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[OOC] Plato Lied

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SeriousOne338

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« Reply #60 on: <04-19-12/1528:17> »
not yet this is phase one, phase to is attacking the sub.
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Dos.Boot http://forums.shadowrun4.com/index.php?topic=7368.15

Crash_00

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« Reply #61 on: <04-23-12/1251:06> »
Sorry, internet has been down for most of the time since last wenseday. Modem went out.

vinnmun

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« Reply #62 on: <04-23-12/1439:50> »
ew, hate when that happens.
H0llister - Demo Team

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crisses

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« Reply #63 on: <04-24-12/1427:30> »
SeriousOne338: glad you're feeling better.

Crash_00: glad your technical difficulties are over.

Overall:  Glad it's been quiet.  Work picked up....good part means I'll make my bills... LOL  Still, work=hacking & designing & computing, so I'm still here day in---day out, with some exceptions for gardening & being my kids' chauffeur...

Xzylvador

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« Reply #64 on: <04-25-12/1549:03> »
Weird... Sorry, I was certain I posted Wagner's action earlier....
Analyze to see nodes System and Firewall: Computer 3 + Analyze 6 + PuSHeD 1 + Enceph 2 (12d6.hits(5)=2)
If it looks possible for Wagner to hack into it in a couple of hours, Probe the node for an admin account (System+Firewall+6):
Hacking 4 + Exploit 5 + PuSHeD 1 + Enceph 2 (12d6.hits(5)=3, 12d6.hits(5)=3, 12d6.hits(5)=6, 12d6.hits(5)=2, 12d6.hits(5)=5)

SeriousOne338

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« Reply #65 on: <04-25-12/1631:22> »
Pirate ship has 4 admin nodes, looks like its a cell system to resist electronic warfare, the one you hack into is in charge of recent combat reports, and weapon system redundancy protocols. The weapons protocols are not active and you can't activate them from your position. You get the idea that it's meant to me done manually. 
Reports four files, seems this pirate ship is part of a great organization:
1)Engagement:  Fuchi Electronics merchantmen
Details:
The merchantmen was a medium freighter, at first sighting it was considered an easy target but the merchantman was a decoy ship with concealed guns the pirate ship was forced away.
2)Strange Lights
Details:
Crew reports strange lights from below, vid footage verifies, sea depth was at 50meters. Possible submerged colony/mining operation. No further investigation, due to lack of deep sea dive gear. Location information is attached.
3)Engagement with a Simmons Investments Heavy Merchantman
Details:
We took the boat, and a good haul of cargo. After words we let the ship go on it's way.
4)Phantom Ship Sighted
Details:
The vid images are not coming up, I believe this is due to some kind of high band transmission field. The ship itself is about 200m in length and low to the sea, the damn thing moves like lightening. We in counted it about an half an hour from the Heavy Merchantman good thing too that ship choose the merchantman instead of us. The phantom ship's main gun is a humbling sight, a beam of orange light sears the eye and when it hits a ship it cuts through the hull like a hot knife though butter. End of report.
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SeriousOne338

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« Reply #66 on: <05-02-12/1103:19> »
Xzylvador: your programs are good don't worry.

Tomorrow Well begin the attack so any other actions group?
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crisses

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« Reply #67 on: <05-02-12/1111:17> »
Minnow wants to know what the plan is...if any?  If they're underwater, how do we get them to surface?  If they're really deep, can we still get them?  Are we chasing or following them?

Kinda hard to ambush a sub unless the sub can't dive...

She really doesn't have any prep to do, unless it's got something to do with a plan.  She's already prep'd the infirmary... :)

If it's a stealth mission, then she can be more helpful.

SeriousOne338

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« Reply #68 on: <05-02-12/1116:03> »
OK the Sub has been fitted with a Limpet mine, that will detonate and force it to the surface. The weapon will disable the engine so then you need to storm the ship, over coming its crew and guards.

Here is a description of what a limpet mine is: http://en.wikipedia.org/wiki/Limpet_mine
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crisses

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« Reply #69 on: <05-02-12/1227:08> »
Here is a description of what a limpet mine is: http://en.wikipedia.org/wiki/Limpet_mine

Thanks.  Only thing I can think of for Minnow to do then is to keep her armored suit handy, make sure her weapons are in order, have good meals, and perhaps cobble together a first aid kit or bum one off a crew member who'd like her to save their arse.  Oh, and keep out of the water until the sub surfaces.  Turbulence like that ain't good for one's complexion, especially if you breathe water.

The Big Peat

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« Reply #70 on: <05-07-12/1913:54> »
Serious One, how heavily armoured do they look?

SeriousOne338

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« Reply #71 on: <05-07-12/2325:50> »
Armored vest not much else. They're ship board security, from the looks.
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SeriousOne338

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« Reply #72 on: <05-09-12/1121:14> »
Right Big the Scope does not negate range modifiers, I read through the rules they do nothing this edition of the game, BUT the old scopes only halved the modifiers which is what I'll say it does.

Also your dice pool works out like this:
-2 range,  -1 recoil (-5 recoil +4 recoil comp), -2 conditions = total of -5

Your pool is:
10 Agility + 6 skill +1 adept power +1 laser sight = 18

So Long Burst total dice: 13

Second burst is going to end up like this:  This also applies a recoil modifier of -2, also if you fire at a different target it's an additional -2
Short burst (simple action)  dice pool of: 9

The recoil keeps stacking during an IP pass so if you get multiple actions the recoil will keep stacking, thus your dice pool with keep dropping with each shot

Sorry but you'll need to re roll.
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The Big Peat

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« Reply #73 on: <05-10-12/1851:21> »
Oh bollocks - the scope takes Vision Enhancements, just as a pair of Contacts would, but due to not figuring how to add it to the scope in Chummer I forgot - can I retroactively add the Image Magnification I forgot to put on his two scopes (he does have the money left over)?

I was applying -4 for the weather anyway; no thermal (now there's a good thing to add to the scopes...) and I didn't think to look at how Low-Light vision adds, so d'oh.

His second shot was a Short Burst, so that only has a recoil of -3, so no recoil penalty at all. I can't see where it says recoil stacks past the second burst, but even if it does, he's still only on -5 for his posted second round of short bursts - so that'd be one extra dice I shouldn't have rolled, just knock off a hit.

Finally, I never said he was going to change target; he will happily shoot the other man again, just to make sure.

So, insofar as I can see, if you let me add the VM that's meant to be on the scopes, I should have two more dice for everything I rolled; if you have it stand as only having it until I add them it's the correct number of dice rolled (it's the same as I'd have got for an ordinary aim action anyway); and if the recoil keeps adding up, then I'm a dice over for the 4th shot posted (and I'd just deduct a hit).

Do I still need to reroll? Because as far as I can see, the dice pools are right as stands.

SeriousOne338

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« Reply #74 on: <05-10-12/2248:25> »
The recoil stacks until the next turn so if you have multiple initiative passes its gets worse it's in the book. And no you need to wait for the next time your at the store to by scope upgrades
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