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[IC2] Hit the Ground Running - Outside

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Kontact

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« Reply #75 on: <01-16-12/0757:56> »
It's generally best to run the extended scan rather than hoping to get 4 hits on a single test, but don't forget your +2.  It's for all matrix actions.

Still nothing came up from the signal scan.  Makoto was beginning to doubt that the bomb even had a broadcast signal.  It could have been set to a sensor or a timer just as easily.

Mirikon

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« Reply #76 on: <01-16-12/0926:20> »
Well, drek. She couldn't find the node, and the thing could go off at any second, which means she would be a fool to get out of the van. At least in here she had some protection. So she did the only thing she could do. She fired up the van, and used the corner of a nearby building to try and knock it off the side of her car.
Greataxe - Apply directly to source of problem, repeat as needed.

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Kontact

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« Reply #77 on: <01-21-12/0201:25> »
Matoko didn't know what would or wouldn't set off the bomb, but the idea that time was not on her side seemed like a safe bet.  Throwing caution to the wind, she maxed out her acceleration and braced for the explosion.  She did not have to wait at all.  As soon as the shoddy motion-sensor on the front of the former booby-trap registered the obvious movement, it detonated.  Matoko saw the flash and then nothing.  And not nothing like the whole world has gone away, but nothing as in, the bomb seemed to have no effect.  The wall she had aimed for, however, was closing in fast.

The bomb was non-lethal, so vehicle armor negates it.  Roll a crash test though.  After that, Combat Turns are over, and you should go ahead and post in the same IC thread with the rest of the bunch. 

By the way, I don't ever mean to be an asshole.  So, I feel like I ought to apologize in case you read continual frustration from my generally brusk demeanor.  It's not purposeful, or at least malicious.  Anyway, you seem to have a lot more experience with the general setting, and role playing in general, than with the mechanics of SR4.  I hope you don't take that as chastisement for your play and whatnot, but I want to clear some things up based on how I like to play PbP from a mechanical standpoint.  For instance, broad strokes like "I drive uptown" are fine, since they assume an action without opposition, but something like "I shoot ____" is different.  If you're shooting at a character (anything that can react to gunfire) then the announcement is "I'm initiating combat."  If there's a chance you can catch them by surprise then a surprise roll is appropriate.  For example, you're walking up to someone, they don't know you plan to shoot them, and they can't beat you on a Judge Intentions test (which you would roll a defense for), then you get to roll surprise with +3.  After surprise is initiative.  After that, actions happen on a character's turn.  Other things, like trying to knock a bomb off your car by running it into something, that's going to require a vehicle test.  Dodging a thrown weapon while in a car is a reaction test.  So on.  If there's opposition, you need an opposed roll.

Final note, I don't want to tell you how to run your character, but that drone, just letting it run autonomous is not very effective.  It's basically a low-level grunt.  6 dice to shoot, 3 to dodge, 11 to soak.  That's equal to a gang member as far as threats go.  Where it shines for a Dronomancer is that you can drop a machine sprite in it and beef it up considerably.  Sprites aren't limited by system resources, so you could run a R5 sprite with a R5 autosoft CF and get 10 dice instead of 6.  You could also take a Control Device action and roll your Command CF rating (with +2 like all matrix actions) plus your skill (or -1 if you're defaulting,) which is generally a lot more than 6 dice, especially if you're threading Command (also, any action you'd be taking with Command wouldn't suffer the -2 penalty for sustaining a threaded CF, so that's not a worry.)  So, if you thread your command pool up to 8 or so, then you've got 10 dice on passive dodge, and more if you go on full dodge.  You'd also default on a gunnery test with 9 dice.  11 if you've got a Smartlink hookup.
« Last Edit: <01-21-12/0222:36> by Kontact »

Mirikon

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« Reply #78 on: <01-21-12/1839:55> »
Motoko cursed as the blast went off, and jumped into the vehicle in time to slam on the brakes, keeping her from racking up any more repair bills on this job. "I'm not getting paid enough for this drek."

Well, I'm not a Dronomancer, I'm an E-Scapist following Alias. Hell, I don't even have a pilot skill. The drone is mainly there to give me eyes in the real world while I'm in full VR, doing my thing. If the sniper hadn't been there, it would have been sitting next to the van, guarding the front, and the gunman would never have put the explosive on the van in the first place.

As for the crash test, Command 3 -1 (Defaulting) + 2 (Hot sim). 2 hits should be enough to allow me to do a hard stop, since that's a threshold 1 vehicle test.
4d6.hits(5)=2
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« Reply #79 on: <01-23-12/0819:07> »
Luckily the Bulldog was not a speedy beast, and the van managed to stop with room enough to spare before the wall.

Ah yeah.  I just read dronomancer into the upset over the bot getting hurt.  Cool beans.  BTW, the bulldog has enough armor that it can't hurt itself in a crash outside of chase combat, so worst case scenario on an impact was you soaking 4 stun. Anyway, locking this thread.

 

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