Rules Clarifications

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Rules Clarifications

Post by Nick_Nork on Fri Apr 01, 2016 9:51 pm

This thread can be used to clarify rules discrepencies, correct any rules I gloss over during play, and ask questions.
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Re: Rules Clarifications

Post by Nick_Nork on Sat Apr 02, 2016 12:25 am

Okay, so Indirect Area spells seemingly being unable to be dodged or avoided at all... seems to be right.

However this brings about the question of what do we do about counterspelling? In this case I plan to allow casters to add their counterspelling dice to the damage resistance tests (rather than traditionally the defence test or opposed rolls). Simply put, normally you get your counterspell added to dodge or opposed, because area spells don't get them you can add it to soak rolls.

Thoughts, counterpoints and questions welcome. (Now I just need to remember all the other things I hand waived)
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Re: Rules Clarifications

Post by Nick_Nork on Sat Apr 02, 2016 12:26 am

==Bricking a Gun==

Seemed kind of easy, it might be that powerful, it might be meant to be harder. I'll look it up and post results here, later.
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Re: Rules Clarifications

Post by Popdart5 on Sat Apr 02, 2016 1:14 pm

Just for bricking, I went and had a look and I think I know why it was so easy. The problem was standard Shadowrun formatting where the answer is scattered across a few different pages so it's not especially easy to reference at the table.

So to deal Matrix damage to a device such as a gun, I have to Data Spike it (pg. 239). The test for this is:

Cybercombat + Logic [Attack] v. Intuition + Firewall

I think we may have accidentally skipped over the inherent Defense roll that the gun had. Just to clarify, pg. 237 says that when a defense test calls for a Mental attribute, it uses the owner's rating, which in the previous fight would have been the other Runner's Intuition. Devices that are isolated or not connected to a personal area network use their Device Rating in place of the owner's Mental attribute.

Firewall and the other associated Matrix Attributes are generally tied to the Device Rating of an object. Page 234 has a Device Rating table and it says that a common weapon as a Rating of 2. Further down the page, it says that most devices only really have Data Processing and Firewall as Attack and Sleaze is more closely tied to cyberdecks. These attributes tend to be equal to the Device Rating. So a stock standard gun tends to have Firewall of 2 and a Device Rating of 2.

This is where slaving devices to a master device (pg. 233) comes in handy because commlinks with ratings higher than 2 do not appear to be that hard to acquire. For example, a Rating 5 commlink also has a Firewall of 5. Slaving a device means that the attributes of the master device are almost always used in defense tests and the slave device's attributes don't stack with the master's.

If Data Spike scores more hits than the defense test negates, then it causes Matrix damage (pg. 228). This damage is resisted with Device Rating + Firewall, which for an unslaved gun is only 4 dice. I think we weren't especially clear on the standard Firewall values for guns so we may have accidentally ignored that part.

We did get the Matrix Condition Monitor correct as that is 8 + (Device Rating / 2), which for a gun (Rating 2) is only 9 boxes. Damage inflicted to a slaved device doesn't appear to transfer to the master device so there really aren't any downsides to slaving stuff to a commlink or a cyberdeck. The only downside that I could see is that getting marks on slaved devices also grants marks on the master device. This doesn't appear to go the other way though as it doesn't say that getting marks on master devices or hosts also grants marks on slaved devices.
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Re: Rules Clarifications

Post by Nick_Nork on Sat Apr 02, 2016 2:44 pm

There we go!

So Deckers help because they add their Inuition to the defence rolls. Well I rolled some dice in the game to try to decide if the guy was having a bad day, he decided that these simpletons hiring him wouldn't bring him a real challenge, hence forgetting to set up his gear correctly.

As it was he would have only gotten 3 more dice in his defence roll. Firewall 5 + Device Rating 2, as opposed to double Device Rating of 4.
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Re: Rules Clarifications

Post by Nick_Nork on Thu Apr 07, 2016 1:58 am

So, area attacks are quite damned powerful and scary, but here is what you can do to avoid them.

DIVE FOR COVER, Interrupt Action (–5 Initiative Score)
Spend 5 initiative to instantly move up to 4m and fall prone.
DIVE FOR COVER:
Interrupt Action (–5 Initiative Score)
Sometimes you don’t want to just sprawl out faceflat down on the ground to get below the incoming stints of spray-and-pray Suppressive Fire. Being face down behind some cover so you can get to your feet without taking some rounds is a much better option than getting perforated. This action allows a character to go prone behind nearby cover. A character that is within the area of a Suppressive Fire Attack can choose to take an Interrupt Action and reduce their Initiative Score by 5 and Drop Prone behind any cover within 4 meters.

GM Note: I'm altering that rule to not require the presence of cover. You can simply choose to dive and fall flat up to 4m away.

RIGHT BACK AT YA!, Interrupt Action (–10 Initiative Score, Agility Test, Throwing Weapons Test)
Check rules for details, but you spend 10 initiative, move to the grenade, take an AGI(2) test to pick it up, then a Trowing Weapons test -2 to throw it.
RIGHT BACK AT YA!:
Interrupt Action (–10 Initiative Score, Agility Test, Throwing Weapons Test)
Crazy is as crazy does, and this is what crazy does. This action allows a character to return an incoming grenade by either intercepting its course in flight or scooping it up off the ground and tossing it back. This action is greatly affected by the type of trigger on the grenade. With a basic attack and built-in timer trigger, the acting character needs enough Movement remaining to reach the grenade or get into its path. If a gamemaster is meticulous about distances in combat and wants to be nasty, she can make the character decide to attempt this before knowing if they have enough Movement. If the character lacks the necessary Movement, they simply move closer to the grenade and get themselves some extra damage when the drek hits the fan. After sufficient Movement is determined, the character needs to make an Agility (2) Test to successfully pick up or intercept the grenade. After that successful test, the character makes a Throwing Weapons Attack Test with a –2 dice penalty due to all the other activity involved in this action to throw the grenade. A grenade with a wireless trigger acts in essentially the same way; the character just has to hope they can act quickly enough to counter the grenade before it is wirelessly triggered. When a grenade is armed with a motion sensor trigger, this action turns ugly. The character needs sufficient Movement as before, but instead of being able to send the grenade back, they simply end up at zero distance when the grenade explodes. They can however, choose to intercept the grenade anywhere in its path, though they won’t know the effect until after the big boom.

RUN FOR YOUR LIFE/DIVE ON THE GRENADE, Interrupt Action (–5 Initiative Score)
Spend 5 initiative, imediately use any movement you have left, move before scatter.
RUN FOR YOUR LIFE/DIVE ON THE GRENADE:
Interrupt Action (–5 Initiative Score)
There are few things as frightening as the distinctive sound of a grenade bouncing into your vicinity or watching a swirling ball of mana headed your way and set to go boom. By the time you realize a whole lot of trouble is on the way, there are very few options available. This action covers two of those options. There is a third, far more dangerous, option for incoming grenades covered by the Right Back At Ya! Action. Immediately after a Throwing Weapons Attack or Area-Effect Indirect Combat Spell Spellcasting Test, a character can make an immediate Interrupt Action to flee. The character chooses a direction to move and can use any amount of available Movement to move away from the incoming attack. (Note that the gamemaster is not obligated to determine or declare the final location of the attack in the case of a fleeing character. A bad bounce can still get a grenade on the character’s tail.) In the case of diving on the grenade, the character moves toward the grenade, still limited by available remaining Movement, and can choose to make a Drop Prone Free Action when reaching the grenade. The sacrifice means the character takes all the grenade damage and eliminates the blast. In the case of a gas grenade, this action cuts the effective radius in half.
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Re: Rules Clarifications

Post by Nick_Nork on Mon Apr 11, 2016 2:22 am

Moving out of reach of an opponents melee (1m + 1m/point of reach) allows that opponent to take an interrupt action to attack you. If they do more damage than you have body you can't move away. You can gymnastics ninja past them too.

Interception rules:
INTERCEPTION
If movement takes a character within one meter (+1meter per point of Reach) of an opponent, and the character attempts to pass by without attacking that opponent, that opponent can use an Interrupt Action and voluntarily decrease their Initiative Score by 5 to make a melee attack. This rule also applies to characters who are attempting to move out of melee combat. If the opponent has a melee weapon ready, he uses his normal melee weapon skill rating; otherwise, he uses the Unarmed Combat skill. If the character is wielding a firearm they may choose to use the weapon as a club and attack with the Club skill. This attack follows all of the normal rules for Melee Combat (see p. 184). If, after their Resistance Test, the character attempting to pass takes damage equal to their Body, he is intercepted and cannot continue his movement. Prone combatants cannot intercept. With a little room to move, agile characters can avoid the Interception attempts of their opponents without engaging in combat. Using a Complex Action with their movement, they can make an Agility + Gymnastics (1) [Physical] Test. Each hit above the threshold allows the character to move past one opponent.

Oh and incidentally, it looks like we were doing the availability correctly. It's your Negotiation + Charisma [Social Limit] rolled against the items availability as a dice pool. Makes me wonder about contacts usefullness in getting items, if you have a half decent face anyway.

Also, I put a stop to the idea of letting you have easy access to Deltaware because (despite it not being the absolute pinacle of 'ware anymore) it's still rare as hell to find a clinic that can get and/or install it. For Wired Reflexes Rating 3 (a particularly high essence cyberware) Deltaware is the difference between a reduction from 5 Essence to 3.5 Essence for Betaware, or 2.5 Essence for Deltaware. So, working towards getting a Deltaware clinic as a contact is doable, getting one that is not strictly Corp controlled may be a bit harder though.
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Re: Rules Clarifications

Post by Popdart5 on Mon Apr 11, 2016 11:48 am

Out of curiosity, is there any other benefit to acquiring Beta or Deltaware stuff other than the reduced Essence cost? I tried looking for something to justify moving towards a datajack over trodes but I couldn't see anything that actually made a higher grade datajack better than your common option.
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Re: Rules Clarifications

Post by Nick_Nork on Mon Apr 11, 2016 1:30 pm

Nope, higher grade gear just has lower essence costs, that's it. Also, Bear already bought you a Betaware Datajack.
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Re: Rules Clarifications

Post by Popdart5 on Mon Apr 11, 2016 2:16 pm

Yeah Dom mentioned that. I'm still not really seeing a benefit to trade my trodes out for a datajack. The only benefit that I could see is the extra noise cancellation when on wireless and the fact that I'm extremely unlikely to lose a datajack.
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Re: Rules Clarifications

Post by Comander.c on Thu Apr 14, 2016 12:19 am

So it occurs to me i don't actually have the book to check, What exactly does the Chameleon coating Do? I mean i can make assumptions but...

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Re: Rules Clarifications

Post by Nick_Nork on Thu Apr 14, 2016 7:23 pm

Pretty much what you were talking about...

CHAMELEON COATING
Not just for the flighty owner who can’t settle on a paintcolor for their vehicle, chameleon coating is an essential tool for keeping a vehicle used for shadow activities inconspicuous. A vehicle with the coating has its exterior hull covered in a specialized kind of polymer that allows it to display any kind of image sent to the system with an electronic signal. This can be as simple as changing the color of the vehicle, or as complex as covering it in moving advertisements and video. Changing the output of the coating is a Free Action. Particularly clever riggers have linked the video feed from their external sensors into the system so that the exterior of the vehicle mimics the environment around it, resulting in a crude (but effective) “cloaking” or blending system. When running in this mode, as long as it is not moving faster than its Walking rate, Perception Tests made to find the vehicle suffer a –3 dice pool penalty.
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