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[6E] PbP Recruitment & OoC

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ZeroSum

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« Reply #120 on: (12:40:20/11-23-19) »
Sounds good regarding hosts. I'll assign a Rating of 4 to the Admin host, and a rating of 2 to the Greenhouse host. The Greenhouse host will be nested behind the Admin hosts, which means you have to hack the Admin host first to get to the Greenhouse host; this is new in SR6, apparently, as per page 185.


Admin: ASDF 5/4/7/6; AR 9, DR 13
Greenhouse: ASDF 2/3/5/4, AR5, DR9

0day will have his deck configured for Sleaze with an ASDF array of 8/9/8/8, giving him an AR of 19 and a DR of 18, which will give him edge in pretty much all actions taken against the hosts, plus the edge for Analytical Mind. Initiative won't make much difference since he'll be AR hacking, and his meatspace initiative is pretty low, so each action he takes will be able to gain the full 2 Edge.

Probe and Backdoor Entry doesn't count as illegal admin access, so he'll only be accruing OS through taking illegal actions boosted by hacking programs. He's using Exploit which reduced DR of target by 2 (included in the above), as well as Overclock for +1 dice and +1 Wild Die; specialization won't apply here as he's specialized in Devices, not Hosts.


EDIT:
Apparently I forgot how the Wild Die works, so I rolled two more times than I needed to. First Probe attempt would have been successful because I rolled a 6 on the wild die, which gives 3 extra hits, not 1:
Probe (Extended, 1min), Cracking + Logic + Overclock vs Firewall x2: 14d6t5 3 1d6t5 1 12d6t5 4

In other words, this would have been a successful hacking with 2 net successes, not a tie like I thought. In either case, ties also go to the attacker in 6th, a fact I just now remembered.

My intention was to reboot the deck and try again, hence the second roll:
Probe (Extended, 1min), Cracking + Logic + Overclock vs Firewall x2: 14d6t5 3 1d6t5 1 12d6t5 5
Another success on the wild die, which would have meant a single net hit instead of a failed attempt. Fortunately, since probe doesn't raise any alarms I could have just rebooted and tried again. Consider these two as practice rolls because I apparently couldn't remember some basics...

I took the liberty of assigning a matrix iconography in the form of an amerind type tribal look. Since they are The Tribe and in Seattle, I chose Salish as the theme.
« Last Edit: (13:45:17/11-23-19) by ZeroSum »

Aria

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« Reply #121 on: (07:52:14/12-02-19) »
I feel we need to hustle this along to get to some action... want to do a force recon action in Reaper territory and see who jumps you?!? :D
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Jack_Spade

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« Reply #122 on: (05:44:31/12-03-19) »
Omen would be up for that, but I don't know if the others are already done with their research
talk think matrix

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Revenant Kynos Isaint Rex

Aria

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« Reply #123 on: (08:52:09/12-03-19) »
Can always do research OoC or in flashback... I'm worried that if we don't jump on a bit this will die before we've even tried out the rules :P
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ZeroSum

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« Reply #124 on: (07:41:18/12-05-19) »
I'm OK with force recon. Not sure 0day has much to do from the compound anyway, unless I missed something obvious.

Aria

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« Reply #125 on: (08:12:24/12-05-19) »
At home with a sickly child but Iíll try and draft an IC to jump you ahead a bit... flashbacks are perfectly acceptable if you think of anything you wanted to do retrospectively!

Oh, and did you get my PM ZeroSum?
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Beta

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« Reply #126 on: (10:04:28/12-05-19) »
Sorry to have been quiet for a few days, had a trip that kept me more busy & tired than I'd expected.

I'm up for scene shifting to approaching the Reavers -- maybe a bit before rolling init, but I'm entirely good with moving fairly straight to head-busting mode.

PS: we have been checking out some of the new rules, although I grant you that the new Edge system really is built around combat.
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gwilym

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« Reply #127 on: (16:23:28/12-05-19) »
Sorry for the silence, I have been trying to sell my house.
You are not what you think you are. you are an imitation of what your wish you were

Beta

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« Reply #128 on: (16:49:39/12-05-19) »
Sorry for the silence, I have been trying to sell my house.

Just a BIT stressful and demanding, eh?  Good luck!
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Aria

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« Reply #129 on: (08:20:51/12-06-19) »
Location is Redmond Fire Dept Station 17Ö Iíve put a pin on the map.  As thereís no real surprise on anyoneís part Iíll leave you all to roll initiative etc.  Assuming you continue driving along NE 116th St they will open fire without warningÖ very un-ganger like!  Of course I doubt youíll let them have it that easy :D.  Depending where you engage them range will be Near (ambush @50m) or Medium (up to 250m, about by the roundabout, although I think matrix perception will pick them up at 100m?!)

Pro Rt 2 gangers armed with smartlinked assault rifles!  Use Sons of Sauron stats p205 core (they arenít all orcs but thatís okÖ), 3 in the fire station and two in the house opposite.  Feel free to roll for them if you have time or Iíll start that off next week.  They are in good cover/sniping positions

2x FN-HAR [5(6)P, SA/BF/FA, 3/11/10/6/1, 35(c)] w. Laser Sight, Gas Vent, Smartlink, Explosive Rnds
3x Ingram Smartgun XI [3(4)P, SA/BF, 11/9/6/ó/ó, 32(c)] w. Gas Vent, Smartgun System, Integral Silencer, Explosive Rnds
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Beta

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« Reply #130 on: (17:13:39/12-06-19) »
I just took a closer look at the vehicle rules in 6th, and .... they make life a lot harder than in fifth.  If going at 40km/h (25mph), taking a Harley off road has a handling check threshold of 6.  And the handling threshold of the Bulldog at that speed while on the road would be 7!   Just mentioning before anyone goes for cool vehicular tricks without comparing to their dice pool

I'd been thinking of having Tippermen cut across the (likely now barren) ground to the firehouse and skid to a stop next to the walls where they likely can't get a bead on him, but he's only rolling 6 dice so he's not going to manage anything that needs a control test.  Braking in a controlled and normal manner would be at least two turns, which sounds like a lot of free shots for the gangers (granted that their dice pool is awful, but if they hit they'll likely do damage).

Other ideas for plans?
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Jack_Spade

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« Reply #131 on: Today at 03:51:43 »
Since Orocos still has trouble, I can only post results not roll history (by using test as campaign name)
Perception: 9d6t5: 3 [9d6t5=2, 4, 3, 2, 6, 6, 2, 6, 2] So engagement at 250m
Surprise: 15d6t5: 3 [15d6t5=3, 1, 1, 1, 3, 1, 6, 4, 5, 1, 4, 2, 2, 5, 2] No Surprise
Ini: 15+4d6: 26 [4d6=1, 4, 2, 4]

Edge Phase:
We have a street by daylight while the gangers are in cover and shadowed by their buildings, giving them 1 Edge

Omen's defense rating is 6 (Body) +3 Armor =9 - so no difference to the Attack rating of the FN Hars

Major action: Piloting test to get the van into a defensive position: 10d6t5: 4 [10d6t5=4, 6, 1, 4, 4, 2, 4, 6, 6, 6] barely made it (Driving without crashing is incredibly hard now)
Major action: Ready Weapon
Minor action: Change Device Mode.

So the gangers get to fire first: SA Mode w/smartlink wifi on
2#6d6t5: 2 # 0 [6d6t5=3, 4, 2, 3, 2, 3] 1 [6d6t5=1, 4, 1, 5, 2, 3]
Defense by Omen: 15d6t5: 4 [15d6t5=6, 1, 4, 2, 2, 1, 6, 6, 1, 6, 1, 1, 4, 1, 4]


talk think matrix

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