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Message no. 1
From: shadowrn@*********.com (Runar J.S)
Subject: Questiona about Grenade launchers and the Mineprobe spell
Date: Mon Mar 5 15:40:01 2001
Our group are haveing arguments about the rules useing grenadelaunchers
mounted
under rifles ( Ares Alpha ).
What skill should be used, and how are scatter and damage worked out.
If the player have a saaaultrifle skill of 8, he's going to do alot of
damage with
the launcher.

How does the mineprobe spell work in a normal game.
The way we've used it, it rocks big time, so I guess we've must have miss
read
the rules.

Thxz
Tomize
Message no. 2
From: shadowrn@*********.com (Arclight)
Subject: Questiona about Grenade launchers and the Mineprobe spell
Date: Mon Mar 5 16:10:01 2001
At 09:39 PM 3/5/2001 +0100, you wrote:

>Our group are haveing arguments about the rules useing grenadelaunchers
>mounted under rifles ( Ares Alpha ).
>What skill should be used, and how are scatter and damage worked out.

Either "Launch Weapons" or "Assault Rifles" with a +2 on the TN.

>If the player have a saaaultrifle skill of 8, he's going to do alot of
>damage with the launcher.

Sure. It's a grenade launcher after all.

Arclight
Message no. 3
From: shadowrn@*********.com (Phil Smith)
Subject: Questiona about Grenade launchers and the Mineprobe spell
Date: Tue Mar 6 02:30:01 2001
>From: "Runar J.S" <rskuggen@******.no>
>What skill should be used, and how are scatter and damage worked out.

Use Launch Weapons, every success reduces the distance it scatters.
Smartlinked grenade launchers reduce their scatter to 1D6.

>If the player have a saaaultrifle skill of 8, he's going to do alot of
>damage with
>the launcher.

Not really; the grenade is always going to do its standard base damage code.
The character is just going to get it closer to the target.

Phil

When a guy first came to fight club his ass was a wad of cookie dough. Afer
a few weeks, he was carved out of wood.
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Message no. 4
From: shadowrn@*********.com (Gurth)
Subject: Questiona about Grenade launchers and the Mineprobe spell
Date: Tue Mar 6 05:20:00 2001
According to Runar J.S, on Mon, 05 Mar 2001 the word on the street was...

> Our group are haveing arguments about the rules useing grenadelaunchers
> mounted under rifles ( Ares Alpha ).
> What skill should be used

Launch Weapons, as described on page 86 of the SR3 main rules.

> and how are scatter and damage worked out.

This is explained on page 118 of that same book. The short form is: roll on
the Scatter Diagram on that page, and also determine by how far the grenade
will scatter (see the table on page 119; it's 3D6 meters for a grenade
launcher). Then roll your skill test, and subtract 4 meters from the rolled
scatter distance for every success on your skill test (2 meters for thrown,
non-aerodynamic grenades).

For example, you're firing the launcher at a target at Medium range. The GM
rolls for scatter and gets a 1 for direction (which makes the grenade
overshoot the target) and 14 m for distance. If you now roll 2 successes,
the grenade detonates 14 - (2 x 4) = 6 meters from the target. With 3
successes, it would end up 2 m from the target, and with 4 or more
successes, the target would actually be hit by the grenade.

Damage is easy enough: use all standard rules for damage resolution. The
only thing that needs to be added is that the Power Level is reduced for
the distance between the grenade and the target, using the table at the
bottom of page 119 of SR3 again.

> If the player have a saaaultrifle skill of 8, he's going to do alot of
> damage with the launcher.

Yes, he is...

> How does the mineprobe spell work in a normal game.
> The way we've used it, it rocks big time, so I guess we've must have miss
> read the rules.

That's a pretty powerful spell, and IMHO the guidelines in the SR3 rulebook
for it are pretty clear. Given enough successes, you can find out
_anything_ the target knows.

However, the thing to keep in mind is that the target will most definitely
know what you are doing. This in itself is a very large drawback, unless
you're using it on a "disposable" target. You certainly won't be able to
use it for routine interrogations of witnesses or crime suspects.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Kogels houden van mensen.
-> NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

GC3.12: GAT/! d-(dpu) 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. 5
From: shadowrn@*********.com (Michael S. Bobroff)
Subject: Questiona about Grenade launchers and the Mineprobe spell
Date: Tue Mar 6 08:15:01 2001
----- Original Message -----
From: "Runar J.S" <rskuggen@******.no>

> How does the mineprobe spell work in a normal
game.
> The way we've used it, it rocks big time, so I
guess we've must have miss
> read
> the rules.

A long time ago, I got a little miffed at the
levels of information gained ... my House Rule is
that the caster of the Mind Probe spell gets to
ask 1 question for every net success on their
spell casting test (with the force of the spell
limiting the number of questions).

This makes the questions from the players good
ones (I do not allow the question ... "Tell me
everything you know.") and some of the questions
they come up with make me able to really stick it
to the players with some pretty good zingers too.

-Mike
Message no. 6
From: shadowrn@*********.com (Euphonium)
Subject: Questiona about Grenade launchers and the Mineprobe spell
Date: Fri Mar 9 13:45:04 2001
{snip}
>> How does the mineprobe spell work in a normal game.
>> The way we've used it, it rocks big time, so I guess we've must have miss
>> read the rules.
>
>That's a pretty powerful spell, and IMHO the guidelines in the SR3 rulebook
>for it are pretty clear. Given enough successes, you can find out
>_anything_ the target knows.
>
>However, the thing to keep in mind is that the target will most definitely
>know what you are doing. This in itself is a very large drawback, unless
>you're using it on a "disposable" target. You certainly won't be able to
>use it for routine interrogations of witnesses or crime suspects.

Would you allow Mind Probe to be used on a person who is unconcious?
Would an unconcious target be aware they had been probed on awaking?

>>>>>[I used to be against the idea of Mind Control Lasers, but now I can't
imagine how I ever lived without them]<<<<<
Message no. 7
From: shadowrn@*********.com (Gurth)
Subject: Questiona about Grenade launchers and the Mineprobe spell
Date: Sat Mar 10 05:30:29 2001
According to Euphonium, on Fri, 09 Mar 2001 the word on the street was...

> Would you allow Mind Probe to be used on a person who is unconcious?

Yes. Since Mind Probe can find memories that the subject can't even
consciously remember, IMO it can be used on unconscious subjects as well.
They'd still get their Willpower test and all, though.

> Would an unconcious target be aware they had been probed on awaking?

There's nothing to base this on, but I'd say they would. They might not
really _know_ what's happened, but they would have nagging memories that
they'd been Mind Probed or something, especially if the caster achieved 3
or more successes.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Kogels houden van mensen.
-> NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

GC3.12: GAT/! d-(dpu) 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

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