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Sujets - Bhailtair Hammer

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Descriptions Générales / Argot DocWagon
« le: 05 mai 2012, 10:25:39 am »
Cliquer sur le lien suivant : Argot Doc agon

Type P : Contrat Platine
DIA : Demande info agresseurs    
DIZ : Demande info sur la zone d'intervention
6 PO : Personne cybernétisé à mort

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Descriptions Générales / Tacsoft
« le: 05 mai 2012, 10:11:59 am »
Tactical Networks
To an individual, tacsofts can sometimes offer interesting advice, but they really thrive when used in a networked environment.
They are designed to pool information from team members, assess the overall situation, and coordinate a more effective response with split-second AR data feedback.
For a tactical network to function effectively, it requires a minimum of 3 members. Each member must be running tactical software of an equivalent rating (if the ratings are unequal, the network
functions according to the lowest rating software) and must be subscribed to the tactical network (taking up one subscription).
Members may be characters running the tacsoft on their commlinks or drones running the software on their systems.
Tactical software has a maximum rating of 4. You may only be part of one tactical network at a time.

Sensor Channels
Tactical networks rely on data supplied in real-time by sensor systems to maintain an up-to-date model of the tactical situation.
In order to function effectively, a minimum of sensory input is required from different sources, measured in the form of sensor channels. In order to be counted as a member of the tactical network (and to receive bonuses from it), each member must contribute a number of sensor channels equal to the tacsoft rating x 2.

Sensor channels are defined as any type of sensory input that can be transmitted to the tactical network (and that contributes in some way to analyzing the tactical situation). Each sense or sensor accounts for a separate sensor channel. Thissensory input could include:

Natural Senses: Visual, audio, or olfactory senses recorded via simrig each count as a sensor channel. Natural enhancements such as low-light and thermographic count asadditional senses.

Cybernetic Senses: Any visual, audio, olfactory, or other sense acquired via cybereyes, cyberears, olfactory booster, orientation system, etc. Sensory enhancements such as low-light, thermorgraphic, smartlink, ultrasound, radar, spatial recognizers, and so on each count as a separate sensor channel.

Sensor Systems: Data acquired from worn, carried, or mounted sensor systems of various types (cameras, microphones, range finders, motion sensors, etc.) may also be contributed to the network as a sensor channel. Drones sensor systems also count; each drone can supply a number of sensor channels equal to its Sensor rating.

Tacnet Bonuses
When in operation, tacnets provide dice pool bonuses for certain actions. The dice pool bonus is based on the number of team members (that is, each member that is supplying the minimum
amount of sensor channels). The bonus equals the total number of team members minus 2 (you need at least 3 members to have an effective tacnet, so the first two don’t count), up to a maximum equal to the software’s rating. So a team running Rating 4 tacnet software with 7 team members gets a dice pool bonus of +4 (the maximum). A team running Rating 4 with 4 team members gets a +2 dice pool bonus (4 – 2).

Tacnet bonuses apply to any test a team member makes that might conceivably benefit from the tactical soft’s analysis, data-sharing, and suggestions. This is subject to gamemaster interpretation,
but several guidelines can be applied. First, the test’s environment must fall not only within range of that character’s sensor channels, but also within range of the sensor channels of other team members (at least one). For example, if a team is involved in a firefight inside a building, and one team member
runs outside, where none of the others can see/sense, that outside character may not get a tacnet bonus on any tests made outside. Second, the test must be something that tactical data and suggestions from the network could conceivably aid. For example, a test to summon a spirit, kick down a door, or hack a node are unlikely to benefit in any way from the information and resources the tactical network is applying to the situation (for more details on what information tacnets can apply, see Tacnet Information, p. 126).
Here are some example tests in which tacnet bonuses might apply:

Close Combat Tests: The tacsoft can evaluate fighting styles, stances, opponent’s health, and physical layout to instantaneously suggest movement, countermoves, and targeting advice to a character engaged in melee.

Dodge Tests: Enemy movement, fields of fire, line of sight, cover location, targeting probabilities, and spent ammunition estimates can benefit a character trying to avoid being hit.

Firearms Tests: The tacsoft judges the momentum, speed, and direction of opponents, estimating likely course of movement and probable firefight tactics, giving the user an edge on targeting.

Infiltration Tests: Tactical networks can predict likely locations of guards, patrols, and sensors, and evaluate the best course of action contingent to layout and security protocols, in order to assist a sneaking character.

Maneuvering Tests: The tacsoft considers maps, environmental factors, speeds, and probable vectors of other vehicles, suggesting maneuvering solutions and other options for vehicles engaged in combat.

Perception Tests: Sensor data from other team members can enhance a character’s situational awareness.

Shadowing Tests: Using motion analysis on a target and analyzing avenues of movement, as well as coordinating multiple scouts, the tactical soft can aid efforts to tail a target unnoticed.

Surprise Tests: The tacnet can monitor for signs of ambush or enemies maneuvering to engage a team member unaware.

Optional Rule: Initiative Bonuses
An optional rule provided under AR Modifiers, p. 208, SR4, stated that networked characters could use their network and augmented reality to gain a tactical advantage, possibly including dice pool or Initiative bonuses. These tacnet rules supersede that suggestion with the dice pool modifiers they apply, but they do not offer an Initiative bonus unless you adopt one of the following optional rule options.

The first option is to provide a tacnet Initiative bonus only to characters who access tacnet data via a direct neural interface (DNI), as the information is channeled direct into their brain and accessed that crucial split second more quickly. This would include those linked to their commlinks via datajack or trode net, who have implanted commlinks, or who view the data via cybernetic image links. It would not include characters who view the tacnet’s AR data via contacts, glasses, and the like. In game terms, DNIbased tacnet users receive a +1 Initiative bonus (in addition to other tacnet bonuses).

The second option is to allow any character who is part of a tacnet to eschew tacnet dice pool bonuses for a full Combat Turn in exchange for an equal Initiative bonus that turn instead. In this
scenario, the character is using the overall tactical awareness provided by the network to plot a general course of action, getting a significant Initiative bonus as a result, rather than reacting to the
situation on a play-by-play basis (which would normally award the tacnet dice pool bonus). So a character who might normally have a +3 tacnet dice pool bonus to look forward to can instead take a +3 dice pool bonus on his Initiative Test that Combat Turn.

Indirect Fire
Using targeting data supplied by another team member, tacnets can be used to engage unseen targets with indirect fire (see Indirect Fire, p. 162, Arsenal). Similar, networked characters can engage in sensor targeting (see p. 162, SR4) for other members of their tacnet engaged in vehicle combat.

TacNet Information
Apart from the dice pool bonus and other benefits, players and gamemasters should keep in mind that the level of interaction tacnets provide, via the exchange of sensory information, first and foremost allows players and characters to coordinate their actions as if everyone part of the tacnet can sense what the other characters sense. Gamemasters especially should keep this in mind
when describing the situation to the players and when calling for Perception Tests, as each character’s perceptual range is effectively expanded and magnified.

While the sensor channels input by each team member are a crucial source of data, they are not the full extent of the information that a tacnet can supply. The critical part of tactical software is in fact its analytical engine, which is capable of using those sensor feeds to model a situation, make predictions, analyze outcomes, and so forth. This information is then supplied to each team member, along with an ergonomic and data-packed AR interface that highlights the most important data while also making it easy to access other information.

For example, tacsofts can analyze a character’s actions in combat to ascertain whether they are friend or foe, color-code them and plot them on a three-dimensional map or visual display, and assign them a threat rating as to how dangerous they are to each particular team member, even highlighting the
ones that are the most immediate threat in a given moment.

They can track the probable locations of opponents who have moved out of sensor range, anticipate opponents’ actions, and even calculate probabilities for different actions and outcomes.
If desired, they can display ballistic trajectories, lines of sight, fields of fire, and blast radii.
Tactical softs are of course designed to spot and analyze weapons, armor, and other combat factors.

Their programming includes built-in databases of weapon, armor, and implant designs and schematics, making it possible for a team member to call up the specs on an opponent’s hardware. If something is not listed in its database, they can look it up online, provided there is an active Matrix connection. They can analyze acoustics to determine direction and caliber of the weapon, and count spent ammunition. To judge exactly what a tacsoft spots or knows, the gamemaster can make Perception Tests using Response + tacsoft rating. If the tacsoft needs to search for something online, it rolls tacsoft rating + Browse.

Tactical softs can also take advantage of auxiliary input, such as floor plans or mapsofts, GPS positioning via commlink, sensor software (see p. 60, Arsenal), or external sensor feeds that
are patched into the network. Team members with biomonitors can also feed that data to the network, allowing their teammates to remotely check their health and vital signs. Spiders are particularly valuable to tactical networks, as they can plug in data from their rigged security systems, giving team members access to interior sensors and possibly even building controls (if the rigger allows it—most will not, preferring to exercise control over their domain).

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... alors suivez les aventures de la fine équipe :
La Blue Team  (rien à voir avec la A-Team, l'Agence tous risques, c'est vraiment la dernière chance du moment ... quoique ?)

Venez admirez entre autre les prouesses de Bhaltaïr au "volant" !

Attention, des vidéos à l"appui sont là pour vous montrer ces fabuleuses manoeuvres !

Cliquer iici et n'oubliez pas de voter ici pour mon auguste personne.

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De tout et de rien / Shooter, joueur d'élite
« le: 30 mars 2012, 02:36:25 pm »
Tiens quelqu'un a t il vu ce film produit par la Kazhasktan ?

Le scénario ne doit pas voler haut, et au niveau, effets spéciaux, ça ne doit pas valoir les grosses productions américaines qui nous sortent des choses parfois bof malgré le pognon.

Mais je pense que l'idée présentée peut être intéressante.

C'est des cybersportifs qui jouent en ligne, et qui reçoivent un cd et lorsqu'ils l'utilisent, sont frappés par une mystérieuse force qui les fait hériter des aptitudes de leurs "personnages". Ils sont recrutés pour être tueur à gage ensuite.

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Questions de règles / Perte d'Essence
« le: 13 mars 2012, 10:42:19 am »
Bonjour,
une petite question pour la perte d'Essence dû Cyber/bioware et autres.

Si la perte d'Essence au totale est inférieur à 1.

Est ce que cela entraîne tout de même une perte de point de Magie ou de Résonance ?

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