NEWS

[5e OOC] Tabula Rasa, Chapter IV

  • 1011 Replies
  • 179679 Views

Tecumseh

  • *
  • Prime Runner
  • *****
  • Posts: 3944
« Reply #585 on: <10-27-15/2055:51> »
@Poindexter Evidently the French translation is clearer on multiple targets with a long burst. See this post:

http://forums.shadowruntabletop.com/index.php?topic=22042.msg401324#msg401324

To wit, one target gets a short burst (-2 dodge) and the other target gets a long burst (-5 dodge). Third Edition used to have rules about "walking" your fire from one target to the next at the cost of 1 bullet per meter, but we won't get that detailed. As I've already mentioned the -4/-4 possibility, I'll leave it on the table for now.

@All I just tallied up the rolling since combat started. The opposition is rolling 29%, which means that they are a full 11 successes below where we'd expect them to be. On the flip side, the rolling I have done on behalf of the PCs has had a 45% success rate, or 11 success above the expected outcome. That's 5th percentile rolling for the opposition and 98th percentile for the PCs. No wonder things are going the way they are.

Poindexter

  • *
  • Prime Runner
  • *****
  • Posts: 3836
  • If you lack empathy, you are worthless.
« Reply #586 on: <10-27-15/2149:09> »
I'll keep the full-auto, but throw it all at the troll. Also, let's not use the edge, since there would have been more dice for it, cool?
Free action to send a message.
"speaking out loud"
<<matrix actions/communication>>
thought
astral
subvocal/whispering
non-english

Tecumseh

  • *
  • Prime Runner
  • *****
  • Posts: 3944
« Reply #587 on: <10-28-15/0046:11> »
Sure, all fire concentrated on the troll. Sam loses 2 dice to recoil but gains 2 dice for shooting at a large target per optional rule RG2. Those balance out so he has 8 hits. You don't have to spend Edge since you're at your limit anyway: accuracy is 8 with the smartlink.

Troll dodge: 1 hit, hard to dodge a long burst

That's 7 net hits, staging the damage from 9P -6AP to 16P -6AP with the APDS. His armor value is exceeded so the damage is Physical.

Soaking: 7 hits
Group Edge reroll: 3 hits

10 hits brings the damage down to 6P. Per the optional rules in Bullets & Bandages, the troll has suffered a severe wound and will take another box of damage every (Body) turns. Granting, things are going to be done long before that, but just letting you know he's going to die without stabilization.

Next
18 - Ace
Ohanzee dodge shooting (6 dice to avoid 4 hits)
Chino dodge astral combat (8 dice to avoid 2 hits)
IC post for Sam's shooting

Malevolence

  • *
  • Ace Runner
  • ****
  • Posts: 1552
  • Matrix Addict
« Reply #588 on: <10-28-15/0307:56> »
Dodge [Reaction 3 + Intuition 4 + Combat Sense 3 + Running 2 - Damage 1 - Burst 5]: 6d6t5 4
Just... wow. Luck is totally on his side.  I'm thinking it has to do with his shorter stature making him harder to hit... And the shooter was maybe slightly dazzled by the flash-bang.
Speech Thought Matrix/Text Astral

Poindexter

  • *
  • Prime Runner
  • *****
  • Posts: 3836
  • If you lack empathy, you are worthless.
« Reply #589 on: <10-28-15/0918:49> »
I'll get an IC post up, soon as I get home from work tonight.

The vacation was incredible, by the way. Went out to a hot spring that came up into a freezing river, so you could basically decide how warm you wanted the water to be based on how far from the sides you were.
"speaking out loud"
<<matrix actions/communication>>
thought
astral
subvocal/whispering
non-english

rednblack

  • *
  • Prime Runner
  • *****
  • Posts: 3225
  • TECH-NO-LOGIC-KILL
« Reply #590 on: <10-28-15/0924:45> »
Chino: Dodge v Astral Combat: 8d6t5 4

More to come.

ETA:

@Poindexter, welcome back.  What part of the country were you in?  I love hot springs.

As for Ace,
Held: Take Aim.  Ace can only benefit from two Take Aim actions,
Free: Called Shot: Vitals
Simple: Fire Single Shot at Rozkhi.  AGI (9) + Laser Weapon: Rifle (8) + Take Aim (2) - Called Shot: Vitals (4) = 15 dice
pew pew Rozkhi: 15d6t5 5
Still pretty shy of the Modified Accuracy of 9, so I'll Edge to re-roll failures
Edge Re-roll: 10d6t5 4
That hits the Accuracy of 9.
Base DV is 7P -10AP, staged to 9P with Called Shot, staged to 18P -10AP with hits, assuming he's Unaware.
Simple: Boot gear on to Running Silent.  I believe it will come online at the beginning of the next Combat Turn?  Just so it's clear that Ace is acting on his previous plan and not OOC knowledge, there's this post: http://forums.shadowruntabletop.com/index.php?topic=20858.msg407211#msg407211

Edge Remaining: 3/4  Lancer Ammo: 8/10

ETA2: I forgot to use the +2 mod for shooting a troll, but unless they both came up hits, I'd probably still Edge.  I'm writing this here as a reminder to myself for future attacks.
« Last Edit: <10-28-15/1352:26> by rednblack »
Speech
Thought
Matrix/Comm
Astral
Subvocal

Tecumseh

  • *
  • Prime Runner
  • *****
  • Posts: 3944
« Reply #591 on: <10-28-15/1456:36> »
Rozkhi's new incarnation has Combat Sense so he gets to roll to see if he's aware of Ace's surprise attack.

Rozkhi surprised? 0 hits... man, I hardly know what to say anymore. I'm trying to make this exciting and these guys just don't have any fight in them.

Rozkhi's actually wearing thermal dampening (I know I didn't mention this before) which means that Ace is going to have a hard time locking on with his thermographic vision. Taking off 2 hits.

BUT, as rednblack notes, add two dice back for shooting a large target: Shooting a large target: 2d6t5 0 hits, so 7 net hits still

I'm not entirely sure if Rozkhi's Immunity to Normal Weapons is supposed to based on the Force of the spirit (which was low) or the Essence of the vessel (which is high). In this case these guys need all the help they can get so I'm going to give it to him. Not that it matters much, since the Lancer's AP strips it almost completely away.

Rozkhi needs to soak 16P, best of luck. Rozkhi soak: 3 hits + dice I forgot: 1 hit a little bit short

Rozkhi soaks 4 and gets another free hit from his remaining IntW, so that gives him 5 hits. The damage is soaked down from 16P to 11P. The damage exceeds his modified armor value so it is Physical. Taking 10 or more boxes results in immediate knockdown so he's flat on his face now.

Next
IC from Poindexter for Sam riddling the troll with ADPS
IC from Malevolence for Ohanzee's fancy footwork (maybe working in Combat Sense whispering in his ear)
IC from rednblack for Chino's astral defense
IC from rednblack for Ace shooting Rozkhi somewhere incredibly painful. Make it something dramatic, like Rozkhi gets shot just as he's torn free of Mana Bind and is raising his weapon to shoot Katsina.
18 - not you
17 - not you
16 - not you
15 - not you
13 - not you
13 - Chino
2 - Ohanzee

Zweiblumen

  • *
  • Ace Runner
  • ****
  • Posts: 1803
« Reply #592 on: <10-28-15/1529:58> »
Shouldn't Doc get to go 17?
Speech, Thoughts, Comm/Text, Subvocal

Tecumseh

  • *
  • Prime Runner
  • *****
  • Posts: 3944
« Reply #593 on: <10-28-15/1615:27> »
In SR5 everyone gets IP1 before anyone gets IP2. Back in the old days it was just one long pass, where the samurai would have three turns before anyone else had one. Having been on the slow side of that equation several times, I can report that the way we do it now is much more fun for all.

Zweiblumen

  • *
  • Ace Runner
  • ****
  • Posts: 1803
« Reply #594 on: <10-28-15/1708:59> »
Didn't realize how you were counting and saw Ohanzee's name up there knowing he already took an action.  Also didn't know interrupt actions allowed you to act twice in a single IP but that makes sense on a fairness front (unless your interrupt actions use up all of your initiative that is).
Speech, Thoughts, Comm/Text, Subvocal

rednblack

  • *
  • Prime Runner
  • *****
  • Posts: 3225
  • TECH-NO-LOGIC-KILL
« Reply #595 on: <10-28-15/1724:07> »
Didn't realize how you were counting and saw Ohanzee's name up there knowing he already took an action.  Also didn't know interrupt actions allowed you to act twice in a single IP but that makes sense on a fairness front (unless your interrupt actions use up all of your initiative that is).

Chino's actions for this pass are already "called" so to speak because of the Interrupt Action, and the fact that I pre-declared Sprinting to get away from the damn flashbang -- thanks Tec!  I don't think I get to do anything with him other than maybe take a Free Action to taunt B 13 or snow mobile troll before the next pass.

Also, it was mentioned earlier that Chino needs to use Astral Vision to see the Chameleon suited guys.  I'm assuming that to get a Defense Test against any attacks that either might throw his way, that he'll need to keep using his Astral Vision.  Is that correct?  I mean, I'd rather not take the -2 penalty to kicking said troll in the face, but I'm not willing to sacrifice the ability to defend himself when he gets targeted again. 
Speech
Thought
Matrix/Comm
Astral
Subvocal

Tecumseh

  • *
  • Prime Runner
  • *****
  • Posts: 3944
« Reply #596 on: <10-28-15/1752:32> »
Good IC posts, guys. Keep it up.

Chino's Perception of the man in the chameleon suit is wonky. He's now less than 10 meters away, and his low-light vision (being an ork) means that he doesn't have any vision penalties due to darkness. So it's one of those things where he needed the astral perception to see the man at a distance but not necessarily as he closes the gap. Plus chameleon suits are a bit goofy to the degree that, by RAW, they only "work" if someone is Sneaking, i.e. actively trying to hide. Given that this guy opened up on Ohanzee with a long burst, Chino is now quite certain where he is and no longer needs his astral vision to see him or defend against him.

You're right that I probably shouldn't have listed Chino separately @ 13, as he's already pre-declared.

Busy day at work. I'm going to skip around in the initiative order a bit so that I can do the easy rolls (the ones I know off the top of my head) first. The rest of the rolls will trickle out as I can manage.

Ohanzee Prime is going after Ohanzee Junior via astral combat, reasoning that if he can KO the dwarf then Bear will stop unraveling him. Unfortunately the mana barrier is in the way so that needs to go first

Astral attack on Mana Barrier: 2 hits

The Lodge doesn't get to dodge but it does get to soak Force + 2 hits = 8P damage. Following the attack by the Hessian it has Structure 2 + Armor 6.

Lodge soak: Armor + Structure: 8d6t5 5 hits

Valiant, very valiant, but the remaining 3P damage exceeds the mana barrier's Structure 2 and so the mana barrier falls.

Tecumseh

  • *
  • Prime Runner
  • *****
  • Posts: 3944
« Reply #597 on: <10-28-15/2034:53> »
Drones are opening fire.

18 - drone shooting a long burst (6 rounds) at Sam

Drone: 6 hits on 6 dice! Is the tide turning??

Sam is prone. Generally that's an advantage in ranged combat but in this case it's actually increasing his cross-section from the drone's perspective (above) so there's no defensive bonus from it. In fact, Sam gets -2 for his limited mobility while prone and -5 for the long burst. He gets +2 for cover from the trees and +4 from combat sense, so net -1. Reaction 8 + Intuition 3 - 1 modifiers = 10 dice to dodge.

These are gel rounds so the base DV is 11P -1AP + net hits. Sam is already prone so he isn't at danger of knockdown.



17 - second drone is shooting Ace

Drone: 3 hits, nope, back to normal
Group Edge because omfg that was a laser: 5 hits, Accuracy is 7 so capped at 7 hits

Story for Ace: -2 dodge, -5 long burst, +4 cover, +3 combat sense, so modifiers cancel out. Reaction 4 + Intuition 4 = 8 dice to dodge

These are stick-n-shock so the base damage is 9S(e) -6AP + net hits. Side effects of electricity are -1 dice pool for 1 combat turn and an immediate initiative adjustment of -5.



15 - troll on the right flank, upset about being shot, is shooting a grenade at Sam's location

Bloop: 6 hits, only needed to meet threshold 3 so he drops it on a dime

Sam can use Run For Your Life or he can smile and eat it. If Sam runs he can put 5 meters between him and the grenade. It's a flash-bang so the damage is 10S -5AP.



13 - the troll on the left flank, mildly alarmed by Chino sprinting at him, will try to shoot the ork with a grenade

Bloop: 5 hits, only needed to meet threshold 3 so he drops it on a dime

Chino is out of movement for the turn so he catches the blast right in the face. Again it's a flash-bang so the damage is 10S -5AP.

The troll, being a mere 6 meters away, also has to soak: 4 hits, barely soaks

Next
Dodge/soak gel rounds for Sam
Dodge/soak stick-n-shock for Ace
Soak flash-bang for Sam
Soak flash-bang for Chino
IC from Poindexter for Sam riddling the troll with ADPS, then getting shot/grenaded in return
IC from Malevolence for Ohanzee's fancy footwork (maybe working in Combat Sense whispering in his ear)
IC from rednblack for Ace and Chino getting shot/grenaded
Ohanzee @ 2

Poindexter

  • *
  • Prime Runner
  • *****
  • Posts: 3836
  • If you lack empathy, you are worthless.
« Reply #598 on: <10-28-15/2156:23> »
@Poindexter, welcome back.  What part of the country were you in?  I love hot springs.

Colorado Springs. It was amazing.

Drones are opening fire.

18 - drone shooting a long burst (6 rounds) at Sam

Drone: 6 hits on 6 dice! Is the tide turning??

Sam is prone. Generally that's an advantage in ranged combat but in this case it's actually increasing his cross-section from the drone's perspective (above) so there's no defensive bonus from it. In fact, Sam gets -2 for his limited mobility while prone and -5 for the long burst. He gets +2 for cover from the trees and +4 from combat sense, so net -1. Reaction 8 + Intuition 3 - 1 modifiers = 10 dice to dodge.

These are gel rounds so the base DV is 11P -1AP + net hits. Sam is already prone so he isn't at danger of knockdown.

Dodge Dronefire (Rea 8 + Int 3 - Net mods 1): 10d6t5 2 Yuck.
Edge to re-roll: 8d6t5 3

so 12P? did you mean S, since they're gel rounds all?
either way, Soak 12S (Body 10 + Jacket 12 + Bone Lace 3 + Troll armor 2 - AP 1): 26d6t5 6
Man oh man, at least it aint only the bad spirit us-es that are rolling for crap today. So Sam eats 6S.

15 - troll on the right flank, upset about being shot, is shooting a grenade at Sam's location

Bloop: 6 hits, only needed to meet threshold 3 so he drops it on a dime

Sam can use Run For Your Life or he can smile and eat it. If Sam runs he can put 5 meters between him and the grenade. It's a flash-bang so the damage is 10S -5AP.

Can he? Since he's prone?
Hell with it, he's eating this one too. Soak 10S (Body 10 + Jacket 12 + Bone Lace 3 + Troll armor 2 - AP 5): 22d6t5 12
THERE we freakin GO!
"speaking out loud"
<<matrix actions/communication>>
thought
astral
subvocal/whispering
non-english

rednblack

  • *
  • Prime Runner
  • *****
  • Posts: 3225
  • TECH-NO-LOGIC-KILL
« Reply #599 on: <10-28-15/2239:58> »
I'd say that valiant magical barrier did its job, eating up 2 opposing actions and all.

Ok, I gotta admit I'm tempted to try the Right Back At Ya! Interrupt Action, but I'm pretty sure Chino can stay up, and he has the potential to do a lot more than 10S damage if he gets his shot. 

Chino has Body (5) + Globetrotter Jacket (12) + Bone Density Augmentation (4) - 5AP (5) = 16 dice. 
Soak the Grenade: 16d6t5 3
Abysmal.  Let's Edge that roll.
Edge Re-roll: 13d6t5 5
Chino takes 2 to his Stun track.

I'm a bit torn as to what to do with Ace.  Doc probably stands a better than average chance of one-shotting the Rigger on his next pass, but Ace isn't aware of that, or of the fact that the decker has already been dealt with.  I'm loathe to give up a second pass, but I don't like staring down the barrel of the jumped in rigger, so Ace is going Full Defense.

Dodge Dice (8) + AGI (9) = 17 dice.
Dodge + Full Defense: 17d6t5 5
Ace is facing 11S -6AP

Ace has Body (5) + Assorted Synthetic Limb Armor (4) + Ares Globetrotter (12) + Ballistic Mask (2) - 6AP (6) = 17 dice
Soak: 17d6t5 8
Ok, I'll take that.  Ace takes 3 to his Stun track.  Adjusted Initiative is 3

ETA: anybody who has the time have any advice for Chino's action economy in the next pass?  His 12 dice to attack with in melee aren't great, he's currently Astrally Perceiving, and melee attacks are a Complex Action, meaning that he can't activate Attribute Boost and do his flying kick in the same pass.  So, Edge?  Or Astral Combat?
« Last Edit: <10-28-15/2300:11> by rednblack »
Speech
Thought
Matrix/Comm
Astral
Subvocal

 

SMF spam blocked by CleanTalk