Good plan with just one problem - there's nothing I can do to that lock other than shoot at it. Leiland has a welder though. The jammer will be very useful too.
The First Forumised Shadowrun Adventure™
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deject
- Berk

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I just had an idea Joose, is there anything near any of the guards that's above them that I could maybe knock off a ledge with Levitate, and make it look like an accident?Leland wrote:I can probably just toss it down to you or if I need to I can get down there too and hand it off. Who knows, maybe we won't even need it.
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Roman Totale
- Robotic Bumlord

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Roman Totale
- Robotic Bumlord

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Joose
- Turret

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Good lord, we need a herding cats emote. Theres only three of you!
Right, Pants has made his rolls for talking up the biker gang outside already, in preperation for when that actually happens. You have a window you need to open, 5 guards you need to deal with and a presumably locked door on the big metal box that you then need to deal with.
As I understand it, you plan is to:
A)open up the window.
b)get the gang to draw the attention of the guards
c)deal with the rest of the guards
d)open the door using the welding tool you have.
If thats right, the first thing you need to do is get the window open. Its got a basic electronic lock and alarm system on it, so it would need an electronics roll (or romans infiltration roll at a mild negative modifier) to open without warning the guards. Lets start with that.
Im guessing that Roman is going to be making the roll, so it would be an Infiltration + Agility test, with a -2 modifier for bypassing locks only being vaguely related to infiltration, giving you a total dice pool of 6.
Its 1 hit to open it. Opening it without setting off the alarm may or may not take more than that
Right, Pants has made his rolls for talking up the biker gang outside already, in preperation for when that actually happens. You have a window you need to open, 5 guards you need to deal with and a presumably locked door on the big metal box that you then need to deal with.
As I understand it, you plan is to:
A)open up the window.
b)get the gang to draw the attention of the guards
c)deal with the rest of the guards
d)open the door using the welding tool you have.
If thats right, the first thing you need to do is get the window open. Its got a basic electronic lock and alarm system on it, so it would need an electronics roll (or romans infiltration roll at a mild negative modifier) to open without warning the guards. Lets start with that.
Im guessing that Roman is going to be making the roll, so it would be an Infiltration + Agility test, with a -2 modifier for bypassing locks only being vaguely related to infiltration, giving you a total dice pool of 6.
Its 1 hit to open it. Opening it without setting off the alarm may or may not take more than that
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Roman Totale
- Robotic Bumlord

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- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
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Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
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deject
- Berk

- Posts: 10353
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- Location: Oklahoma City, OK, USA
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Roman Totale wrote:I think we were going to wait for the distraction attack to start before acting. Once people move to the door to investigate the disturbance we'll strike.
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Joose
- Turret

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Right, so I'll treat dejects foreboding casting as the start of combat proper, as the kids causing a ruckus wont really start combat as such.
Before we start sorting combat out, a couple of things: You are quite clearly (silent alarms not withstanding) getting the drop on these guys. That counts as Surprise in combat terms, so you will all get a full combat turn before they even realise you are attacking them.
Combat in SR is fairly similar to SLA, so most of it you should pick up fairly quickly. I would advise you at least glance at the Combat Turn Sequence page (p134 of the pdf) and the Combat Actions table (p139) just so you know whats going on and what you can do. One thing to note: none of you (as far as I know, tell me if im wrong) have the incredi-spensive stuff that would allow you more than one go a combat turn, so dont worry about that. For those of you too lazy to even glance at the rule book, it goes like this:
1)roll initiative. You roll dice equal to your initiative (which is Reaction + Intuition), and add the number of successes to your initiative. So for example, if you had initative 8, you would roll 8 dice and add the number of successes to 8. The order people act in goes from the highest score to the lowest, in order.
2)Action phase. each person in order of their initiative says what they want to do, and I work out what happens. Note the difference between free actions, simple actions and complex actions. Free are things so easy and quick that you can do them in addition to other things. Simple actions are reasonably easy, so you can do two of them per turn. Complex actions you can only do one of.
3) do the same again till one side wins.
Stuff like aiming and other preparatory stuff I will let you do as if you took the max time to do it, as you are clearly ambushing them.
So, are you ready to unleash the bikers then?
Before we start sorting combat out, a couple of things: You are quite clearly (silent alarms not withstanding) getting the drop on these guys. That counts as Surprise in combat terms, so you will all get a full combat turn before they even realise you are attacking them.
Combat in SR is fairly similar to SLA, so most of it you should pick up fairly quickly. I would advise you at least glance at the Combat Turn Sequence page (p134 of the pdf) and the Combat Actions table (p139) just so you know whats going on and what you can do. One thing to note: none of you (as far as I know, tell me if im wrong) have the incredi-spensive stuff that would allow you more than one go a combat turn, so dont worry about that. For those of you too lazy to even glance at the rule book, it goes like this:
1)roll initiative. You roll dice equal to your initiative (which is Reaction + Intuition), and add the number of successes to your initiative. So for example, if you had initative 8, you would roll 8 dice and add the number of successes to 8. The order people act in goes from the highest score to the lowest, in order.
2)Action phase. each person in order of their initiative says what they want to do, and I work out what happens. Note the difference between free actions, simple actions and complex actions. Free are things so easy and quick that you can do them in addition to other things. Simple actions are reasonably easy, so you can do two of them per turn. Complex actions you can only do one of.
3) do the same again till one side wins.
Stuff like aiming and other preparatory stuff I will let you do as if you took the max time to do it, as you are clearly ambushing them.
So, are you ready to unleash the bikers then?
