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Vehicles/explosive attack/ passengers and drones

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hulking_troll

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« on: <09-03-16/2310:21> »


I recently hit my party's road master with an antivehicle rocket (as they are fairly impervious to anything else).

Page 205 CRB means that both the road master resisted with -10 AP but also the passengers resisted with -4AP (but also got the bonus 18 dice of the road masters armour to resist with as well).

The issue was that the rigger has several drones in the vehicle, I made the ones with a decent body and armour Roll to resist damage, but the recon mini drones would/should have all been all wiped out. How do other gms handle this scenario?
As a part 2 to this question. If I am damaging out drones should guns/weapons also be required a resist against the blast?

Jack_Spade

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« Reply #1 on: <09-05-16/0348:03> »
The passengers would only get 8 Armor from the road master (the -10 apply to the exterior armor).
And yes, you royally fragged them and the drones: Everything in the vehicle is subject to this attack. If they had invested in drone racks I'd allow them an edge test to see if some of them are just blown free instead of attacked.

Guns/weapons should not be targeted separately, this way lies madness.
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firebug

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« Reply #2 on: <09-07-16/0942:29> »
I agree with Jack Spade mostly.  At my table, if the drones were in the racks, I'd have counted them as just "part of the car" and no subjected them to damage.  I'd probably also allow this if they were disabled/inactive and in someone's pocket because, as Jack also said...

If you start rolling damage on guns, then you'd also logically roll damage on armor every time someone's attacked.  And their clothes.  And anything they're carrying.  And the ground they're standing on for some attacks.

It'd just be way too complex and, most importantly, not how the game is intended to be played.  Gear can only be damaged when it's specifically targeted.

Now, no rule says this outright as far as I know, but here's the thing, attacks also as written only affect those targeted.  If you shoot someone, you're shooting them, not their gear or weapon or armor.  Yes, armor comes up, and it's reasonable to assume they have bullet-holes and blood if they take damage, but there's no mechanical impact on their armor.  No rules say there would be.

Similarly, AoEs like some spells or grenades are left to "damage the scenery as appropriate".  The "damaging barriers" rules on page 197 of the core book go indepth about this; but what I want to point out is the difference between "barriers" and "gear".  Grenades in particular deal with barriers a lot, to determine if they bounce off of the walls and go that whole "totally OP please don't use this rule" thing.  They don't bounce of players, even the ones who're more machine than man, covered head-to-toe in armor and carrying three backpacks full of gear and electronics.

It may seem unrealistic, but it's acceptable.  It's like how no one has to worry about every single wound they take getting infected, and how bleeding out as an optional rule in a small side-book.  For the sake of gameplay to remain fun without having to overcomplicate every step.  Even GURPS takes these kind of conveniences at times.
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Sphinx

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« Reply #3 on: <09-07-16/1706:51> »
I'd rule that if drones are packed away in their custom-padded crates or carrying cases, then they're fine. If they were loose or flitting about inside the vehicle, then they resist damage same as any person or critter or spirit would. When it's got a brain (pilot rating) and an initiative score, it takes its own chances.

I don't worry about damage to gear that's carried or worn until the character takes a serious or deadly wound, then I just sort of wing it based on damage type. A manabolt won't hurt gear at all, an APDS round might put a hole through something important, but a fragmentation grenade can really send you shopping for replacements. Roll a d6 behind the screen for anything "at risk," and tell the player whether it needs replacement, repair, or just a little effort to clean off the scorch marks and bloodstains.

My players buy new armor a lot.

firebug

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« Reply #4 on: <09-07-16/1837:38> »
I am considering implementing a similar rule with there being consequences should a character ever have their physical box full and begin to bleed out.  Things like crippled limbs, destroyed cyber, etc.  Only thing that would hurt the wallet though, I wouldn't lower an attribute or anything.
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hulking_troll

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« Reply #5 on: <09-07-16/2155:40> »
Thanks for your comments.

The reason I brought up the damaging gear, because it was the reason why the rigger thought his drones should be unharmed, as "drones are like his guns"... (his words not mine).

The way I ended up ruling was his mircodrones survived this time (as we are all reintroducing ourselves to SR) but as he has invested in a rigger cacoon (p155 Rigger5) to protect his fleshy body he should also buy one for whatever drones we wants to have on hand with him in the vehicle.

Despite my suggestion I think he is going for the more cinematic missile defence system.... as they say "you can lead a each-uisge to water....."

Cheers

Hibiki54

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« Reply #6 on: <09-08-16/0420:18> »
I saw this on reddit and I posted there about the topic.

AV Missiles use on an occupied vehicle is no joke. In all sense and purposes, everyone in the group should be dead or dying. All gear and drones are a total loss. Only the Roadmaster should survive just because of the number of boxes it has, though clearly disabled. If the team survives, the only person suffering the most loss is the Rigger. If the team regularly uses the Roadmaster as a mobile base and store their crap there, then everyone loses everything that isn't on their person or stored in a heavy container. Gear on their person that are handheld and somewhat complex (such as smart weapons, electronics, and such) should suffer a 2-4 dice pool penalty until they can be fixed up.