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Message no. 1
From: scotthiller2002@*****.com (Scott Hiller)
Subject: Firing at Turret Guns
Date: Thu, 15 Apr 2004 14:42:52 -0700 (PDT)
Hey Guys. Got a question: How do you resolve the
following situation?:

You have a a dwarf named Robert Herndonivich with a
smartlinked Ingram Valiant LMG. A building rigger is
linked to an Ares Vengeance Minigun which is mounted
on a turret on an exterior wall of the building. The
rigger spent one round activating it as it swung
around to Nitro, one of Robert's chummers on the job.

All of the Characters within the party: Robert, Nitro,
Cam, Web, and Quinn hear the MMG revving up. It's
aimed at Nitro, who's Initiative is too late for him
to dodge out of the way. But Robert and Cam can act t
oprotect Nitro.

I want to have Robert fire his smartlinked Ingram
Valiant LMG up at the MMG t odestroy it. What's my
Target Number? And how d oI resolve this scenario?

Thanks in advance, guys!

-Scott




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Message no. 2
From: maxnoel_fr@*****.fr (Max Noel)
Subject: Firing at Turret Guns
Date: Thu, 15 Apr 2004 23:54:20 +0200
Le 15 avr. 2004, à 23:42, Scott Hiller a écrit :

> I want to have Robert fire his smartlinked Ingram
> Valiant LMG up at the MMG t odestroy it. What's my
> Target Number? And how d oI resolve this scenario?

I would consider it a called shot against a vehicle subsystem, meaning
a +4 to the normal target number.
However, while there are rules to deal with subsystem damage inflicted
by standard damage (i.e. vehicular wound effects), to my knowledge
there are no rules in SR3 that explain how to resolve attacks targeting
a vehicle's subsystem.

(warning, house rules ahead)
I would have the turret resist the damage using the vehicle's Armor
rating and half its Body rating (which, since I use a house rule that
doubles vehicles' Body dice, means its published Body rating -- i.e. 4
for a van). The turret itself has its own condition monitor, and
becomes unusable when it reaches (10 - vehicle damage) boxes. IOW, if
the vehicle has been inflicted 6 boxes of damage (Serious wound), the
turret won't be usable once its monitor reaches M+1.

-- Wild_Cat
maxnoel_fr at yahoo dot fr -- ICQ #85274019
"Look at you hacker... A pathetic creature of meat and bone, panting
and sweating as you run through my corridors... How can you challenge a
perfect, immortal machine?"
Message no. 3
From: gurth@******.nl (Gurth)
Subject: Firing at Turret Guns
Date: Fri, 16 Apr 2004 10:23:10 +0200
According to Scott Hiller, on Thursday 15 April 2004 23:42 the word on the
street was...

> I want to have Robert fire his smartlinked Ingram
> Valiant LMG up at the MMG t odestroy it. What's my
> Target Number? And how d oI resolve this scenario?

I'd probably use the normal rules for combat, without applying modifiers to
the attack (because a MMG turret must be large enough not to warrant any,
IMHO). As for actual effects, my suggestion is to use the barrier rules:
assign the turret a barrier rating, and gauge the effects by comparing the
total Power of the shot to that.

--
Gurth@******.nl - Stone Age: http://www.xs4all.nl/~gurth/index.html
Those who ignore history are doomed to keep liking crappy dance
covers of great songs.
-> Probably NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

GC3.12: GAT/! d- s:- !a>? C++(---) UL+ P(+) L++ E W--(++) N o? K w(--)
O V? PS+ PE@ Y PGP- t- 5++ X(+) R+++$ tv+(++) b++@ DI- D+ G+ e h! !r y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 4
From: loneeagle@********.co.uk (Lone Eagle)
Subject: Firing at Turret Guns
Date: Fri, 16 Apr 2004 19:48:01 +0100
At 10:42 PM 4/15/2004, Scott wrote:
>I want to have Robert fire his smartlinked Ingram
>Valiant LMG up at the MMG t odestroy it. What's my
>Target Number? And how d oI resolve this scenario?

Depending on the security levels of the building treat the turret as a
drone (probably with Body 2 cannon) and assign it an armour value...
I would assume that the range is short, so your starting TN would be 2 (4
-2 for Smartgun link) + recoil and movement penalties, vision
modifications...etc and IIRC -1 for a static target.
However I would not expect an LMG to be capable of penetrating a security
turret which would mount a Vengeange... HE grenades perhaps but then you
still have to stay alive until it goes off...


--
Lone Eagle
"Hold up lads, I got an idea."

www.wyrmtalk.co.uk - Please be patient, this site is under construction

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GCC0.2: y75>?.uk[NN] G87 S@:@@[SR] B+++ f+ RM(RR) rm++ rr++ l++(--) m- w
s+(+++) GM+++(-) A GS+(-) h++ LA+++ CG--- F c+
Message no. 5
From: bluedragon7@***.ch (bluedragon7)
Subject: Firing at Turret Guns
Date: Sat, 17 Apr 2004 00:26:29 +0200
> On Behalf Of Lone Eagle
> Sent: Friday, April 16, 2004 8:48 PM

> At 10:42 PM 4/15/2004, Scott wrote:
> >I want to have Robert fire his smartlinked Ingram
> >Valiant LMG up at the MMG t odestroy it. What's my
> >Target Number? And how d oI resolve this scenario?
>
> Depending on the security levels of the building treat the turret as a
> drone (probably with Body 2 cannon) and assign it an armour value...
> I would assume that the range is short, so your starting TN would be 2 (4
> -2 for Smartgun link) + recoil and movement penalties, vision
> modifications...etc and IIRC -1 for a static target.
> However I would not expect an LMG to be capable of penetrating a security
> turret which would mount a Vengeange.

it could Target a subsystem of that drone turret, to throw the aim off a bit

cya bluedragon7

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