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Fast Food Fight 5.0 - Tips for other new GMs

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GM_Clay

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« on: <10-05-14/2332:48> »
Hello New Game Master(s),

I am also a new GM and have just completed a run with Quick-Start Rules Fast Food Fight 5.0 (The PDF Version). The one with the the Goonies reference (the Fratellis, LOL my Fav.) "Hey you guys!"
I didn't care for the map in the PDF so I made my own. Please feel free to download it with the link below.

https://drive.google.com/file/d/0B-RNlldt_uOVLWo0WVJXS2tDVTg/view?usp=sharing

As I am new to Shadowrun (SR), I didn't know what a "Toxin Flush" was, so I let the Playable Characters (PCs) choose if they wanted it now or after for the reward. Should they take the flush, if they got food poisoning i let them take the flush and go to the bathroom to remove any negative modifiers (- Mods).

Here is a list of thing in rooms that had some kind of rating of Armor/Device. (I got the stats for the Sentry Gun from *Firebug, http://forums.shadowruntabletop.com/index.php?topic=14285.msg260491#msg260491 )


Rooms and Items in McHugh’s:

Lobby: Front Windows Ballistic Glass (Structure 5, Armor 4), Trash Can (Structure 5, Armor 4), Metal Detector (Rating 3), Back Door Fingerprint [Vic or Lucy] Scanner (Rating 5)
Bathrooms: Automated toilets, urinals, sinks, soap dispensers, and hand dryers (Device Rating 1)
Front Counter: Metal countertop (Structure 11, Armor 14), two concealed automated sentry guns (Device Rating 3) Patsy can activate these by remote, if necessary, but once triggered, each gun operates independently, without further input. The guns can only face toward the lobby and cannot fire on targets directly beneath them. Each gun is considered to have Pistols Skill 3 and can inflict a Damage Value of 5P in SA fire mode. (I used these stats, Sentry Guns: Initiative = 6+4D6, Device Rating 3, DV 7P, AP -2, Acc 6, a Physical counter of 8 starting + 2 from half body so 10)
Food Prep Area: Anyone attempting to run into or through the prep area must pass a Reaction (2) Test or slip and fall down, forfeiting the rest of their actions until the next Action Phase. Walking characters incur no test or penalty.
Walk-in Freezer: Maglock (Rating 4) Vic and the shift manager on duty both have passkeys.
Managers Office: N/A (I added a Maglock on this door during play at a Device rating of 3)
Storeroom: Maglock (Rating 3) but is usually not locked

*Sentry Guns -
The guns would be drones with Targeting autosofts installed.  This would mean they have a dice pool of 6 (assuming they're Device Rating 3) when firing.  The quick start thing doesn't say what guns they have installed, so you can pick.  I'd go with the Fichetti Security 600, as it's an affordable light pistol with a large clip size, meaning it'd be good to put in a turret and won't be exceedingly dangerous to the new players.  For reference, that's a DV of 7P, accuracy of 6, which are the only two stats you'll really need.
They would also have an initiative of 6+4d6.  The enemy hacker has to use Send Message (a Simple Action) to give them commands, but from then they will act on their own initiative pass like any other NPC, shooting once per pass.
A hacker can gain control of them by using Hack on the Fly or Brute Force to roll Hacking + Logic or Cybercombat + Logic (respectively) to place a mark on them.  With three marks they can use Control Device as a Complex Action to make one fire at whatever target they want, but the hacker has to roll Logic + Gunnery to hit.
Alternatively, you can just shoot them.  Being stationary, you could rule that they don't have a way to dodge and so the attacker's test is unopposed.  Looking at the drones in the core book for reference, giving the turrets a BOD of 4 and 4 Armor seems reasonable.  They'd have a Condition Monitor of 8, and remember, drones are immune to stun damage.


I hope this helps some other new GMs. I plan on playing through Alpha Hardware end of this month, and then begin working on Core Rules and play Splintered State, then Season 4 missions (Converted to 5th Ed.) I'll post my conversions and, maps (If I make some again), and any other things I think might help others. I also plan to convert some Critters from 3rd Ed.
Please let me know If you would be interested in the Critters conversions.

Thanks for your time. And have fun!

Love GM_Clay
--
"And the strong shall devour the meek's reward!"

Namikaze

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« Reply #1 on: <10-06-14/0113:42> »
GM_Clay, I love your avatar.  That was one of my favorite shots from all of Archer.  :)  I don't actually have anything to contribute to this thread other than kudos on your avatar.
Feel free to keep any karma you earned illicitly, it's on us.

Quote from: Stephen Covey
Most people do not listen with the intent to understand; they listen with the intent to reply.

Michael Chandra

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« Reply #2 on: <10-06-14/0539:19> »
1 note: Autosofts aren't necessarily the same rating as the device. So even if you assume the turrets are DR 3, theoretically they could be equipped with rating 6 Targeting Autosofts. 3 is probably fairer and likely given corner-cutting.
How am I not part of the forum?? O_O I am both active and angry!

GM_Clay

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« Reply #3 on: <10-06-14/0947:31> »
Thank you both Namikaze and Michael for your comments.

Michael, thanks for the tip on the targeting autosofts. As me being new to Shadowrun, I have only lightly skimmed the Core Rules, and the Quick-Start Rules did not cover anything about targeting. The QSR really have no info on how to use the Sentry Guns, so when we did our run I just had it attack the closest PC. I look forward to diving deep into the core rules soon.

Thanks again,

Love GM_Clay
--
"And the strong shall devour the meek's reward!"