Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: inca1980 on <07-20-11/0042:11>

Title: Death Matches -- Feel free to post your matchups
Post by: inca1980 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!!!


***************************************************


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) (http://invisiblecastle.com/roller/view/3116113/).  SR4A Init: (8d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3116115/).

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) (http://invisiblecastle.com/roller/view/3116128/).  He succeeds and then he fires a special short burst.  Pistols 3 + Agility 4 = (7d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3116137/).  ITR Reaction 6 + Prone -2 + Good Cover -4 = (8d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3116139/).  SR4A fires another burst, SR4A Pistols 3 + Agility 4 + recoil -1 = (6d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3116142/).  ITR Reaction 6 + Prone -2 + Good Cover 4 + already dodged -1 = (7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3116145/).  Both bursts go long and don't hit ITR. 

Title: Re: SR4A Combat Mage vs. ITR Combat Mage
Post by: inca1980 on <07-20-11/0432:36>
Initiative CT1, IP2: ITR 17, SR4A 11
Edge: ITR 5/5, SR4A 2/2


ITR Automatics 3 + Agility 6 + Smartgun 2 + rec -5 + RC 5 = (11d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3116150/)
SR4A Reaction 4 + Prone -2 + Good Cover 4 + WLB -5 = (1d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3116152/)
SR4A Body 3 + Ballistic armor 6 + AP -5 = (4d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3116155/)
Edge Test for Heavy Damage: Edge 2 (1): (2d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3116156/).  SR4A avoids heavy damage but takes 7P.

SR4A spends a point of edge to get another IP. 

ITR's WSB: Automatics 3 + Agility 6 + Smartgun 2 + rec -8 + RC 5 = (8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3116340/).  SR4A's Reaction 4 + Good Cover 4 + Prone -2 + Dodged before -1 + Wound -2 = (3d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3116401/).  Dodges it.


Force 10 Manabolt.  SR4A: Spellcasting 5 + Magic 5 = (10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3116404/).  Uses last Edge to reroll misses.  8d6.hits(5)=2 (http://invisiblecastle.com/roller/view/3116405/).  ITR: Body 6 + Counterspelling 4 + Edge 5 = (10d6.hitsopen(5,6)=6) (http://invisiblecastle.com/roller/view/3116406/).  Manabolt resisted.  SR4A: Will 4 + Logic 4 = (8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3116407/).  SR4A takes 3P drain. 

That reduced his physical monitor to zero and now he's bleeding to death and is as good as dead. 



Title: Re: SR4A Combat Mage vs. ITR Combat Mage
Post by: Chrona 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
Title: Re: SR4A Combat Mage vs. ITR Combat Mage
Post by: inca1980 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.
Title: Re: SR4A Combat Mage vs. ITR Combat Mage
Post by: Chrona on <07-20-11/1250:56>
Ahh I don't have Darkest hour yet
Title: Re: SR4A Combat Mage vs. ITR Combat Mage
Post by: inca1980 on <07-20-11/1414:33>
They face off again at 20m. 

ITR Init: (12d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3116736/).  SR4A Init: (8d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3116737/).


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) (http://invisiblecastle.com/roller/view/3116796/).  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) (http://invisiblecastle.com/roller/view/3116802/).  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) (http://invisiblecastle.com/roller/view/3116812/).  SR4A uses Edge to dodge.   SR4A's Reaction 4 + Dodge 3 + Edge 3 = (7d6.hitsopen(5,6)=1) (http://invisiblecastle.com/roller/view/3116814/).  Incoming DV:  5S + 3 net hits = 8S.  Armor doesn't protect, SR4A's Body 3 = (3d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3116816/).  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) (http://invisiblecastle.com/roller/view/3116824/).  Air2 resists also using Edge.  Air2: Will 5 + Edge 5 = (10d6.hitsopen(5,6)=5) (http://invisiblecastle.com/roller/view/3116831/).  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) (http://invisiblecastle.com/roller/view/3116833/).   SR4A defending with Edge: SR4A: Willpower 4 + Counterspelling 4 + Edge 3 = (11d6.hitsopen(5,6)=4) (http://invisiblecastle.com/roller/view/3116835/).   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.

Title: Re: SR4A Combat Mage vs. ITR Combat Mage
Post by: Chrona on <07-20-11/1419:42>
Damn
But to be fair he's rolling terribly unluckily
Title: Re: SR4A Combat Mage vs. ITR Combat Mage
Post by: Charybdis 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 :)
Title: Re: Death Matches -- Feel free to post your matchups
Post by: inca1980 on <07-21-11/0518:00>
(http://i772.photobucket.com/albums/yy5/Inca1980/Deathmatch1.jpg)


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) (http://invisiblecastle.com/roller/view/3117926/).  Triad Lieutenant: (10d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3117927/). 
ITR: (12d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3117930/).


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) (http://invisiblecastle.com/roller/view/3117937/).  Earth init: (12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3117939/).  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) (http://invisiblecastle.com/roller/view/3117942/).  It's actually -1 for medium range 2. (2d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3117950/).  (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) (http://invisiblecastle.com/roller/view/3117955/).   ITR: Reaction 6 + WSB -2 = (4d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3117957/).  Dodged first.  ITR: Reaction 6 + WSB -2 + dodged already -1 = (3d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3117958/).  Hit with 1 net hit.  ITR: Reaction 6 + WSB -2 + dodged already -2 = (2d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3117959/).   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) (http://invisiblecastle.com/roller/view/3117964/).  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.

Title: Re: Death Matches -- Feel free to post your matchups
Post by: inca1980 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) (http://invisiblecastle.com/roller/view/3118354/).  (shitty roll).   He puts the spell on the Earth Spirit to sustain it.   Drain 5S.  ITR: Logic 4 + Will 6 = (10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3118363/).  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) (http://invisiblecastle.com/roller/view/3118372/).   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) (http://invisiblecastle.com/roller/view/3118374/).  That's 5P + 2 net = 7P at -1 AP.  ITR: Body 6 + Ballistic 14 + AP -1 = (19d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3118377/).  Wait, + 3 for barrier: 3d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3118378/).  So ITR takes 2S. 
2nd Shot from Remington.  L: Pistols 3 + Agility 5 + Medium range -1 + recoil -1 = (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3118380/).  ITR: Reaction 6 + wound -1 + dodged already -1 = (4d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3118382/).  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) (http://invisiblecastle.com/roller/view/3118462/).  Forgot visibility from barrier, so T3's shot is only 3 hits.  ITR: Reaction 6 + Wound -1 + WSB -2 = (3d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3118464/).  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) (http://invisiblecastle.com/roller/view/3118504/).  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) (http://invisiblecastle.com/roller/view/3118506/).  He takes 1S from the first shot, and no damage from the second one.  Dang!

ITR: Init 12 + wound -1 = (11d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3118564/).  L: init (10d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3118566/).  Triads: init (8d6.hits(5)=3, 8d6.hits(5)=6, 8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3118568/).  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) (http://invisiblecastle.com/roller/view/3118824/).  ITR: Reaction 6 + Wound -1 = (5d6.hitsopen(5,6)=1) (http://invisiblecastle.com/roller/view/3118825/).  6P incoming.  ITR: Body 6 + Ballistic 14 = (20d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3118826/).  ITR takes 1S. 

L's second shot.  L: Pistols 3 + Agility 5 + Medium range -1 + Recoil -1= (6d6.hits(5)=5).   (http://invisiblecastle.com/roller/view/3118828/)  ITR: Reaction 6 + wound -1 + dodged -1 = (4d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3118830/).  8P incoming.  ITR: Body 6 + Bal 14 + AP -1 = (19d6.hits(5)=9) (http://invisiblecastle.com/roller/view/3118831/).  No damage. 


ITR casts a Stunball F8.   Uses Edge.  ITR: Spellcasting 4 + Magic 4 + Combat Focus 2 + Edge 5 = (15d6.hitsopen(5,6)=5) (http://invisiblecastle.com/roller/view/3118523/).  L: Willpower 3 (3d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3118524/).  Triads: Will 4 (4d6.hits(5)=2, 4d6.hits(5)=0, 4d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3118527/).  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) (http://invisiblecastle.com/roller/view/3118532/).  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) (http://invisiblecastle.com/roller/view/3118541/).  ITR: Reaction 6 + Wound -2 + Dodged -2 + Edge 5= (7d6.hitsopen(5,6)=3) (http://invisiblecastle.com/roller/view/3118841/).  9P incoming.  ITR: body 6 + Bal 14 (20d6.hitsopen(5,6)=6) (http://invisiblecastle.com/roller/view/3118842/).  Forgot Barrier.  3d6.hits(5)=0 (http://invisiblecastle.com/roller/view/3118858/).  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) (http://invisiblecastle.com/roller/view/3118847/).  T3: Will 4 + Edge 4 = (8d6.hitsopen(5,6)=4) (http://invisiblecastle.com/roller/view/3118848/).   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) (http://invisiblecastle.com/roller/view/3118850/).   Barrier Visibility doesn't change it cuz last die is not hit.  ITR: Reaction 6 + Wound -3 = (3d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3118851/).  Incoming 7P.  ITR: Body 6 + Bal 14 + Barrier 3 = (23d6.hits(5)=9) (http://invisiblecastle.com/roller/view/3118860/).  No damage. 

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






Title: Re: Death Matches -- Feel free to post your matchups
Post by: Chrona on <07-21-11/1504:32>
Red Sams next?
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Teyl_Iliar 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.
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Chrona on <07-22-11/0942:30>
Got a look t the ITR mages statline and noticed something

isn't he encumbered?
Title: Re: Death Matches -- Feel free to post your matchups
Post by: inca1980 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. 
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Sichr 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
Title: Re: Death Matches -- Feel free to post your matchups
Post by: inca1980 on <08-02-11/0029:18>
Ok, so now i'm gonna pit a little human club hopper (pg. 135 Runner's Comp) vs. an ork Sprawl Ganger (pg. 108 SR4A). 

The encounter is in the middle of an alley outside a club.   We'll say at 5 meters.

Hopper Init: (7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3133905/).  Ganger Init: 6 (6d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3133907/).


CT1, IP1: Hopper -- 11, Ganger -- 6.
Edge: Hopper 2/2, Ganger 4/4

She's gonna use a simple to start sprinting.  She'll hold her other actions.  We'll use a version of chase combat.   Range modifiers aren't gonna be the same as normal chase combat.  She starts at medium range.  Each one will make a running test. 

Hopper running: Str 3 + default -1 = (2d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3133915/).  Ganger running: Str 7 + Running 3 = (10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3133917/). 

They tie so no one can change engagement range.   He uses a simple to sprint and a simple to pull out his shank. 

Hopper init: (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3133932/).      Ganger init: (6d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3133933/).


CT2, IP1: Ganger -- 10, Hopper -- 8.
Edge: Hopper 2/2, Ganger 4/4

Hopper running: (2d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3133929/).  Ganger running: (10d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3133934/). 

Ganger will change the engagement range to short.  He will use complex action and stab her.  Ganger: Ag 5 + blades 4 + Charge 2 = (11d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3133940/).   She'll use Full D gymnastics dodge.  Hopper: Reaction 3 + Gymnastics 2 = (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3133943/).  DV 5P + 2 net hits.  Hopper: Body 2 = (2d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3133951/).  She takes 6P.

The ork ganger manages to catch up and stabs the hopper girl right in the small of her back and the force makes her fall down on the ground right on her stomach.  She tries to get back up Hopper: Body 2 + Will 3 (2) = (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3133955/).  She fails.  She tries to bite his leg using a long shot.  Hopper: Edge 2 = (2d6.hitsopen(5,6)=2) (http://invisiblecastle.com/roller/view/3133962/).  Ganger: Reaction 3 + Unarmed 4 = (7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3133965/).  He just pulls his leg back. 

Ganger init: (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3133966/).  Hopper init: 7 + wound -2 = (5d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3133967/).


CT3, IP1: Ganger -- 8, Hopper -- 8.
Edge: Hopper 1/2, Ganger 4/4

Ganger has higher Edge attribute and goes first.  He slams his blade down into the hopper.  Ganger: Ag 5 + blades 4 + Superior position 2 = (11d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3133972/).  She goes Full D again. Hopper: Reaction 3 + Gymnastics 2 (5d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3133979/).   DV 5P + 1 net hits.  Hopper: Body 2 + Edge 2 = (4d6.hitsopen(5,6)=1) (http://invisiblecastle.com/roller/view/3133981/).  She takes 5P. 

The ganger drives the blade down into her chest while he covers her mouth with his hand.  She's dead.  He steals her earings, trodes and commlink and takes off down the alley.
Title: Re: Death Matches -- Feel free to post your matchups
Post by: inca1980 on <08-02-11/0103:34>
These types of senseless acts of violence are an everyday occurrence in the Sixth World and since she's just a midlevel wageslave's daughter, Horizon News Network and other organizations don't make too much hoopla about it.  Humanis gets wind of her case since they try to monitor all the Meta on Human violence they can find.  A little asking around on the street and the Sprawl Ganger who did its name comes up....Ronnie. 

They decide to go out and teach him and his kind a lesson and make an example of him.  They manage to catch up with Ronnie in a different alley.  It's 4 goons and a lieutenant (H1,2,3,4 & L).  All within 10 meters of each other.

Goon's Init: (4d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3134052/).  L's Init: (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3134053/).  Ganger Init: (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3134054/). 

CT1, IP1: Ganger -- 8, L -- 7, Goons -- 6.
Edge: Ganger 4/4

The Ganger sees the goons and uses a simple to pull out his Remington.  It's his hood so he gets Home Ground bonus (HG).    Ganger: AG 5 + Shotguns 3 + HG 2 = (10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3134063/).  Edge reroll: (8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3134065/).  Goon 1: Reaction 3 = (3d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3134067/).  Damage is 9P + 3 net hits.  Goon 1: Body 3 = (3d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3134068/).  Ronnie blows away Goon1 with his Remington Roomsweeper. 

L uses a simple to pull out his Colt L36.  L: Ag 3 + Pistols 2 + Medium range -1 = (4d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3134074/).  Ganger: Reaction 3 = (3d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3134076/).  He shoots and Ganger spins out of the way. 

The 4 Goons charge the Ganger.  Goons: Ag 2 + Unarmed 2 + Charge 2 + Friends 3 + Reach 1 = (10d6.hits(5)=3, 10d6.hits(5)=4, 10d6.hits(5)=4, 10d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3134081/).   Goon1 dead so nix the first roll.  Ganger: Reaction 7 (7d6.hits(5)=3, 7d6.hits(5)=2, 7d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3134085/).  With a -1 for each successive attack the hits are unchanged.  So that's 1, 2, 0 net hits respectively.  Base damage is 3P, so Ganger must resist 4P and 5P respectively.  Ganger: Body 7 + Toughness 1 + Impact 6 = (14d6.hits(5)=3, 14d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3135748/).  He takes 1S and 1S. 

L init: (6d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3135750/).  Goons Init: (4d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3135751/).  Ganger Init: (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3135752/).

CT2, IP1: L -- 10, Ganger -- 8, Goons -- 5.
Edge: Ganger 4/4
Wounds:  Ganger{1S,1S}
Ammo: L(10/11), Ganger(7/8)

L shoots.  L: Ag 3 + Pistols 2 + Medium range -1 = (4d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3135757/).  Ganger: Reaction (3d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3135758/).  Misses.  Shoots again.  L: Ag 3 + Pistols 2 + Medium range -1 + recoil -1 = (3d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3135759/).  Ganger: Reaction 3 + dodged already -1 = (2d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3135760/).  Hits with 6P incoming.  Ganger: Body 7 + Toughness 1 + Ballistic 8 = (16d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3135761/).  Takes 2S.   The second shot hits Ganger square in the chest and he gasps as his head spins, but his armor is not pierced. 

Ganger uses a simple action to change the choke to wide spread.  Ganger shoots the 3 remaining goons.  Ganger: AG 5 + Shotguns 3 + HG 2 = (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3135766/).  Wound modifier doesn't change this.  Their defense pool is smaller than 4 so they have no defense.  Each must resist 7P + 4 net hits = 11P.  Goons: Body 3 = (3d6.hits(5)=0, 3d6.hits(5)=0, 3d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3135768/).  They each take 11P.  He blows all 3 away with 1 pump from his shotgun which peppers them all with buckshot. 

He uses free action to shout at the Lieutenant: "Drop it or I'll smoke you faster than a rabbit gets fucked!"

Ganger: Cha 2 + Intimidation 3 + Wielding weapon 2 + physically imposing 1 + just smoked goons 2 = (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3135777/).  Wound modifier kills one of those hits.  L: Will 2 + Intimidation 3 + wielding weapon 1 = (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3135778/).  2 net hits.  The Lieutenant drops his gun and puts his hands in the air.

Ork Ganger: "Get on your knees and hands behind your head.". 

L complies. 

Ganger changes choke back to narrow.   He walks over to the Humanis Lieutenant and puts his muzzle in his mouth. 

Ork Ganger:  "This is gonna feel good...."

He pulls the trigger and paints the side of the alley with the Humanis member's brains.  He picks up the Colt and runs away.


Title: Re: Death Matches -- Feel free to post your matchups
Post by: Kontact on <08-04-11/0433:56>
CT3, 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) (http://invisiblecastle.com/roller/view/3118847/).  T3: Will 4 + Edge 4 = (8d6.hitsopen(5,6)=4) (http://invisiblecastle.com/roller/view/3118848/).   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) (http://invisiblecastle.com/roller/view/3118850/).   Barrier Visibility doesn't change it cuz last die is not hit.  ITR: Reaction 6 + Wound -3 = (3d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3118851/).  Incoming 7P.  ITR: Body 6 + Bal 14 + Barrier 3 = (23d6.hits(5)=9) (http://invisiblecastle.com/roller/view/3118860/).  No damage. 

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

ITR soaks 3P drain from the failed F8 stunbolt.
Log 4 + 6 Will = 10d6.hits(5) → [4,6,1,5,6,4,2,6,2,6] = (5) (http://invisiblecastle.com/roller/view/3137188/)  fully resisted.

ITR casts a force 8 stunbolt Mag 4 +4 spellcasting +2 focus -3 wound -1 visibility = 7d6.hits(5) → [3,3,4,5,6,3,6] = (3) (http://invisiblecastle.com/roller/view/3137191/)
Resist 3 Will +4 good cover(prone) = 7d6.hits(5) → [2,6,3,2,4,3,1] = (1) (http://invisiblecastle.com/roller/view/3137192/)  uh oh.

Applies 2 net hits for 10s.  triad goes down.  resists 5P from stunbolt 10d6.hits(5) → [6,3,6,5,1,6,3,4,2,3] = (4) (http://invisiblecastle.com/roller/view/3137195/)  that's one more p.

combat is over.




Title: Re: Death Matches -- Feel free to post your matchups
Post by: inca1980 on <08-06-11/0139:19>
Well played sir
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Kontact on <08-13-11/0722:58>
Matchup is BT (http://forums.shadowrun4.com/index.php?topic=487.msg62341#msg62341) vs. BBB.  And by BBB, I mean every one of the sample archetypes from the Core Book all at once.

First up, the cast.
Bounty Hunter  Init 8-1  Tracks 12/10
Combat Mage  Init 8-1  Tracks  10/10
Covert Ops Specialist  Init 11-1  Tracks  9/10
Drone Rigger  Init 11-1  Tracks  10/10
Enforcer  Init 8-3  Tracks  13/10
Face  Init 8-1  Tracks 10/11
Gunslinger Adept  Init 10-3  Tracks  11/10
Hacker  Init 10-1 Tracks 10/10
Occult Investigator  Init 7-1  Tracks  10/10
Radical Eco-Shaman  Init 7-1  Tracks  10/11
Smuggler  Init 12-1  Tracks  10/10
Sprawl Ganger  Init 6-1  Tracks  12/10
Street Samurai  Init 9-3  Tracks  10/10
Street Shaman  Init  7-1 Tracks  11/10
Technomancer  Init 9-1  Tracks  9/10
Weapon Specialist  Init  7-1 Tracks  10/10

vs.

Military Cyborg Killing Machine  Init 12-3  Tracks  17/11

Let's set the scene.  All of the shadowrunners are in their Safe House.  Chilling out.  Maxing.  Relaxing.  All cool.  They just ran on Fort Lewis for some gear.  Shots were fired, no big deal.  Soldier boys would never follow them into Redmond...

Boat Times is approaching from the West.

(http://i51.tinypic.com/23mr5le.jpg)
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Chrona on <08-13-11/0907:34>
They're doomed, surely
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Kontact on <08-13-11/0910:56>
BT instructs his Agent, Six, to activate his Chameleon Coating then begin an extended test to find hidden nodes.  Meanwhile he begins climbing up the building across the street from the safehouse.  13d6.hits(5) → [5,2,1,6,5,4,4,4,6,3,4,2,2] = (4) (http://invisiblecastle.com/roller/view/3148483/)  12d6.hits(5) → [1,6,5,3,5,3,3,6,6,2,1,1] = (5) (http://invisiblecastle.com/roller/view/3148484/) he's on top of the 2nd floor in 2 CTs  How quiet was he?  13d6.hits(5) → [3,5,3,5,3,1,6,2,6,4,5,5,6] = (7) (http://invisiblecastle.com/roller/view/3148488/)  So quiet that none of the archetypes has a chance to hear him after the myriad of penalties for hearing a guy creeping around across the street.

Meanwhile, Six managed to produce (http://invisiblecastle.com/roller/view/3148491/) a list of all the hidden nodes in 4 mutual kms.  With a Signal of 5 and ECCM of 6, even r10 Wifi Inhibition couldn't keep it from picking any signal out of that house.

BT instructs Six to hack into the two doberman drones and the MCT rotodrones and disable any alerts.
Meanwhile, he uses his UWB radar to take aim with his Ruhrmetall SF 20 at the Drone Rigger and his Vehicle, through the garage doors.

Shots ring out.  Surprise roll.  BT = supplies (18d6.hits(5)=10) (http://invisiblecastle.com/roller/view/3148529/)  Riggy = 11-1 (encumbrance) surprise (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3148551/)  10/10 is not happening.  APDS rounds the size of a man's hand begin to tear through the wall! Riggy goes on init (10d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3148556/) 15.  BT is init (12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3148508/) also 15, but he wins on edge. 

Long burst, split to short burst at drone rigger and short +long narrow bursts fired at his GMC Bulldog parked in the garage area.
Agility 9(arms) +6 skill +1 Sideways +2 Smartgun +3 Take aim = shooting (21d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3148531/)  forgot -3 for aiming by radar only.  Hits unchanged.
Riggy can't do anything but soak.  15P -7AP  garage armor 8 +8 jacket -7AP +3 bod = soak (12d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3148560/)11P is enough to put him out, so he'll throw edge.  edge (8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3148562/) 10P.  He takes massive damage and is bleeding out on the floor. 
His van also takes it on the chin.  shooting (16d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3148514/) forgot -3 for aiming by radar only.  1 fewer hit.  Soaking 14P -7AP   Armor = 8 + 8 from garage door -7AP + 16 body soaking (25d6.hits(5)=12) (http://invisiblecastle.com/roller/view/3148517/)  Lucky for the dead guy's van, it still has 14 boxes left.  2nd Long burst is narrow, and just for the van.  shoot (16d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3148520/)forgot -3 for aiming by radar only.  1 fewer hit. This time, damage is 17P -7AP.  Soaking once more soak (25d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3148523/) Takes 11 P and has 3 boxes left.  It is now leaking oil and gasoline all over inside the space.

Time for reactions in just a moment, but no one is going to beat that surprise roll.
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Kontact on <08-16-11/2227:34>
Six's initiative = Rating 6 +6 Response +1 optimization = agent init (13d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3152401/) goes on 16

Smuggler init (12d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3152389/) goes on 17
Covert Ops init (11d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3152402/) glitches  but goes on 14
Gunslinger and Hacker go on init (10d6.hits(5)=4, 10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3152404/) 14, before COS
Street Samurai and Technomancer go on init (9d6.hits(5)=3, 9d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3152405/) 12 and 10
BH, CM, Enf, and Face go on init (8d6.hits(5)=2, 8d6.hits(5)=3, 8d6.hits(5)=1, 8d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3152409/) 10, 11, 9 and 12.
OI, RES, Sham and WS go on init (7d6.hits(5)=2, 7d6.hits(5)=3, 7d6.hits(5)=3, 7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3152417/) 9, 10, 10 and 11.  Shaman goes on 9, because of Combat Paralysis.
Sprawl ganger is last, because he is the shittiest character.

Six has 4 passes to hack the doberman for admin access (assuming since they're personal, all access is restricted to admin) while the aiming and shooting was going down.
hacking for admin (13d6.hits(5)=4, 13d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3152426/)  3 more hits needed
    firewall (4d6.hits(5)=0, 4d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3152430/)  Stealth holds 3/6. 
Finishes the first and starts on the other one.  hacking for admin (13d6.hits(5)=4, 13d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3152432/)  Admin on 1, 5 more needed on 2.  alert? (4d6.hits(5)=1, 4d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3152433/)  stealth holds 1/6.

2nd Pass:
Smuggler freaks out and runs from the kitchen, simultaneously sending ignition commands to her GMC bulldog and Eurocar Westwind, parked in the rear of the garage.

Six takes a turn to hack the first rotodrone.  hack #2 (13d6.hits(5)=5 (http://invisiblecastle.com/roller/view/3152446/) admin on 2 firewall (4d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3152456/) Stealth is good.

BT takes a simple action to send a command to both drones.  <<Kill all metahumans>> a robot's favorite command.  Takes a second simple action to Fire a long burst at the Enforcer through the security glass.  narrow long burst (18d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3152465/)  Let's edge.  narrow long burst redux (16d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3152466/) Better.  Enf goes on full dodge dodge (8d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3152470/)  5 net hits.  17P  -7AP  Soaking Armored glass 8 +6 lined coat -7AP +9 body = soak (16d6.hits(5)=9) (http://invisiblecastle.com/roller/view/3152478/)  Edge to soak. soak redux (7d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3152484/) Takes 8P, but is not knocked over.  Free action to activate the Pain Editor.  Initiative drops by 1.

Gunslinger Adept runs away from the window and readies her pistols.

Hacker ponders why he spent 40,000 nuyen on Enhanced Articulation when he has to default on all physical active skills it would assist him with.  While pondering his, he draws his shitty pistol and starts running deeper into the compound.

The covert ops specialist uses a simple action to draw her weapon and another simple action to open the kitchen door and free action to activate his ever-present chameleon suit.

The Face curses himself for having no leadership skill, readies his light pistol and starts up his car, parked out front.

The Street Samurai wishes she had a weapon bigger than a an Ingram Smartgun X as she also falls back into the room, readying her weapon.

The Weapon Specialist can't help but cry as she realizes that every character so far with an armor jacket has 3 body and every character with a body over 3 has an armor vest or long coat only.  This action (and armor encumbrance) delays her until the other init 10 people go.  AT that point, she readies her Walther MA-2100 and starts up the stairs from the basement.

The Combat Mage who got a front row seat to bullets ripping through the kevlar wallboard to pulp the rigger, moves to take cover between the Smuggler's GMC Bulldog and Eurocar Westwind and tries to cast Increase Reflexes at Force 4.   increased reflexes (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3152590/)  Increasing his passes and initiative by +2 each and soaking 4S soak 4S (8d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3152595/) successfully.

The Bounty Hunter readies his Ruger 100 and tries to shoot BT through the armored glass.  dhoot (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3152632/)  The bullet barely pierces the armored glass window and dodge (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3152650/) fails to connect.

The Eco-Shaman casts a F10 manabolt at BT  Edge first manabolt of desperation (13d6.hitsopen(5,6)=7) (http://invisiblecastle.com/roller/view/3152668/)  Scratch last 2 dice for partial darkness, so 5 hits.  Soaks 5P drain w/edge resist (12d6.hitsopen(5,6)=3) (http://invisiblecastle.com/roller/view/3152672/) takes 2P  BT resists w/edge Will 5 +5 edge resist (10d6.hitsopen(5,6)=5) (http://invisiblecastle.com/roller/view/3152690/) 0 net hits.  Spell fails.

Street Shaman tries to fight down her desire to flee from combat with a Will 4 + 4 Charisma (4) test, but vis cast breaks, and the combat needs to pause.
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Chrona on <08-16-11/2243:47>
Quote
Essence: 0.250

Was this taken into account when the manabolt happened?
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Kontact on <08-16-11/2315:05>
composure(4) (8d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3152732/) The Street Shaman spontaneously grows a massive pair of balls and summons a Force 10 spirit summon a fuck-off big ghostie (10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3152739/) not good enough, edge it summon a fuck-off big ghostie redux (8d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3152741/) better.  Massive ghost is angry to be summoned by such a whimpy shaman, anti-summon (10d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3152743/) Fully resists.  Shaman has to soak 12P and tries desperately w/ final edge soak w/edge (10d6.hitsopen(5,6)=10) (http://invisiblecastle.com/roller/view/3152746/) phew.  Lucky break. Only 2P.

Technomancer (also encumbered) runs for one of the bedrooms and drops into Full VR.

Occult Investigator almost drops his beer in the toilet, but instead makes a break for the front door.  While running, he casts Imp. Invisibility at f3, but vis cast goes down again.
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Kontact on <08-16-11/2318:06>
Quote
Essence: 0.250

Was this taken into account when the manabolt happened?

Nope.  He's still alive rather than an object.  ;D

If he was only a full machine, then BT would be immune to all mana spells.  :P
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Chrona on <08-16-11/2356:21>
Quote
Essence: 0.250

Was this taken into account when the manabolt happened?

Nope.  He's still alive rather than an object.  ;D

If he was only a full machine, then BT would be immune to all mana spells.  :P

I swear lower essence gives mages a penalty to cast at you (e.g. to cast at BT you'd be at -6)... that's what all my GMs have done and so is what I've all ways done
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Kontact on <08-17-11/0223:29>
I've seen that rule suggested before, but it's not in the books anywhere.  Really, magic is the only way to hurt a cybermonster.
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Teyl_Iliar on <08-17-11/1034:45>
The lower essence gives a bonus to magic in 3rd edition.
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Chrona on <08-17-11/1036:47>
The lower essence gives a bonus to magic in 3rd edition.

My GMs all ways said it's a penalty because there's less person to hit with mana
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Teyl_Iliar on <08-17-11/1105:51>
The lower essence gives a bonus to magic in 3rd edition.

My GMs all ways said it's a penalty because there's less person to hit with mana
less person to hit, but less of them to resist the hit with as well. (thats my theory.)
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Chrona on <08-17-11/1109:56>
Yeah but the penalty/bonus isn't to the resist, it's to the roll to hit them all ways. Logically it works either way.
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Xzylvador on <08-17-11/1235:08>
Quote
tries desperately w/ final edge soak w/edge (10d6.hitsopen(5,6)=10) phew.  Lucky break. Only 2P.
I don't care if edge was spent, that result from (over)summoning a F10 spirit and facing 12P drain is pure awesome and deserves something nice.
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Kontact on <08-17-11/2056:11>
Quote
tries desperately w/ final edge soak w/edge (10d6.hitsopen(5,6)=10) phew.  Lucky break. Only 2P.
I don't care if edge was spent, that result from (over)summoning a F10 spirit and facing 12P drain is pure awesome and deserves something nice.

That whole exchange was like  :o :o
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Xzylvador on <08-18-11/0309:52>
Luckiest mage ever. Came unbelievably close to pulling it off too.

As a side question, now we have Lofwyr and Hestaby's stats, how many of those 'borgs would it take to put a dent in a great dragon?
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Sichr on <08-18-11/0338:10>
Yeah but the penalty/bonus isn't to the resist, it's to the roll to hit them all ways. Logically it works either way.

IMO there was something to this topic in Augmentation, I just cannot remember exactly...BUT there surely was some catch for mages...
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Kontact on <08-18-11/0346:18>
occult Investigator's invisibility attempt.  invis f3 (7d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3154342/) he gets two hits, yay.  He really wants to be immune to technological sensors though, so the throws some edge on the sucker. invis f3 redux (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3154343/) Bam!  Drain.  3S drain (8d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3154349/) soaked.  Running for the front door.

Poor Enforcer goes now.  What can he do?  He runs and runs sprint w/ wound (6d6.hits(5)=2, 6d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3154365/) That's how you do it, buddy.  Use them big old troll's legs.

Sprawl Ganger pauses a moment to admire his armor jacket, and how it fits without encumbrance.  This level of common sense carries over to knowing when to run.  He makes a break for his bike.  sprint gang (10d6.hits(5)=2, 10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3154370/)

3rd Pass

Six starts to hack the rotodrones  hack (13d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3154375/) an auspicious start. firewall (4d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3154377/) 2/6 on stealth.

BT quickdraws his MGL-6 grenade pistol quick draw (13d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3154401/) and fires a frag grenade at the window.  fire at window (18d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3154406/)  18(f) damage Soaking with Armorx2 soak (16d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3154412/) 13P blasts through the window leaving a 1 meter hole.  People inside soak 16/2= 8P +5AP -1/m  Eco-Shaman 4+5+3 = soak (12d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3154416/) 3P.  Bounty Hunter soaks 4+5+8+1 = soak (18d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3154418/) no damage.  Second grenade is White Star.  Buying hits to put it in the room and airburst.  Placement is not particularly relevant.  Deadly smoke fills the room.  Eco Shaman, Bounty Hunter, Street Samurai, Technomancer, and Face are all affected.  3 more CT until the effect kicks in.  BT, moves back on the rooftop out of sight.

Street Samurai runs northward toward the garage to escape the smoke.  Her lungs and throat are burning.

Enforcer clutches his wounds and pushes his way out the front door, followed by the Ganger, Occult Investigator and a cloud of smoke behind that.  How bad are those wounds?  edge for serious wound (2d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3154433/)  could be worse.  After all, he's a tough bastard.



Turn 2!!

Would you hate me if I recycled all the initiatives?  I hope so.

There are, however, a few new buddies coming into the fight.

Drones!  D1,D2,R1,R2  drone init (7d6.hits(5)=2, 7d6.hits(5)=1, 7d6.hits(5)=3, 7d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3154439/) so, 9,8,10,9

Smuggler now in her GMC Bulldog jacks in and goes full VR.

Six continues to hack Rotodrone 1 vis cast node crashes.  combat is paused
Title: Re: Death Matches -- Feel free to post your matchups
Post by: Kontact on <08-18-11/0410:49>
As a side question, now we have Lofwyr and Hestaby's stats, how many of those 'borgs would it take to put a dent in a great dragon?

Couldn't even get past the spirits guarding one.

Maybe a Mr. Lucky build with an Itzcóatl Gauss Cannon firing from 50 km up in the air.  Can't twist fate on a guy they can't see. 

Call a shot to bypass armor then go for a Longshot test with 8 edge dice.  Getting surprise shouldn't be too terrible hard in that situation, especially with magical backing.  Does raise a question in my mind.  Can combat sense be used to help you ambush someone?