
therealthom |

Flash-pack rules:
Flash-Pak: The size of a pack of cigarettes, this unit contains four quartz-halogen micro-flashes designed to fire in sequences to disorient, distract and blind opponents.
Anyone facing a flash-pak receives a +4 target number modifier ( +2 if the target has flare compensation). The pak also negates modifiers from poor or no lighting, but imposes its +2 modifier because of the strobing flashes.
Key question: can you hold this in your hand while it's strobing?
IF Tilnar answers 'No' here,then feel free to have any of the more experienced PCs disabuse him of this idea.

Tilnar |

Bows are silent, and, when used by someone as strong as you are, hit harder than heavy pistols -- against impact armour, which is generally lower than ballistic. That said, you can usually fire off two shots (or bursts) per round, but only one arrow.
So very useful when the being quiet thing is a big deal.

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Hey! My post wasn’t terribly wrong! I mean, there are way too many modifiers, but I appear to have rolled the correct number of dice, which is a win.
I went with SMG over the bow since our strategy here is apparently “shock and awe” not “silent but deadly.”

therealthom |

OK, forgot about my wife's dinner plans with friends last night. And when I looked after they left the combat rules read like nuclear bombing options.
Rather than hold things up Jay will delay until I can figure this out.
First question: how many combat passes are there? Is it 2? (Figment had the highest intiative of 14, so that means two passes right? )
I believe that in this first pass Jay can only move (his quickness number divided by the number of passes) .(5/2 = 2.5) What happens to the fractions?
Assuming he walks a move of 3 won't get him in position to attack. If he runs that's 15/2 = 7.5 . Seven squares of movement puts him in the hex shown.

therealthom |

Unlikely that he'll actually get to use the grenade but let me try to figure out how it would work....
I'll pretend there's no wall.
Jay's strength is 4, so he attacks at short range up to 12 m. Base target number is 4.
He doesn't have a throwing skill. Does his edged weapons proficiency allow him to throw knives? Could he substitute that for a throwing proficiency?
He does have 7 combat dice. For this example let's assume that's all he gets.
Grenade rules say I roll against the base target. (3 combat dice)
Roll against base target of 4 : 3d6 ⇒ (5, 5, 2) = 12 2 successes
Then the rules say to roll against the base modified by the ranged combat modifiers.
Jay ran +4. Target is stationary back corner of the garage just inside from Danny. -1.
Roll against modified base target of 7 : 4d6 ⇒ (1, 3, 5, 3) = 12 1 success
OR are the rules poorly written and this really requires just one roll?
Then Gamemaster figures out scatter. GM rolls 1d6 for direction and 1d6 for distance. 2d6 ⇒ (4, 3) = 7 Then the distance is reduced by 2m per success. Either 2 or 4m reduction depending on which roll's successes we're counting. Pretty much on target, which is good cause it's kind of bouncing back toward Raptor.

therealthom |

Unlikely that he'll actually get to use the grenade but let me try to figure out how it would work....
I'll pretend there's no wall.
Jay's strength is 4, so he attacks at short range up to 12 m. Base target number is 4.
He doesn't have a throwing skill. Does his edged weapons proficiency allow him to throw knives? Could he substitute that for a throwing proficiency?
He does have 7 combat dice. For this example let's assume that's all he gets.
Grenade rules say I roll against the base target. (3 combat dice)
Roll against base target of 4 : 3d6 ⇒ (5, 4, 4) = 13 2 successes
Then the rules say to roll against the base modified by the ranged combat modifiers.
Jay ran +4. Target is stationary back corner of the garage just inside from Danny. -1.
Roll against modified base target of 7 : 4d6 ⇒ (6, 2, 5, 6) = 19 1 success
OR are the rules poorly written and this really requires just one roll?
Then Gamemaster figures out scatter. GM rolls 1d6 for direction and 1d6 for distance. 2d6 ⇒ (1, 1) = 2 Then the distance is reduced by 2m per success. Either 2 or 4m reduction depending on which roll's successes we're counting. Pretty much on target, which is good cause it's kind of bouncing back toward Raptor.
That would catch running samurai guy in the back from 1 square away 9S damage for him. It would catch army rifle guy in the back for 7S. Unless rifle guy serves as a shield, Jay gets a faceful of 6S. So would Onyx. Raptor would get 7S. What a terrible idea if that's all right.
Would it be right?

Tilnar |

OK, forgot about my wife's dinner plans with friends last night. And when I looked after they left the combat rules read like nuclear bombing options.
Rather than hold things up Jay will delay until I can figure this out.
First question: how many combat passes are there? Is it 2? (Figment had the highest intiative of 14, so that means two passes right? )
That's right. If someone had rolled 21, there'd be 3.
I believe that in this first pass Jay can only move (his quickness number divided by the number of passes) .(5/2 = 2.5) What happens to the fractions?
Because the goal is to move your whole speed during the turn, you take the extra when you want to - so you can either move 3 now and 2 next pass or vice versa.
Assuming he walks a move of 3 won't get him in position to attack. If he runs that's 15/2 = 7.5 . Seven squares of movement puts him in the hex shown.
Yeah, it won't. This is one of those places where the change in rules meant to make things better for those who aren't wired to the gills that happened between 2 and 3 don't work out the way they should. In the olden days of 2, the "extra" passes happened first - so someone moving at 29 would get their pass at 29, their pass at 19 and their pass at 9 before we got to 7 - so you'd have the ability to have moved your 5 before taking an action. Now, you don't necessarily get riddled with bullet holes before you can blink, but you're also not able to benefit from moving as much.

Tilnar |

Ok, rather than quote everything as I intended, I'll just say how this does work.
First up, there's one roll to throw a grenade, and then scatter.
So, in this case, Strength of 4 means short range is 12 - you're good. Base target number is 4. Spaces don't move, so that brings it down to 3. But you ran, so back up to 7.
Normally, you'd roll Throwing Weapons, or the Grenade Specialization of the same -- but you don't have that. So, that means, it's time to default.
Generally, you can default to a related skill (like, say, from SMGs to Assault Rifles), and this only bumps the target by 2. However, Throwing Weapons doesn't have a related skill - which means you need to default to the controlling attribute... For throwing weapons, that's strength.
Downside about defaulting - it means you're not trained, so you can't use as many pool dice to help.... and, in fact, per the nice table on p 85 -- when you default from the controlling attribute, you can't use any pool dice.
So, throwing the grenade means that Jay will roll his 4 strength dice against a target of 11. I don't expect more than 1 success, if even that. So it's going to scatter. (GM rolls scatter) But not more than 6 meters (in fact, it can't, there's walls stopping it from going farther than that).
Fortunately, there's a reason we say "Close only counts in horseshoes and hand grenades" -- and in a relatively small area (like that one), with so many walls to bounce off, anything that isn't an oops via the rule of 1 (where you'd end up dropping the grenade at your feet or something) is going to end up somewhere in that room.
And, when it goes off, the pressure from the blast is going to blast out in all four directions, hit the walls and come back in -- so anyone anywhere in the room when it goes off will be having a very bad day. (How much depends on if whether it's an offensive grenade, where the power drops off 1 per meter or defensive where it drops off twice as fast)
However, the grenade doesn't blow up immediately - it'll go when you'd have a turn in the next pass -- which means Raptor has ample time to close the door before it goes boom. Now, the door might not hold and contain the explosion completely, but he could probably also step out of the way.

Tilnar |

Danny - Can you tell me which book you got Elemental Strike from? I know where it lives in later editions of SR, but don't see it for 3. (The reason I ask is that later versions required you to pick an element when you learned it -- a lot of folks took electricity to become living stun batons).

Limeylongears |

Danny - Can you tell me which book you got Elemental Strike from? I know where it lives in later editions of SR, but don't see it for 3. (The reason I ask is that later versions required you to pick an element when you learned it -- a lot of folks took electricity to become living stun batons).
I've been trying to load up the character in Chummer, but it's choosing to be difficult; however, a bit of searching suggests it's from 'Magic In The Shadows', and yes, you do have to choose an element. Electricity does seem like a good choice.

Treppa |

Created a loot sheet (link in my garage exit post -- or [url=https://docs.google.com/spreadsheets/d/1VoYmzmFLg0tm6PB6pknKFO09qlJXVuy-3q79rnh8nQc/edit?usp=sharing]here, why not?[/url - so we can see what to grab, sell, or donate to the Chrome Domes. Never hurts to build up some favors owed, as long as the Domes survive.
0nyx would love the combat foci, especially if nobody else can use them.

0nyx |
Coupla questions, oh kind and patient GM:
If we delay within an initiative pass, we still only get the number of combat phases we rolled. So I have one combat phase this pass, and if I delay now, I don't get an action until the next initiative pass?
If I use the Sight, can I see through buildings?
And I found a section in the elementals control that said once elementals are ordered to materialize, they take 2 initiative passes to do so. Is that correct? Seems like elementals are better saved for long battles, then.
Can I command materialized elementals to attack people I can't physically see if I am using the Sight?
I really did look this stuff up, most is just confirmation I read or interpreted the rules correctly. It's confusing when the area talking about commanding elementals to materialize is separate from the section talking about how long it takes for them to do so.

Tilnar |

1. Delaying within the same pass is exactly that - a chance to go later in this pass. So, for example, if Figment delays -- he waits until whatever his trigger is - but still goes once in this pass, and again in the next because of his roll of 14. (ie - pass 1 at something after 14 due to the delay -- maybe as low as 1, then pass 2 at 4 - based on his initial roll of 14). In the case of someone with only one action, you would go in this pass (i.e. - no later than 1, before the next pass begins) unless you choose otherwise.
For people who *do* choose otherwise (i.e. - choosing to delay into the next pass), it can't be used to get you another action in the same pass. For someone like Onyx who wouldn't otherwise act in pass 2, all you're doing is delaying -- potentially giving your opponents a chance to move again. For someone who should have an action in pass 2 based on their init roll (Raptor, Figment), then the delayed action replaces their pass 2 action.
And, no matter what, you can't delay past the end of the Combat Turn - so the longest you can delay is to initiative 1 in the final pass - otherwise, you totally lose your action.
2. Astral Sight won't let you see through walls. Walls won't block your Astral Body, sure, but that's it.
3. If you have an elemental with you (i.e. - lingering about in Astral Space), and don't have to call it, then you can direct it to take action -- and turning from a thing of thought and magic into something solid slows the poor thing down, so that it can't act for 2 passes. That said, your elemental's initiative at the start of the turn (i.e. - while Astral) is [ 20 + Force + 1d6 ] -- so it's guaranteed to have 3 passes (and could even have 4 if you roll well and it's a bigger elemental) and, as a result, will still act in the round (in pass 3). In terms of the long fight/short fight - I'd say it depends what you want the elemental to do (many actions other than punching out enemies can be done from the Astral - like aiding spellcasting), and whether you - worrying about a combat -- choose to have your elemental pal manifest before the start of the fight.
4. Elementals are much more clever than Watchers - if you know someone's there and ask the elemental to deal with it, it will do so. Of course, the issue with blind fire is that if you can't specify who to blast, there's a lot more potential for collateral damage. That said, if your elemental's been with you during this time and hanging in the Astral, it's heard the same voices as you have.