).        Air init: (13d6.hits(5)=5, 13d6.hits(5)=5)Earth init: (12d6.hits(5)=3).  Holds free action.

Lieutenant pulls out his remington room sweeper with a simple action and fires with another simple.  L: Pistols 3 + Agility 5 + Medium range -3 = (5d6.hits(5)=0)It's actually -1 for medium range 2. (2d6.hits(5)=0).  (7 ammo left).  Misses completely. 

All triads pull out ceska's with simple and fire.  Pistols 4 + Agility 5 + Long range -3 + WSB -2 + RC 1 = (5d6.hits(5)=2, 5d6.hits(5)=2, 5d6.hits(5)=2).   ITR: Reaction 6 + WSB -2 = (4d6.hits(5)=3).  Dodged first.  ITR: Reaction 6 + WSB -2 + dodged already -1 = (3d6.hits(5)=1).  Hit with 1 net hit.  ITR: Reaction 6 + WSB -2 + dodged already -2 = (2d6.hits(5)=0).   Hit with 2 net hits. 

Base damage of 2nd burst 4P+ 1 = 5P which becomes 5S with armor.   Damage from 3rd burst 6P becomes 6S .  ITR: Body 6 + Ballistic armor 14 = (20d6.hits(5)=7, 20d6.hits(5)=7).  In both cases armor absorbs bullets and no damage is done.   All the triads use their free actions to drop prone which puts them behind good cover at greater than 20m.


CT1, IP2:  Air1--18, Air2--18, ITR--16, L--15, T1--10, T2--10, T3--10
Edge: ITR 5/5, Triads 4/4, Air1 5/5, Air2 5/5, Earth 5/5


My eyes are closing....i'll continue this later....or anyone else can post some actions and i'll pick up where you left off.

« Last Edit: <07-21-11/0536:55> by inca1980 »

inca1980

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« Reply #9 on: <07-21-11/1459:38> »
Air elementals hold action until they are commanded.  ITR casts F5 physical barrier around himself.  Will use a point of edge.  (Last 5 dice on test will be edge dice).      Physical Barrier F5: Spellcasting 4 + Magic 4 + Manip. Focus 2 + Edge 5 = (15d6.hitsopen(5,6)=3).  (shitty roll).   He puts the spell on the Earth Spirit to sustain it.   Drain 5S.  ITR: Logic 4 + Will 6 = (10d6.hits(5)=2).  He takes 3S. 
(Earth 2 services left).  He holds his free action.

CT1, IP2:  Air1--18, Air2--18, ITR--16, L--15, T1--10, T2--10, T3--10
Edge: ITR 4/5, Triads 4/4, Air1 5/5, Air2 5/5, Earth 5/5
Wound: ITR{3S}

L does two shots with his Remington Roomsweeper.  L: Pistols 3 + Agility 5 + Medium range -1 = (7d6.hits(5)=4).   Through barrier it's also a -1 vis modifier, so that kills one of the hits.  So it's 3 hits.  ITR: Reaction 6 + wound -1 = (5d6.hits(5)=1).  That's 5P + 2 net = 7P at -1 AP.  ITR: Body 6 + Ballistic 14 + AP -1 = (19d6.hits(5)=4).  Wait, + 3 for barrier: 3d6.hits(5)=1.  So ITR takes 2S. 
2nd Shot from Remington.  L: Pistols 3 + Agility 5 + Medium range -1 + recoil -1 = (6d6.hits(5)=2)ITR: Reaction 6 + wound -1 + dodged already -1 = (4d6.hits(5)=2).  Missed.

The three triad spend a point of edge to have another IP.   grunts shoot.  Pistols 4 + Agility 5 + Long range -3 + WSB -2 + RC 1. (5d6.hits(5)=4, 5d6.hits(5)=0, 5d6.hits(5)=4).  Forgot visibility from barrier, so T3's shot is only 3 hits.  ITR: Reaction 6 + Wound -1 + WSB -2 = (3d6.hits(5)=2).  I forget he already dodged 2 shots, so that kills 1 hit.   He can't even dodge the other two shots.  He'll use Edge on the second one.  (5d6.hitsopen(5,6)=3).  So that's 4P + 3 net hits = 7S from T1, and 4P + 1net hit = 5S from T3.   ITR: Body 6 + Ballistic 14 = (20d6.hits(5)=6, 20d6.hits(5)=9).  He takes 1S from the first shot, and no damage from the second one.  Dang!

ITR: Init 12 + wound -1 = (11d6.hits(5)=2)L: init (10d6.hits(5)=5)Triads: init (8d6.hits(5)=3, 8d6.hits(5)=6, 8d6.hits(5)=2).  ITR spends Edge to go first.  L spends edge to go first too.

CT2, IP3:  Air1--18, Air2--18, L--15, T2 -- 14, ITR--13, T1--11, T3--10
Edge: ITR 2/5, Triads 3/4, Air1 5/5, Air2 5/5, Earth 5/5
Ammo: L (Remington 5), Triads(Ceska 26)
Wound: ITR{3S, 1S}


L shoots with his Remington.  L: Pistols 3 + Agility 5 + Medium range -1 + Edge 4 = (11d6.hitsopen(5,6)=2)ITR: Reaction 6 + Wound -1 = (5d6.hitsopen(5,6)=1).  6P incoming.  ITR: Body 6 + Ballistic 14 = (20d6.hits(5)=5).  ITR takes 1S. 

L's second shot.  L: Pistols 3 + Agility 5 + Medium range -1 + Recoil -1= (6d6.hits(5)=5).    ITR: Reaction 6 + wound -1 + dodged -1 = (4d6.hits(5)=2).  8P incoming.  ITR: Body 6 + Bal 14 + AP -1 = (19d6.hits(5)=9).  No damage. 


ITR casts a Stunball F8.   Uses Edge.  ITR: Spellcasting 4 + Magic 4 + Combat Focus 2 + Edge 5 = (15d6.hitsopen(5,6)=5)L: Willpower 3 (3d6.hits(5)=0)Triads: Will 4 (4d6.hits(5)=2, 4d6.hits(5)=0, 4d6.hits(5)=0).  Everyone fails.  He'll add 2 net hits.  To increase DV to 10S.  Woops, area doesn't encompass all , so we'll leave T3 out.  Drain is 7P total.   Drain: Will 6 + Logic 4 = (10d6.hits(5)=2).  He takes 5P. 
Everyone except T3 is knocked out. 

T3 Aims at ITR. T3: Pistols 4 + Agility 5 + Aim 1 + Long range -3 + NSB -2 + RC 1 + Edge 4 = (10d6.hitsopen(5,6)=6)ITR: Reaction 6 + Wound -2 + Dodged -2 + Edge 5= (7d6.hitsopen(5,6)=3).  9P incoming.  ITR: body 6 + Bal 14 (20d6.hitsopen(5,6)=6).  Forgot Barrier.  3d6.hits(5)=0.  No change.  Takes 3S. 

T3 uses edge to get another IP. 

CT1, IP2:  Air1--18, Air2--18, ITR--13, T3--10
Edge: ITR 0/5, Triads 1/4, Air1 5/5, Air2 5/5, Earth 5/5
Ammo: L (Remington 5), T3(Ceska 23)
Wound: ITR{3S, 1S, 3S, 1S, 5P}



Casts a Force 8 Stunbolt at T3.  ITR: Spell 4 + Magic 4 + Combat Focus 2 + Wound -3 = (7d6.hits(5)=4)T3: Will 4 + Edge 4 = (8d6.hitsopen(5,6)=4).   T3 Resists! 

Both ITR and T3 are out of Edge. 

T3 Shoots NSB.  T3: Pistols 4 + Agility 5 + Long range -3 + NSB -2 + RC 1 = (5d6.hits(5)=1).   Barrier Visibility doesn't change it cuz last die is not hit.  ITR: Reaction 6 + Wound -3 = (3d6.hits(5)=0).  Incoming 7P.  ITR: Body 6 + Bal 14 + Barrier 3 = (23d6.hits(5)=9).  No damage. 

I'll continue this a little later....






« Last Edit: <07-21-11/1953:27> by inca1980 »

Chrona

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« Reply #10 on: <07-21-11/1504:32> »
Red Sams next?

Teyl_Iliar

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« Reply #11 on: <07-21-11/1631:40> »
I'm gonna make  a group of grunts for you to fight  :P also you should change things up a bit with the maps, add cover or make a CQB map. hell if you want I'll help, just let me know.

edit: i've got a team of 4 to fight your ITR with. 2 critters and 2 metahumans ready to go.
« Last Edit: <07-21-11/2354:59> by Teyl_Iliar »
UB
Brick
speaking
ITF
Slip
speaking
thinking
comm

Chrona

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« Reply #12 on: <07-22-11/0942:30> »
Got a look t the ITR mages statline and noticed something

isn't he encumbered?

inca1980

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« Reply #13 on: <07-22-11/1316:59> »
By jove, i think you're right.  I was thinking he had military grade amor, but it's SWAT armor.  So since his body is 4 cuz bone lacing doesn't help with encumbrance.  At 10 Ballistic he's -1, so he should be at -3 encumbrance.  To Ag and Reaction.  I'll remember that. 

Sichr

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« Reply #14 on: <07-29-11/0653:22> »
IMO since he is wearing single piece of armor...and possibly even customized, this may be tweaked, according to arsenal