Now that the naughty word hit the fan, she knows that the entire base is on alert, and, as she quickly navigate through empty storage rooms, the Sniper tells the group that some soldiers are loading the prisoner on the back of the truck. At the same time, sounds of intense fire fight can be heard on the assault specialist building... Things are looking dire.
PC reaches the exit of the building, and, hiding by the door frame (she rolls her Stealth poll of 11 dice - (4,5,1,6,3,5,2,5,6,2,4), getting 5 successes, which the soldiers can’t manage to hit with their Notice pools), she can see the truck 8 meters away, with its bed turned to her direction, and 5 soldiers loading the prisoner on it. Also, she can hear the heavily armored soldier running towards her direction from inside the building. In front of the truck, as if to escort it, lies an Armored Personal Carrier, a six-wheleed, armored vehicle.
Without options, she decides to do something desperate – she throws her last flashbang at a position opposite of the truck, near the other building, hoping to attract the attention of the soldiers, so as to be able to stealthy run for the truck, sliding on the gravel, trying to end under its frame.
I kinda liked what PC wanted to do, but thought it a little too convenient for EVERYONE to look at the grenade so she can hide underneath the truck... Her player asked me if he could spend a point of Edge for this “lucky break” and I found it fair - the grenade goes off, and the five soldiers look at the place were it exploded, giving her a precious second to go.
Since she needs to
a) Be fast enough to reach the truck before the soldiers resume their actions;
b) Be agile enough to slide underneath without stopping and
c) Be stealthy enough to do both without being seen or heard.
Since I already was dead tired of so much dice rolling, instead of asking for 3 rolls, I simply told her player to roll the lower of PC Running, Gymnastic and Stealth skill, needing 3 successes - yes, I came with it on spot, and no, it is not a rule in the book.
The player agreed, and, having 8 dice for Running (PC’s lower skill from the three), decides to spend another point of Edge (being down to 2 now), add her Edge Rating of 5 to the roll. Also, and very important, when using Edge, your dice explode when the result is 6.
She then rolls 13d - getting (1,3,3,1,1,4,2,6,5,5,1,5,6), rerolls 3 dice, for (1,5,4), or a total of 6 successes, overkill, I know, but PC was really afraid of being shot at by five guys.
So, as soon as the grenade goes off, she starts sprinting towards the truck, getting to a sliding position when near it, ending perfectly underneath its bed.
The soldiers are confused by the grenade, but, not finding who threw it, redouble their effort in loading the prisoner. As quick as they are done, the truck, and the APC in front of it, start to move, getting away.
She finds a place to grab underneath the truck, but there is nowhere to actually support her entire body, so she will be dragged by the truck on the gravel, which can be very painful.
She is dragged for just a short distance, though, because the sniper activates his anti-vehicular mine, which explodes nearby the APC.
Ok, there is no Anti-Vehicular Mine on the gear listing, so we improvised it as being the same as a high-explosive rocket, with the distance it blown from the APC being determined by the normal scatter rules, and using his Demolition roll to reduce the distance.
2d6 is rolled for scatter - (3,3) for 6 meters of base scatter - and, even though we did not posted the sniper stats here, I think it an interesting rule to test in other systems.
He has Demolitions at 10 dice, and rolls them - (6,1,1,3,4,2,5,4,1,5) - 3s, the scatter is reduced from 6 to 3, and so the mine exploded 3 meters from the APC. Its base damage is 21 lethal, with an AP value of -2, and blast of -2/m so the damage is reduced by 6 points, to 15 lethal, AP -2.
The APC has an astounding 18 Body and 18 Armor, so it resists with 34 dice (36 -2 because of the AP). That’s too many dice to roll, lets use the rule where you can buy successes at 1 sucess/4 dice - thats 8 successes, so it takes 7 points of damage, damaging it, but not being ever close to actually wrecking it. Its driver stops it, searching for more mines. As the APC is right in front of it, the truck stops too.
The soldiers jump from the bed of the truck, and the assault specialist, the sniper and the decker drones engage then, creating a distraction that PC uses to crawl from underneath the truck, run to its cabin and (try to) surprise the truck driver.
Time for another surprise test - the driver must earn 3 successes on a Reaction+Intuition test. He rolls (5,1,4,1,4,1,1) - 1 success, and he is surprised… PC runs to the door and quickly opens it, engaging with a very surprised driver!
She tries to punch him in the face, using Edge (she is now down to her last point), and thus adding 5 dice to the roll. She has Unarmed at 10 dice, so she rolls 15d (5,5,2,1,3,3,2,3,6,4,3,1,1,5,2), and rerolls the 6, for (6), another 6! She rolls it yet again, this time for a 4, for a total of 6 successes.
PC’s punch does a base 5 points of stun damage, increased to 11 because of the extra successes. The soldier then rolls his Body (4) + his Armor (12) to resist - (2,6,4,1,1,4,6,1,1,5,1,4,6,5,3,5) - 6 successes, and takes 5 points of stun damage. Time for Initiative.
PC rolls 10+2d6 - (1,6) - 17, Driver rolls 7+1d6 (-1 because of the stun damage) - (4) - 10.
PC is first, and tries to grab the driver. To do this she rolls her Unarmed Skill, at 10d, and gets (3,2,3,5,4,6,3,4,5,2) - 3 successes. The guard tries to defend with Intuition + Reaction, 7d, -1 because he is wounded, and rolls (5,4,4,2,2,1) - 1 success. Now we compare PC Strength + hits (or 5+2, for a total of 7) with the Driver Physical Limit of 5, and, as PC result is higher, she is grabbing the poor man.
In his turn, he tries to escape, rolling Strength + Unarmed, or 7d, -1 because he is wounded. He needs the same two successes that PC got, and rolls (1,5,3,1,4,5) - 2 successes, and is free; talk about a frustrating course of action…
In her next action, at Initiative 7, PC punches him again, rolling 10d, and getting (1,5,2,1,6,2,6,1,3,5) - 4 successes. The driver defends himself with Intuition + Reaction, for 7d, and gets (6,2,3,4,5,6,6) - 4 successes! He defends himself, and it is his turn!
He tries to Quick Draw the pistol in his holster, and rolls Reaction (4) + Pistols (4) - (5,6,2,2,4,5,6,2) - 4 successes, he was able to quickly draw his pistol and shoot at PC in the same action!
He normally rolls 8d for pistol, but this is reduced by -1 because of his wounds, and a further -3 because he is firing while in Melee, so he rolls only 4d, for a result of (6,5,5,1), still 3 successes, PC better be good at defending herself!
The player, not wanting to lose 5 points of Initiative next round, tries to use the base defense of Intuition + Reaction, or 10d in her case. She rolls (6,6,4,3,4,4,4,5,1,2) - 3 successes, and dodges just by! End of turn.
Next turn, both roll initiative again, with PC rolling a (4,4) - 8+10 = 18, and the driver rolling (1), for a total of 7 initiative. She is about to punch him again when both hear a shot!
Sniper, tired of seeing PC struggling with the driver, aimed his sniper at him and shot through the windshield. Again, he is not the focus of our tests, but this is yet another situation where is cool to see how each system deals with it.
The sniper rolls 13 dice to attack with his rifle, he is 200 meters away (-1 for snipers), spent his last action aiming (+1), and there is a light glare from the windshield (-1), for a total pool of 12d. He rolls (6,6,6,3,3,6,2,4,4,4,6,6), what a huge amount of 6! Pity he didn’t used Edge to explode then… but he got 6 successes nevertheless.
The driver can’t defend himself, as he was unaware, but he had partial cover from the truck (his legs are protected), so he can “defend” with 2d, and rolls (5,4), lowering the sniper attack to 5 successes. Time to calculate damage.
The sniper rifle does a base 13 points of lethal damage, with AP -4. This damage is increased to 18 because of the successes, and lowered to 17 because of the glass, and the driver must resist it with his Body (4) plus Armor (12), -4 from the AP, or 12 dice. He rolls (3,1,4,5,3,6,5,3,5,4,4,5) or 5 successes, taking 13 points of damage and dying on the spot!
Edit: just for clarification, since the bullet went through the windshield. Shadowrun, as always, have specific rules for shooting at barriers AND through barriers. The windshield has Structure 2 (think Body) and Armor 4. It rolls Structure + Armor (or 6 dice) to resist the shot, and, obviously, fails. Now, normally it would take 2 damage (its Structure) and be pierced, but there is an exception for "penetrating weapons" as the bullet is - the material is pierced and only absorbs 1 point of damage.
PC recoils from the shot (and the blood that splashes), and then quickly throws the body to the ground, assuming control of the truck. At, the assault specialist exits the building and enters the truck bed, where, after some fighting, he secures the prisoner and eliminates all opposition inside it.
End of Scene 3
I think that it is worthy of note that normally, as GMMichael said some times during his test run of Modo (his system), there are many times where I don't think I would call for a roll at all, but, since I GM'ed this session with convertion to other systems in mind, I asked for rolls when I though that the scene could roll differently with other rules...