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Alea Iacta Est (OOC)

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Jayde Moon

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« Reply #75 on: <03-23-17/1619:41> »
AGI (7) + Close Combat (6) + Qualities (4): 17d6t5 6 hits

Bogie defense
AGI (5) | LOG (2) - Wound (2): 5d6t5 1 hit

Dmg 7P + 5 Net Hits = 12 P snicker snak.
That's just like... your opinion, man.

Tecumseh

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« Reply #76 on: <03-23-17/1627:03> »
Nice work, Jayde. The Captain minces the bogie into finely-chopped kibble. You can IC the process of turning the mutt into mush.

Last roll is to MDMann, at which point we can regroup and move forward.

MDMann

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« Reply #77 on: <03-23-17/1642:52> »
Log 6 + Agi 6.

Reroll: 12d6t5 6 6 hits

Not too shabby. I'll post an IC dodge.

Tecumseh

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« Reply #78 on: <03-23-17/1653:13> »
Alright, you guys are awesome. You emerged unscathed from your initial scrap and are in the clear. Thanks to everyone for prompt dice rolling. We're keeping up a great pace so far.

Next order of business:

1) IC posts from rednblack, MDMann, and Jayde Moon, not necessarily in that order, to wrap up combat
2) OOC discussion about the next steps of the plan - the default plan is "sneak through the woods to the base"
3) quick after-action report of the initial skirmish, suggestions on process improvement, etc.

Pap Renvela

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« Reply #79 on: <03-23-17/2031:53> »
@Glorious Rose
You might want to change your IC Post a tad... I'm matrix support, not Magic

Tecumseh

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« Reply #80 on: <03-24-17/1631:03> »
@Jayde Nice work on the map. Can you provide a key for the various symbols?

Jayde Moon

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« Reply #81 on: <03-24-17/2134:45> »
I'll keep these symbols for future anythings, as well, we'll get to know them:

The head and shoulders are points where we expect there to be active one or two people (guard shack)

The four horizontal lines represent vehicles, can be multiple vehicles.  In this case, construction equipment at rest.

Four horizontal lines with arrows are active vehicles, in this case the two earthmovers.

Spider things are spirits, in this case the two materialized earth spirits.

House symbol represents barracks or a place we can expect to encounter lots of people at rest.

Lightning bolts in yellow = objectives.
That's just like... your opinion, man.

Tecumseh

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« Reply #82 on: <03-25-17/1640:18> »
The advance through the woods is uneventful. As you get closer to the base, you can start to make out some additional details. Feel free to include these in your Narrations:

-An engineering officer and some civilian architects.
You don't see any of these. It's possible they are indoors, perhaps directing the earth movers, or perhaps they aren't there.

-An Ares Technician and Installation team.
Same as above. If they're there, they aren't outside in a blizzard in the middle of the night.

-Two major automated earth movers, setting base for the long term living and control buildings. There also appears to be a multitude of construction vehicles not currently in use at this time of night: cement mixers, bulldozers, scrapers, steamrollers, front loaders, excavators, cranes, and so on.
You can easily make out all of these. The earth movers are active, but not the rest of the vehicles.

-"About a platoon".
Again, nobody is outside. If you want sit in the blizzard and chill out (hurr, hurr) you might eventually see someone come out on patrol, but right now it appears that they're all inside in their warm, warm beds.

-Magic stuff, "watchers for certain, possible Class III paranormal animals".
There are a handful of watchers mindlessly on patrol. There are no paranormal animals visible at the moment, but they could also be inside, snuggled up under blankets. The earth spirits are very large (Great Spirits) and it's uncertain if they'll turn hostile in the event of a security breach or if they'll just keep working.

-On call network defense and support relationship with the blah blah blah.
Naturally, none of this is visible, but the short version is "expect deckers and magicians and spirits once it's obvious that something is amiss."

-Looked like a couple air and artillery defense vehicles were slated, but hadn't arrived yet.
You don't see any ground-to-air defenses. You do see a couple Ares Dragon helicopters. One looks like it's for cargo, the other is a  hybrid gunship/troop transport. Presumably there is a garage with drones somewhere. There aren't any flying drones out at the moment, perhaps due to the difficulty of flying in a blizzard. You do see two GM-Nissan Dobermans making the rounds (separately).

-Basic chain link fence. Strongpoint Automated Engagement Systems (aka, turrets) covering it.
This is half correct. You see the turrets but the fence is more than just chain link. In addition to motion sensors (which are probably turned off during the storm to save the security detail the hassle of resetting dozens of false positive readings), it is also electrified (however this is probably turned off too to avoid the possibility of lightning strikes). Oh, and there's monowire running across the top. If you cut through the fence instead of going over it, you can bypass the monowire.

Pap Renvela

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« Reply #83 on: <03-26-17/2201:59> »
On my end- I think I should enter the host, wait inside hidden and if the alarm goes off, reboot the power generator w/a delay of 1 hour.
This will force someone to actually go to the generator and hit the power button to overide the delay.
Meanwhile, the automated turret and and the electric fence should not work until that's done.


I'm assuming that more or less close=direct connect; near, up to 100m; far, beyond 100m.
Am I wrong on that?

If I'm not directly connected to a device that's hooked to the host, I'm assuming the storm gives me more noise- so how severe is that penalty?

My assumption is that this being a military compound the Host is running silent.
So first order of business is to spot it.
I'll ask  Shiriki Looney to assist me on teamwork test. (LOG 5 + Electronics 2 + VR 1 - Near- Storm? = added dice to my test.)
I have a LOG 5 +  Electronics 6 + VR 1 -Near -2 -Storm? +bonus from teamwork= ?
I'll need to know the penalty for the storm to decide if I will pre-edge or if I need to get a direct connection <which of course would negate the need to spot the host since I could mark the device to gain a mark on the host>
« Last Edit: <03-26-17/2226:42> by Pap Renvela »

Pap Renvela

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« Reply #84 on: <03-26-17/2306:20> »
Of course...
matrix perception isn't covered in Anarchy

It might just be one of things they expect you to just narrate out without dice rolls

I don't know

what do you guys think about it?

I'm going to ask this in the Anarchy thread just to see how other people handle it

Tecumseh

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« Reply #85 on: <03-27-17/0117:39> »
A lot of this is up to us to decide how complex we want to make it. The Matrix rules in Anarchy are two pages, and half of that is optional. Noise for example, is a function of your distance, and is optional.

I'm comfortable staying basic (hack what you want, minimal modifiers), or adding in some logical complexity (like noise), but I definitely do not want to recreate SR5 rules, which would defeat the purpose of Anarchy. I don't want to deal with MARKs or hidden devices or hopping grids except as narrative functions. Matrix Perception is for poking around hosts. You would just roll your regular Perception pool (Logic + Willpower).

I see two main approaches we could use:
1) Hack into the host and from there conduct individual hacks on desired targets
2) Skip hosts and hack targets individually

If you want to use noise, let's use the book's suggested OK/-2/-4 for now. Once you're on the base, everything will be within the first two ranges. You don't actually have to make a direct connection to get the Close bonus, but of course you can for narrative purposes. Being within ~10 meters is sufficient.

As for your plan, the only hole is that the base is large enough that it is connected to the local power grid. The generators they have are back-ups for contingency situations. Turning off the generators won't power down the base. However, cutting the base's connection to the power grid and then hitting the generators would work.

I think Gingivitis has some house rules for the Matrix but I haven't read them recently and my eyes are crossing at the moment. I can try to track them down in the morning.

rednblack

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« Reply #86 on: <03-27-17/1417:19> »
@Pap, Shiriki will be happy for any teamwork testing to be done.  I'm unsure if we should Hack targets individually or the Host, so I'll leave that choice to you.

Things we should think about hacking before we plant the charges:

1. Exfil vehicle.  I like the Ares Dragon gunship/transport helicopter. 
2. Turrets.  If we could keep these down, that would be good.  I'm not sure how that would work, though.  If they're currently powered down, we'd need to boot them in order to have them reboot a day later, or whatever, and turning them on may alert someone.
3. Dobermans.  Maybe it's better to just sneak around them, but if we can own them, all the better.
4. diversionary equipment (optional).  all that construction equipment could really cause a mess.  I think this is better to have in our back pocket if something looks to be going wrong, but we haven't been blown.  Otherwise, I don't think we want any attention drawn.
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MDMann

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« Reply #87 on: <03-27-17/1439:09> »
Something to bear in mind: were near 2 borders, we should plant evidence implicating Tsimshian (I think) as we leave. It needn't be believed, just believable. Let the Anglos pick a target and draw others into the aftermath.

An alternative would be a rival to Ares counting coup.

Jayde Moon

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« Reply #88 on: <03-27-17/1513:56> »
A thing to consider regarding Ares is that, in Canon, Ares relationship with the Sioux nation has improved in recent years.  While that doesn't stop us from harming their interests as collateral in harming the interests of the UCAS, I don't know that we'd go out of our way to cause trouble for them.

Quote
The average Sioux citizens’ perception of Ares has always been complicated, with a mix of suspicion that the company is actually a front for the UCAS military and a genuine appreciation for the quality of their products and front-line approach to dealing with the insect spirits. Their public falling-out with President Colloton actually boosted Ares’ reputation in the Sioux Nation, and their presence in the Sioux market has continued to grow. With restrictions on their activities lessened, Ares secured a number of profitable government contracts in the 2073 bid cycle, including a multi-billion nuyen project to launch a constellation of surveillance satellites for OMI and a refit of the SDF air defense network. - Shadows in Focus - Sioux Nation
That's just like... your opinion, man.

MDMann

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« Reply #89 on: <03-27-17/1547:00> »
It's not so much creating trouble for Ares, as it is shifting blame for the attack somewhere else. Or at least creating confusion and doubt.

 

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