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[SM OOC] 6-02 Amber Waves of Grain

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Herr Brackhaus

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« Reply #45 on: <05-04-16/2246:29> »
Ah, good catch Beta. Just keep in mind that there will be at least a Rating 2 Background Count once we enter the zone. And I wouldn't be surprised if there is a toxic environment where we're picking this thing up; we are talking about some sort of poison, after all.

Three people and a spirit should be enough, assuming we don't need to fight while carrying the damned thing. I'll see if I can get my hands on a winch just in case, unless someone else already has one.

CraterShip

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« Reply #46 on: <05-04-16/2253:21> »
Sorry to hear about your family bio, I hope all are dealing with the loss well.

As for game side, Kereina could potentially be the mechanic you're looking for for the winch, got an automotive mech shop and skill pool of 6. Also has a mechanic friend that could help. As for size wise, the Johnson 's description makes it sound too big to fit in a regular van. Would my stepvan be big enough? If not, I can start hitting up contacts for a flatbed or something.

Herr Brackhaus

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« Reply #47 on: <05-05-16/0641:51> »
We only know that it's six foot long at this point, which judging by length alone should definitely fit in a step van. Even the smallest Mercedes-Benz Sprinter cargo van has a rear door width and height of approximately 5 feet and a bed length of a good 10 feet, and it seats three people in the front. Worst case we take out a seat or two to make it fit.

This is similar to what I've always envision a step van to look like, anyway.


Looks like a winch cost 750¥, is Availability 4, takes 1 Body slot, and requires a shop to install with a threshold of 8. I don't think we've got time to get that done, to be honest; availability alone could take up to a day assuming we could find anyone with more negotiation dice than we all have put together, and then you're looking at a few extended tests with an interval of 8 hours to get it installed.

We'll just have to muscle it; just means we need to clear out the building before we carry the thing out, since I don't exactly think we'll be able to negotiate with anyone that might be there who wants to keep the thing for themselves.
« Last Edit: <05-05-16/0645:42> by Herr Brackhaus »

Raiderjoseph

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« Reply #48 on: <05-05-16/0833:09> »
Ah, good catch Beta. Just keep in mind that there will be at least a Rating 2 Background Count once we enter the zone. And I wouldn't be surprised if there is a toxic environment where we're picking this thing up; we are talking about some sort of poison, after all.

Three people and a spirit should be enough, assuming we don't need to fight while carrying the damned thing. I'll see if I can get my hands on a winch just in case, unless someone else already has one.

Background count. Thats a minus 2 to some of my powers right? Also I wish I got gel rounds if I knew we were gonna clear out the place.
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Herr Brackhaus

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« Reply #49 on: <05-05-16/1025:00> »
Background count impacts any Skill test dice roll affected in any way, shape, or form by magic. It does not affect things like Initiative or normal Defense as these are not skill tests.

Raiderjoseph

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« Reply #50 on: <05-05-16/1034:49> »
Background count impacts any Skill test dice roll affected in any way, shape, or form by magic. It does not affect things like Initiative or normal Defense as these are not skill tests.

Whew... but still.
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CraterShip

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« Reply #51 on: <05-05-16/1810:14> »
I think you're right, Herr Brackhaus, the short time period on this one isn't going to support modifications of just about anything... Ah well, carrying should be fine assuming we're not actively being attacked at the same time (I see this most definitely happening now though).

I also had the same mental picture of the van, but I read some part wrong, thought the tank was 6' TALL, rather than long. Length should fit fine, and a couple passengers up front.

Looks like the next task is going to be recon at the address. Astral projection from alf and as many fly-spies as we can get close would be my initial guess, unless anyone is gutsy enough to go just charging in?

Beta

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« Reply #52 on: <05-05-16/1831:41> »
I agree, astral and drone .... And also try to figure out who claims that turf

Herr Brackhaus

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« Reply #53 on: <05-05-16/2130:10> »
Marcus is fairly sneaky, but why risk discovery if we have drones :)

At best, he'd want to get a mark 1 eyeball on the exterior while we wait for the drones to finish interior recon. Given our lack of charismatic characters (two people have Intimidation :) ), we may be relegated to a boom and zoom approach for this one.

Raiderjoseph

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« Reply #54 on: <05-05-16/2142:44> »
Vexboy could... fire at security. Well he has like 9 accuracy and close range at medium range with his pistols and 14 dice to roll for Pistols(well 12 but he specializes in semi automatics which he currently wields.) Since Rapid draw turns quick draw into a free action I should be able to pop off 4 hits in the first round of combat if all goes well, thank god I sprung for rating 3 Improved Initative, then take aim on his next turn... but uh... you know. Any advice on what to do... BESIDES the addage from the SR5 book? Like practical comabt advice for a gunslinger.
« Last Edit: <05-05-16/2144:39> by Raiderjoseph »
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Herr Brackhaus

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« Reply #55 on: <05-05-16/2148:11> »
...practical comabt advice for a gunslinger.
Shoot them until they stop shooting back.

ETA:
How do you get 4 hits (I'm presuming here you mean attacks) in one combat turn? You can only attack once per phase, so you'd either need to split your dice pool to use the Multiple Attacks free action, or have an initiative of 41 or more.

Example for my own character:
Base initiative of 10 + 3d6 gives a range of 13 to 28, or a maximum of three action phases. Each phase could consist of one Simple Action (Take Aim) and one Simple Action (Fire Semi-Auto, Burst Fire, or Full-Auto), for a total of three attacks at full dice pool values.

Alternatively, each phase could consist of one Simple Action (Take Aim) and one Simple Action (Fire Semi-Auto, Burst Fire, or Full-Auto) combined with a Free Action (Multiple Attacks). Recoil could become a problem, and I'm not 100% sure you can use Take Aim and Multiple Attacks as Take Aim specifically states that you cannot take any action, including free actions, between taking aim and firing your weapon. But, multiple attacks states that it's combined with an attack action, so may or may not be allowed. In any case, that leaves up to 6 opponents attacked in a single combat turn, but at half dice pool.
« Last Edit: <05-05-16/2159:06> by Herr Brackhaus »

Raiderjoseph

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« Reply #56 on: <05-05-16/2208:47> »
I can only attack once in a turn? I thought I could pull off 4 attacks because firing a quick draw was a quick draw action and Fire Weapon was its own seperate action. So it would go

Rapid Draw action, roll for it, fire weapons, roll for it, use multiple attacks, Fire weapon action with both pistols. Does firing a shot from Quick Draw count as the Fire Weapon action?
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Irn0rchid

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« Reply #57 on: <05-05-16/2213:08> »
If you look at all the shooting actions, they're either complex and so take up the whole phase or are simple an explicitly say you can't do another attack action that phase. Firing with quick draw still requires using one of the shooting actions in combination with it.

Herr Brackhaus

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« Reply #58 on: <05-05-16/2219:47> »
From the Missions FAQ:
Quote
In combat it says I can only make one attack action. What exactly does this mean?
It means don’t get cute and try to play word games. Barring using the ​ Multiple Attacks​ Free Action (in which you split your dice pool to attack multiple targets), you cannot take a second offensive action towards another character during your pass. This means throwing grenades, shooting guns, casting spells (recklessly or otherwise), spitting in their cheerios, spiking their tea with arsenic, or anything else that could be construed as a physical or mental attack in any way, shape or form. However, you may take a Free Action to cast disparaging remarks at their mothers if you so choose.
If you’re not certain if an action would be an attack, well, it probably is. But ask yourself if they used it against you would it be an attack? And if you’re still not certain, ask your Gamemaster. However, be warned, if you try and argue with him he is authorized to smack you upside the head with the Shadowrun, Fifth Edition​ book.

ETA:
Wait, you thought you could attack four times per initiative pass? As in, free action, simple action, (simple action plus another free action) for every 10 initiative score you have?

I'm sorry, but that's hilarious. In case the above isn't clear enough, that's not possible :D
« Last Edit: <05-05-16/2224:51> by Herr Brackhaus »

Raiderjoseph

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« Reply #59 on: <05-05-16/2229:00> »
Id like to see anyone try to smack me with the sourcebook through the internet. There isnt a die pool high enough to pull that off.
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