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IC: Urban Brawl -- 7 -- finished

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inca1980

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« Reply #30 on: <06-27-12/2313:38> »

Brick Init: (9d6.hits(5)=3)IC init: (10d6.hits(5)=2)


@Dos:

The restricted alert on your Access ID has scrambled IC to the node which has now logged on.  It detects your Icon immediately.


IP1,CT2: Guards-17, Dos-14, IC-12, Brick-12, V2-10, I2-10
Wounds: Tahldrin{6P,3S, -3, prone}, G9{prone}, I2{3S, -1}, V2{7P,2P}
Edge: Brick-3/3, Storm-3/3, Dos-1/2, Zach-1/1, Guards 6/6, Illusionists 3/3
Services: V2-2/3
Ammo Used: G3{1clip reg, 6 APDS}, G4{1clip reg, 6 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 6 APDS}, G10{1clip reg, 6 APDS}, Zach{1smoke,1CS}
« Last Edit: <06-30-12/1107:49> by inca1980 »

Thermo

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« Reply #31 on: <06-28-12/0005:26> »

Resist Toxin: Bod(3)+Chemical Protection(6) (9d6.hits(5)=3)

Using Edge to re-roll failures:

Resist Toxin: Re-roll failures(6) (6d6.hits(5)=3)

Storm manages to shrug off the effects of the toxin in the CS gas. She thanks Thor for having the forethought to wear her hooded jumpsuit.


Init roll: Int(5)+Rea(2)+Increased Reflexes(2) (9d6.hits(5)=4)


Sichr

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« Reply #32 on: <06-29-12/1051:38> »

Thermo

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« Reply #33 on: <06-29-12/1555:39> »
@all: Txtmsg: take out the mage, third spirit coming in soon

inca1980

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« Reply #34 on: <06-30-12/1408:47> »

The Illusionist needs to save against the tear gas.  I2: Body 3 = (3d6.hits(5)=0).  He'll suffer the effects at the end of this CT if he survives.

Now G3 shoots:
G3 WLB at V2: Ag 8 + Auto 5 + Smart 2 + Tacnet 2 = (17d6.hits(5)=5)V2: Reaction 8 + Wound -3 = (5d6.hits(5)=1).  Incoming 9P.  V2: Body 6 + Mod Armor 6 = (12d6.hits(5)=6).  Takes 3P and is disrupted.

G5 spends simple to get up: Body 4 + Will 5 (2)= (9d6.hits(5)=4).  Then G5 and G6 spend Simple Action and a Free action to grab Tahldrin and run.  I'll make it a (3) Strength Check: G5&G6: Strength 6 + Body 4 (3) = (10d6.hits(5)=2).  They're having problems picking him up from his crouched position.  One of them spends a free to shout "MY LORD, COME WITH US!".
I'll roll composure check for Tahldrin threshold 3.  Tahldrin Composure: Cha 3 + Will 4 (3) = (7d6.hits(5)=0).  He stays curled up...almost a critical glitch!  Tahldrin is again under Partial Cover from Guards 5 & 6 shielding him.

When they do move through the crowd, now that it's in chaos i'll halve movement rates.

G1 and G2 both react to the breaking of the glass and the smoke grenade thrown down from above.  The plane of scatter will be horizontal with 1 being due north etc
.  .
G1 shoots Flashbang at center of skylight.
Scatter direction: (1d6=4).
Scatter distance: (2d6=5)
G1 flashbang minigrenade at center of skylight: Ag 8 + Heavy Weapons 4 + Smart 2 + Tacnet 2 + Medium Range -1 + Called shot through Skylight -4 = (11d6.hits(5)=2).  So that's 3 meters south of center of skylight.  The center of the blast is 6m from Brick, 5m from Zach, and 7m from Dos with a 10m radius that envelopes everyone.  Roll your defense with -2 for AOE.  For each hit you can get 1m further away from the blast center.  If you're still within 10m then soak 6S damage with Impact -3 AP.

G2 does the same thing:
Scatter direction (1d6=6).
Scatter Distance: (2d6=6).
G1 flashbang minigrenade at center of skylight: Ag 8 + Heavy Weapons 4 + Smart 2 + Tacnet 2 + Medium Range -1 + Called shot through Skylight -4 = (11d6.hits(5)=5).  So that's 1m North West of center of circle.  That's 8m from Dos, and 9m from both Zach and Brick.  Roll defense the same as for first grenade to see how far you can move away but include an extra -1 for 2nd defense.

Just remember that unlike other defense rolls, in this one you actually move, so consider your character going X meters radially away from the blast center for each defense.  I'll put a temporary red dot marker at each blast center.

After rolling this defense then the team can act in whatever order.

@Brick:
I'll roll for you:



@Storm:
The guards quickly mow down the last Valkyrie sending glowing ichor everywhere.  The backlash across the mental link connecting you to both your minions is excruciating and you imagine Thor looking down on you disapprovingly for having sent two good warriors straight into the meat-grinder while you hide.   Even in this tense moment you quickly make a mental note to try and kick the bad habit of shooting up Psyche to ease the load of casting.  This might put you in better standing with your Lord Almighty.  You've tried to before, but if you come out of this alive, you swear to yourself that from now till Ragnarok you won't taint your body ever again.  Hopefully this won't end up like the promises you've made to yourself before.

The small respirator and goggles built into you're armor suit which your veil was covering manages to filter out the tear gas so that you don't feel the effects.  The illusionist however you can see starting to cough a little bit.

The two guards nearest Tahldrin grab him and try to pull him to his feet while shielding him with their body as much as possible but the cowardly nobleman just won't budge as he's curled up in a little ball whimpering.  One of the Guards yells at him "MY LORD, COME WITH US!!!"

Some of the guards must have seen where the smoke grenades came from and relayed the info instantly over the Tacnet they must be running.  Just as quickly as they've reacted to everything else the two guards protecting the open massive ballroom maindoors launch a pair of shots from their under-barrel grenade launchers straight up at the skylight.  Both projectiles punch through the stain-glass and then explode with a WHOMP! that makes your ears pop sending down a shower of broken glass which covers the ballroom and the screams of the fleeing dancers grows even more cacophonous.

@Brick, Zach & Dos:
The Stain glass dome suddenly errupts in a bright flash....




IP1,CT2: Guards-17, Dos-14, Zach-14, Storm-13, Brick-12, IC-12, V2-10, I2-10
Wounds: Tahldrin{6P,3S, -3, prone}, G9{prone}, I2{3S, -1}, V2{7P,2P}
Edge: Brick-3/3, Storm-2/3, Dos-1/2, Zach-1/1, Guards 6/6, Illusionists 3/3
Services: V2-2/3
Ammo Used: G1{1Flash}, G2{1Flash}, G3{1clip reg, 12 APDS}, G4{1clip reg, 6 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 6 APDS}, G10{1clip reg, 6 APDS}, Zach{1smoke,1CS}

« Last Edit: <07-01-12/1601:13> by inca1980 »

Sichr

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« Reply #35 on: <07-02-12/1448:21> »
RE(7)+Gymnastics(3)+Combat sense(2)-AOE(2) (10d6.hits(5)=4, 10d6.hits(5)=3) 4 hits, 3 hits (-1 dice from second roll)

Body(4)+Imapact(4-3=1) (5d6.hits(5)=3, 5d6.hits(5)=1) Only 1st roll applies. 3 Stun taken, -1 mod.

inca1980

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« Reply #36 on: <07-03-12/1727:55> »
@Zach:
With catlike speed you tuck and roll with the impact of the flashbangs and pop back up to your feet 3 meters away from the edge of the skylight.  You're ok except for the stars you're seeing and everything sounds like it's underwater all of a sudden.  You shake your head and try to focus.


IP1,CT2: Guards-17, Dos-14, Storm-13, Zach-13, Brick-12, IC-12, V2-10, I2-10
Wounds: Tahldrin{6P,3S, -3, prone}, G9{prone}, I2{3S, -1}, V2{7P,2P}, Zach{3S}
Edge: Brick-3/3, Storm-2/3, Dos-1/2, Zach-1/1, Guards 6/6, Illusionists 3/3
Services: V2-2/3
Ammo Used: G1{1FB}, G2{1FB}, G3{1clip reg, 12 APDS}, G4{1clip reg, 6 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 6 APDS}, G10{1clip reg, 6 APDS}, Zach{1smoke,1CS}
« Last Edit: <07-03-12/1738:21> by inca1980 »

Teyl_Iliar

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« Reply #37 on: <07-03-12/1951:15> »
Brick reaction roll 5 (5d6.hits(5)=1),reaction roll #2 (5d6.hits(5)=0) Ouch.
damage resist x2 body 8dp + half impact armor 5dp (rounded up)= 13dp (13d6.hits(5)=2, 13d6.hits(5)=7) I don't like that first damage resist so I'm gonna use edge... edge re-roll my misses on first damage resist 11DP (11d6.hits(5)=1)(fucker.) that leaves me with 3 stun from the first FB and i believe nothing from the second...(?) I'll roll up my actions after I'm sure of what kind of damage and modifiers I've got now. Question did I lose all my aim actions because I wouldn't have moved if it had meant losing my aim actions. (Also I won't face any flash negatives thanks to flare compensation.)
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Thermo

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« Reply #38 on: <07-04-12/0044:40> »
Summoning F9 Guardian Spirit: Magic(5)+Summoning(4)+Specialization(2)+Power Focus(4)+Sustaining(-2) (13d6.hits(5)=6)

Spirit Summoning Resist (9d6.hits(5)=2) [4 net services]

Drain Resist(4P): Cha(12)+Wil(5) (17d6.hits(5)=4) [no drain! sweeeeet!]

Optional Powers: Concealment, Natural Weaponry, Elemental Attack: Thunderclap (Blast)

Storm summons a more powerful valkyrie spirit directly to the physical plane. She feels a pang of guilt at allowing the previous spirits to be disrupted in such a disgraceful way and vows to do what she can to avoid having a similar fate for this new spirit. Thor will be happy with this, she's sure of it.

The spirit materializes from the metaplanes next to the target. She is wearing a full suit of shimmering armor and is armed with an enormous two-handed morningstar.

inca1980

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« Reply #39 on: <07-05-12/2317:42> »
@Dos:
I'll roll your reaction: Dos defense: Reaction 5 + AOE -2 = (3d6.hits(5)=2).  You're far enough away from 2nd Flashbang, but first Flashbang gets you.  Dos: Body 3 + Impact 8 + AP -3 = (8d6.hits(5)=4).  You take 2S.

 You spend simple to hack an alert shutdown order, and your previous roll was 5 hits.  G7's Comm: System 5 + Firewall 5 + alert 4 = (14d6.hits(5)=7).  I'll just NPC you spending another simple to try again.  Dos alert shutdown 2nd attempt: (10d6.hits(5)=5)G7's Comm: System 5 + Firewall 5 + alert 4 = (14d6.hits(5)=9).  2nd try also unsuccessful.

Now the IC attacks.  IC: Pilot 5 + Attack 5 = (10d6.hits(5)=4).  Now you roll Firewall + Reaction as the defense.  Then soak damage with System + Armor if you have it loaded.


As the alert goes off against your access ID inside the node you quickly begin trying to bypass the firewall and get the pesky alert shut off but the security measures are rather advanced.  Suddenly you see the skylight burst open with a bright blast and you jump backwards.  Your helmet and armor definitely took the edge off most of the brunt but the distraction caused you to fail in commanding the node properly and the alert persists!


@Brick:
You only took damage from the first Flashbang.  It's your turn, i accidentally jumped the gun and had the IC attack, but it's not problem, just take your action phase.  Since you only moved 1m backwards  I'll let you make a Willpower + Agility check with wound modifier theshold (3) in order to keep your aim i.e. keep the accumulated bonuses.  If you fail, then the blast made you lose the magnification and dicepool bonuses and have to start over.
The glare comp of your cyber-eyes shutters instantly and you cover your face and take a step back from the skylight (1m).  You stand your ground and just let the pressure wave wash over you and then shake your head trying to get your bearings as fast as you can. 

@Storm:
Valkyrie uses complex action to materialize.  V3 Init: (19d6.hits(5)=4).  Init score is 23.  She'll hold her action until Storm spends Simple Action to command.
Your newly summoned Valkyrie begins to materialize and take shape as she enters the physical world from the astral, bigger than even Brick himself. 



IP1,CT2: V3-23, Guards-17, Dos-14, Storm-13, Zach-13, Brick-12, IC-12, I2-10
Wounds: Tahldrin{6P,3S, prone}, G9{prone}, I2{3S}, Zach{3S}, Brick{3S}, Dos{2S}
Edge: Brick-3/3, Storm-2/3, Dos-1/2, Zach-1/1, Guards 6/6, Illusionists 3/3
Services: V2-2/3,V3-4/4
Ammo Used: G1{1FB}, G2{1FB}, G3{1clip reg, 12 APDS}, G4{1clip reg, 6 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 6 APDS}, G10{1clip reg, 6 APDS}, Zach{1smoke,1CS}
« Last Edit: <07-06-12/1851:58> by inca1980 »

SeriousOne338

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« Reply #40 on: <07-06-12/1437:46> »
Awww Drek, stupid node Dos thinks as he matrix dodges to the right when the node's IC attacks. Readying another command to stop the alert, then he will deal with the IC. With a quick thought he sends his avatar into a thick field of data dodging the IC's attack. 


Sorry been having Real Life issues,
Firewall+reaction: 11d6.hits(5)=8 So the dodge is good.

I guess that is all I can do this turn so I will wait unti next turn to try and shutoff the alert and deal with the IC.
Colors: Speech, Thought, Matrix
Character:
Dos.Boot http://forums.shadowrun4.com/index.php?topic=7368.15

Teyl_Iliar

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« Reply #41 on: <07-06-12/1940:14> »
Will3+Agility5=8 (8d6.hits(5)=3) (booya.)

Brick steps back as the Flashbangs go off, and as his cybereyes compensate for the flash and the thundering clap of the grenade goes off He lets loose the first wide burst of his panther at the standing Illusionist.  Agility5+Hvywpns7+smartlink2+aim5=19-1wound=18dp (18d6.hits(5)=4), (I want more!) Edge reroll for the shot against the Illusionist. (14d6.hits(5)=5) 9 hits total. (remaining edge:1)  So they want to play with big guns eh? Then lets play...
Brick then Immedately changes targets to the guard with the grenade launcher, and fires a his second wide burst. Hvywpns shot at Guard#1 14dp -2(1 for wound 1 for target change.)=12dp (12d6.hits(5)=3) After Firing the last burst, Brick moves quickly clockwise around the skylight.

(OOC: Brick intends to move to about 9 O'clock on the circle of the skylight. to avoid the next set of possible incoming grenades


Brick's Initiative: 12
Panther: [online]  6 fired, 13 rounds remaining
Smoke Grenades 2/ Flashbangs 2
Radar: [active] 1 scan per 3 seconds set interval data set to relay to team's closed network (display as AR overlay: optional)

Quick reference
Condition: 12P/10S  (3 stun -1)
Perception 5 (8/13 if visual/hearing)
Passive Defense: 5 
Full defense: 8
Armor: 8/6 (Armor Jacket) + 6/2 (FFBA) 1 natural armor  =15/9 
Armor modifiers: -6 non conductivity, 6 Fire resist, 6 chem protection,
Base Combat Pool (Close combat 3 + agility  5 + Personalized grip 1 = 9)
(Heavy weapons: agility 5 + Hvyweapons 5 + smart link 2 + specialized 2 =14) 10P -5 AP
(Automatics: agility 5 + automatics 3 + smartlink 2 =10) 5P -0 AP
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inca1980

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« Reply #42 on: <07-09-12/2026:47> »
@Brick:

There's a -2 for low-light vs. thermal smoke so first roll is unchanged, but edge re-roll loses a hit so it's 8 hits. Illusionist 1: Reaction 4 + WSB -2 = (2d6.hits(5)=1).  Incoming is 17P.  Illusionist 1: Body (3d6.hits(5)=0).  I1 is dead.  No thermal smoke for G1.  Guard 1: Reaction 7 + WSB -2 = (5d6.hits(5)=1).  Incoming 12P.  G1: Body 4 + Ballistic 14 + AP -5 = (13d6.hits(5)=5).  Takes 7P.  Rolling heavy damage: G1: Edge 2 (1) = (2d6.hits(5)=0).  I'll say he loses arm and is bleeding to death (-1 box/CT). 

I'll post the guard's action in just a little bit cuz i gotta run....


Brick stands his ground and lets off two reverberating bursts from his panther cannon as if he were a one man combat chopper.  The illusionist is cut in half and explodes in a cloud of red mist but amazingly the guard who shot the grenades seems to survive the volley due to his armor but he drops his firearm as he clutches the stump of his arm which just got taken off and is bleeding profusely. 


IP2,CT2: V3-23, Guards-17, Dos-14, Storm-13, Zach-13, Brick-12, IC-12
Wounds: Tahldrin{6P,3S, prone}, G9{prone}, Zach{3S}, Brick{3S}, Dos{2S}, G1{7P, prone, bleeding}
Edge: Brick-3/3, Storm-2/3, Dos-1/2, Zach-1/1, Guards 6/6
Services: V3-4/4
Ammo Used: G1{1FB}, G2{1FB}, G3{1clip reg, 12 APDS}, G4{1clip reg, 6 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 6 APDS}, G10{1clip reg, 6 APDS}, Zach{1smoke,1CS}, Brick{6}
« Last Edit: <07-10-12/0435:55> by inca1980 »

inca1980

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« Reply #43 on: <07-10-12/0430:56> »

G3,5&6 all try now to lift get Tahldrin up and move him, so this time i'll make it a threshold 2.  Str 6 + Body 4 (2) = (10d6.hits(5)=3).  They succeed in getting him to his feet and move him 4 meters with each guard spending a complex  action.  They are covering him up to try and protect him with their armor.  I'll handle this now as if it were called shot (I'm making it -5) to hit Tahldrin.  He gets good cover defense roll (+3 to reflect restricted movement under good cover) as well.  If you miss the called shot i'll say one of the guards has to soak base damage.   

G4 also uses a free to make a break for Tahldrin. 

G2,7,8 & 10 begin laying down suppressive fire at the skylight.  Both G8&10 have -2 for smoke. 
G2,7,8 & 10: Ag 8 + Auto 5 + Smartlink 2 + Tacnet 2 + Medium Range -1 = (16d6.hits(5)=4, 16d6.hits(5)=4, 16d6.hits(5)=4, 16d6.hits(5)=6).  Taking off -2 for G8&10, that gives 3 hits for G8's suppressive fire zone. 

@Brick:
Brick is currently susceptible  to G2 and G10's zones, so he must make two Edge + Reaction rolls, one with threshold 4 and the other with threshold 6.  I'll give you a good cover +4 to this roll.  Each one you fail you need to soak Base damage of 5P with an AP -4.   

@Dos:
You are susceptible to G7 & G8's zones.  You also make Edge + Reaction (4) and (3) rolls respectively.  You also get good cover bonus +4.  For each one you fail soak 5P with AP -4. 

The way you guys can get out of the zones is by moving out of the zone (3 or more meters away from the rim of the skylight where you can't shoot either) and you make one more Edge + Reaction roll upon your exit.   

You guys can all act in any order.



The third guard finally runs over to help the fifth and sixth guards, shoving people aside, and the three of them working together finally get Tahldrin to his feet and begin making their way to the northwest kitchen door.  They expertly hold their lord close and shield him with their bodies making it hard to get a clear shot from any angle. 

After seeing the illusionist and one of their fellow guards eat some serious lead, several of them point their SMG's toward the skylight and just begin to unload.  Any stray shards of glass hanging from the rim of the skylight begin to shatter and shower down onto the ballroom as flying lead bursts out into the night.




IP2,CT2: V3-23, Guards-17, Dos-14, Storm-13, Zach-13, Brick-12, IC-12
Wounds: Tahldrin{6P,3S, prone}, G9{prone}, Zach{3S}, Brick{3S}, Dos{2S}, G1{7P, prone, bleeding}
Edge: Brick-1/3, Storm-2/3, Dos-1/2, Zach-1/1, Guards 6/6
Services: V3-4/4
Ammo Used: G1{1FB}, G2{1FB, 20APDS}, G3{1clip reg, 12 APDS}, G4{1clip reg, 6 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 6 APDS}, G7{20APDS}, G8{20APDS}, G10{1clip reg, 26 APDS}, Zach{1smoke,1CS}, Brick{6}
« Last Edit: <07-10-12/0437:30> by inca1980 »

Thermo

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« Reply #44 on: <07-10-12/0723:21> »
Storm sends a mental picture of Tahldrin to her newly materialized spirit, along with the simple message, "Intercept and kill him before he can leave."