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Dumpshock Forums _ Shadowrun _ Starting character with 35/29 armor (no encumbrance)
Posted by: kerbarian Jun 30 2011, 10:57 AM
I was playing around to see how much armor you can pack onto a starting character, and what I came up with surprised me. As far as I can tell, you can build a legal starting character with 35/29 armor and no encumbrance (except for the automatic -1 penalty for using a shield). He can even have pretty solid magical defenses, mostly thanks to the Astral Hazing metagenic quality.
I wouldn't expect any GM to allow this character, but it's an interesting study in where all the bonuses come from, as a way to consider what might be worth disallowing. At the end, I'll list the detailed build. First, though, a summary of where all that armor came from -- the character has 64 combined (B + I) points of armor, which come from:
35 - SR4 core book (armor jacket, helmet, ballistic shield, dermal plating, troll natural armor)
16 - Arsenal -- new, stacking armor types (form-fitting body armor, Securetech PPP, gel packs)
13 - Runner's Companion -- gear allowed by the Restricted Gear quality (upgrade armor to SWAT, titanium bone lacing), plus the Dermal Deposits metagenic quality
Also, a character with Body 10 (troll max) should only be able to wear 40 combined points of armor without encumbrance, so there are 24 points of encumbrance reduction, either through natural armor that doesn't add to encumbrance, explicit encumbrance reduction, or ways to boost Body. Those come from:
8 - SR4 core book (dermal plating, troll natural armor)
4 - Arsenal -- form-fitting body armor
8 - Runner's Companion -- gear allowed by the Restricted Gear quality (titanium bone lacing), plus the Dermal Deposits and Metagenic Improvement (Body) qualities
4 - War! -- softweave armor
I think the biggest offenders are the stacking armor types (FFBA and PPP) from Arsenal. The Restricted Gear quality also makes a big difference, though that's an issue of frontloading character power rather than long-term power creep. Metagenic qualities and softweave armor are each minor contributors on their own, but they add up. Note that Genetic optimization, while not necessary in this build, is another cheap way to increase Body (and thus the encumbrance limit).
The build (only the parts that apply to armor rating and encumbrance):
Metatype: 40 BP (Troll)
Attributes: 65 BP (Body 11)
Qualities: 25 BP
- Restricted Gear x2 (SWAT armor, Titanium bone lacing)
- Class III Surge (Dermal Deposits, Metagenic Improvement (Body))
Resources: 15 BP
- SWAT armor + helmet (9,200¥) with Gel Packs (1,500¥) and Softweave (900¥)
- Form-fitting body armor, full suit (1,600¥)
- Securetech PPP, all pieces except helmet (900¥)
- Ballistic shield (1,500¥)
- Dermal plating 3 (15,000¥)
- Titanium bone lacing (40,000¥)
While this takes up a good chunk of the character's build, he still has 255 points left with which to round himself out -- not too bad!
Did I miss anything? Are there ways to boost starting armor even further?
One last note: A more balanced defensive build would be a Fomori mage, wearing this same gear but dropping the cyberware. You'd lose a bit of armor (-5/-5, or -2/-2 if you spend 1 point of Essence on Orthoskin 3) and gain massive magical defenses. Here, though, I was just looking at max armor.
Posted by: Aku Jun 30 2011, 11:46 AM
Why do i remember dermal plating and troll natural armor not stacking, or is that orthoskin?
Posted by: Mäx Jun 30 2011, 12:15 PM
QUOTE (kerbarian @ Jun 30 2011, 01:57 PM)

Did I miss anything? Are there ways to boost starting armor even further?
Get genetic optimization for Body and raise your body to 12, then you can add Quizzel mechanical fairy wings to your out-fit for +1/+1, netting you a final armor value of 36/30.
Also if you still have money and essence to burn, you can get a one or 2 cyberlimbs with 2 armor each, with 2 limbs your final armor would be 40/34, witch is quite a lot, but you have to be a Body 12 Troll to get there, while it's also possibe to get 25/24 armor for a body 4 character.
Oh, i also got to ask, why do you think a GM would disallow this build?
Posted by: Brainpiercing7.62mm Jun 30 2011, 12:22 PM
QUOTE (Mäx @ Jun 30 2011, 02:15 PM)

Oh, i also got to ask, why do you think a GM would disallow this build?
Heh, the only thing I would do is make the game-world-mage-density-index suddenly skyrocket

.
Stunbolts >> all, anyway.
Now if you built that as a mage -if only to get counterspelling- that would not be nice.
Posted by: Tymeaus Jalynsfein Jun 30 2011, 12:27 PM
QUOTE (Brainpiercing7.62mm @ Jun 30 2011, 06:22 AM)

Heh, the only thing I would do is make the game-world-mage-density-index suddenly skyrocket

.
Stunbolts >> all, anyway.
Now if you built that as a mage -if only to get counterspelling- that would not be nice.
It would have to be a Mystic Adept, as he only has 10 BP remaining for Positive Qualities.
Posted by: hermit Jun 30 2011, 12:28 PM
QUOTE
I think the biggest offenders are the stacking armor types (FFBA and PPP) from Arsenal.
No, the biggest offender is making encumberance dependent on
body. This means if you can soak less you can afford less armour (joe average with his body 3), making you
even less able to soak than Bob the big troll (body 12 - 10 +1 (excep. attribute) +1 (genetic optimising)). Again proving the retardedness of making the primary soak attribute the factor that enables fuckloads of armour. Meet Bob the troll, armoured like an MBT. That way, arour doesn't act as a sort of equalizer, giving characters who are not maxed out for soaking anyway a chance to survive being shot at with a hold-out gun, the armour instead emphathises the imbalance by being essentialy only available to those with a shitload of dice for soaking to begin with. This is pure genius.
You will want to impove your resilience against electrodamage and mental damage on Bob the troll MBT, too, though. Because right now, that's his achilles heel.
Posted by: Shaikujin Jun 30 2011, 12:55 PM
Dump the SWAT armour which is only 12/10 (or 13/11 with gel packs) and requires restricted quality.
Get a full Steampunk suit (which can be combined)-
3/3 Overcoat
2/2 Vest
1/1 Slacks
1/1 Shirt
Add Delta-amyloid 3/1 (from Arsenal) to each piece.
Next add Gel packs 1/1 to each (it'll make the suit bulky, but bulky steampunk clothes aren't really that odd).
7/5 Overcoat
6/4 Vest
5/3 Slacks
5/3 Shirt
That'll give 23/15. Plus you can still add FFA, PPP, shield and helmet.
Heavy Milspec is only 16/14, or 17/15 with gel packs. But you can't add FFA and PPP.
Posted by: Tymeaus Jalynsfein Jun 30 2011, 01:00 PM
QUOTE (Shaikujin @ Jun 30 2011, 06:55 AM)

Dump the SWAT armour which is only 12/10 (or 13/11 with gel packs) and requires restricted quality.
...
Add Delta-amyloid 3/1 (from Arsenal) to each piece.
Next add Gel packs 1/1 to each (it'll make the suit bulky, but bulky steampunk clothes aren't really that odd).
...
Just a Minor Nitpick... Delta-Amyloid is from
Attitude, not
Arsenal...
And then a Question...
How exactly is a person with Body 11 Wearing that (Steampunk Ensemble above) with no penalty?
As it stands... Body 11 allows 22 points per category. As it stands currently, your Encumberance is already at a -1 Reaction and Agility (with no added bonus for Softweave Armor, of course), and it will only get worse from there. With the Softweave (and a Strength of 10) and the Additional +10/+10 from Helmet, Full PPP and Full FFBA for Armor 33/25, you are still at Penalty (And at a hefty -3 at that (-1 for Ballistic of 23, and -2 for Impact of 25), but you are still penalized) This does not include the Shield at all. I don't know about you, but -3 Reaction and -3 Agility is not insignificant.
Me, I prefer not getting hit to having to soak Damage. I would have to pass up the opportunity to actively determine just how good this ensemble minimizes damage.
EDIT: Ooops, forgot to half the Encumbrance for FFBA, so you are at a Final Total of 30/22, which will indeed leave you with a Final Tally for Encumbrance of 20/22, which is no encumbrance. Still... I would have to pass on this. It has to look absolutely stupid... No Style whatsoever.
Posted by: Shaikujin Jun 30 2011, 01:02 PM
Or if defense against Impact is more important than Ballistic (say to defend against Stick n Shock rounds), use Carbon-boron (+1b +2i) instead of Delta-amyloid.
5/6 Overcoat
4/5 Vest
3/4 Slacks
3/4 Shirt
This suit will give 15/19
Posted by: Shaikujin Jun 30 2011, 01:03 PM
QUOTE (Tymeaus Jalynsfein @ Jun 30 2011, 01:00 PM)

Just a Minor Nitpick... Delta-Amyloid is from Attitude, not Arsenal...
Doh, sorry for that.
Posted by: Shaikujin Jun 30 2011, 01:11 PM
Ohhhh, and add Gel packs to each of the pieces of PPP, the FFA, and the Quizzel wings.
Also, to optimize it slightly more, add the PPP and the wings to the FFA, so that these are part of the FFA and are thus only half encumbrance.
Posted by: Tymeaus Jalynsfein Jun 30 2011, 01:16 PM
QUOTE (Shaikujin @ Jun 30 2011, 07:11 AM)

Ohhhh, and add Gel packs to each of the pieces of PPP, the FFA, and the Quizzel wings.
Also, to optimize it slightly more, add the PPP and the wings to the FFA, so that these are part of the FFA and are thus only half encumbrance.
Nope, and Nope... *Shakes Head*
But if you are really going for broke to break things...
Add Gelpacks to
Every piece of Armor that you stack on... And add the PPP to Each Piece of Armor (Suit) that you wear, so the Steampunk gets a Set, and the FFBA gets a Set...
*Sigh*
Posted by: Shaikujin Jun 30 2011, 01:37 PM
QUOTE (Tymeaus Jalynsfein @ Jun 30 2011, 01:16 PM)

Nope, and Nope... *Shakes Head*
But if you are really going for broke to break things...
Add Gelpacks to Every piece of Armor that you stack on... And add the PPP to Each Piece of Armor (Suit) that you wear, so the Steampunk gets a Set, and the FFBA gets a Set...
*Sigh*
I really wasn't trying to break it. Much.
The way I see it, gelpacks just add a layer of flexible lining, which can be added to anything (sort of like bulkier Dikote). Which to me is still reasonable.
But PPP is actually a set of rigid bracers/pauldron/shin guard/ball guard. I just don't feel right stacking these even though they give the same kind if "+1" bonus.
Posted by: Draco18s Jun 30 2011, 01:43 PM
QUOTE (hermit @ Jun 30 2011, 08:28 AM)

No, the biggest offender is making encumberance dependent on body. This means if you can soak less you can afford less armour (joe average with his body 3), making you even less able to soak than Bob the big troll (body 12 - 10 +1 (excep. attribute) +1 (genetic optimising)). Again proving the retardedness of making the primary soak attribute the factor that enables fuckloads of armour.
I was just thinking this the other day. Has anyone considered making it 100% dependent on
strength?
Posted by: Critias Jun 30 2011, 01:46 PM
QUOTE (Draco18s @ Jun 30 2011, 08:43 AM)

I was just thinking this the other day. Has anyone considered making it 100% dependent on strength?
A pretty common houserule is to make it Str + Bod (instead of Bod x 2)...but I don't know if folks have talked much about making it
only Strength.
Posted by: hermit Jun 30 2011, 01:58 PM
I'd prefer Bod+Agi, instead of 2*bod, to nerf Bob the MBT troll a bit.
Posted by: suoq Jun 30 2011, 02:15 PM
QUOTE (Shaikujin @ Jun 30 2011, 07:37 AM)

The way I see it, gelpacks just add a layer of flexible lining, which can be added to anything (sort of like bulkier Dikote). Which to me is still reasonable.
Actually, (sorry, had to do it), the gel packs in the above example, are adding at least
three layers of gel lining (ice pack thickness?) to the outfit. So the character has gel packs on his shirt, on his vest covering the shirt, on his coat covering the vest. Where the shirt tucks into the pants and is covered by the vest and coat is an area I don't want to think about.
The character is already a troll. Now he's wearing 4 layers of clothing with gel-packs on. Plus PPP. Plus FFBA. Make sure when he does that B&E, he goes through the garage and avoids things like doorways. And that many layers, I hope the outfit comes with either a cooling system or olfactory blocking.
Posted by: Teulisch Jun 30 2011, 03:02 PM
this thread raises the question, whats the highest Damage a starting character can deal in one attack? assuming we are shooting a high-armor target:
restricted gear for a 9P barrett sniper rifle, large firing modification for full auto(4 capacity), add a shock pad and gyro stabilization for recoil, fire a narrow full burst (+9 dv, -2 dice after recoil mods), aimed for a called shot (+4 dv, -4 dice), with EX-EX ammo. thats a net 23 DV with AP -5, before adding the to-hit successes. with at least 1 net success, the troll tank will be hit by 24 DV, doing physical to ballistic armor of 29 or less. So you need a 30+ ballistic armor to be 'bulletproof'. good luck soaking that stun however. and considering the dice pools a dedicated sniper can get, the net to hits will probably be more than one. it gets worse if we load APDS.
now, imagine that sniper rifle installed into a flying drone with an ammo bin, taking the shot from a kilometer away. expensive, but oh so deadly. and a good choice for HTR teams that have to deal with a heavily armed and armored troll tank.
Posted by: Draco18s Jun 30 2011, 03:21 PM
QUOTE (Teulisch @ Jun 30 2011, 11:02 AM)

with at least 1 net success, the troll tank will be hit by 24 DV, doing physical to ballistic armor of 29 or less. So you need a 30+ ballistic armor to be 'bulletproof'. good luck soaking that stun however. and considering the dice pools a dedicated sniper can get, the net to hits will probably be more than one. it gets worse if we load APDS.
Incorrect. The +9 from burst firing is not part of the modified DV, it's extra damage
after the DV vs. Armor check. So it'd be physical against armor of 20 or less.
Posted by: Summerstorm Jun 30 2011, 03:32 PM
Hm... possibly the way to go is the MP-Laser III? 9P / -half. But you would need to have an aimed sniper shot with spotting extra-dice, tac-net etc.
Say you throw out 10 hits (maybe edged) That is straight up 23 P against half impact armor.
Oh: also don't forget to insulate, shield etc. your armor when you are at it. 30 armor is better if it is 30 armor against anything *g*.
Posted by: Shaikujin Jun 30 2011, 03:34 PM
QUOTE (Tymeaus Jalynsfein @ Jun 30 2011, 01:00 PM)

How exactly is a person with Body 11 Wearing that (Steampunk Ensemble above) with no penalty?
As it stands... Body 11 allows 22 points per category. As it stands currently, your Encumberance is already at a -1 Reaction and Agility (with no added bonus for Softweave Armor, of course), and it will only get worse from there. With the Softweave (and a Strength of 10) and the Additional +10/+10 from Helmet, Full PPP and Full FFBA for Armor 33/25, you are still at Penalty (And at a hefty -3 at that (-1 for Ballistic of 23, and -2 for Impact of 25), but you are still penalized) This does not include the Shield at all. I don't know about you, but -3 Reaction and -3 Agility is not insignificant.
Me, I prefer not getting hit to having to soak Damage. I would have to pass up the opportunity to actively determine just how good this ensemble minimizes damage.
EDIT: Ooops, forgot to half the Encumbrance for FFBA, so you are at a Final Total of 30/22, which will indeed leave you with a Final Tally for Encumbrance of 20/22, which is no encumbrance. Still... I would have to pass on this. It has to look absolutely stupid... No Style whatsoever.
Ahh, but is walking around in SWAT armour any more stylish? At least steampunk is designer clothing.
Besides, rule-wise, style can be fixed simply by a fashion spell.
Posted by: Shaikujin Jun 30 2011, 03:39 PM
QUOTE (suoq @ Jun 30 2011, 02:15 PM)

Actually, (sorry, had to do it), the gel packs in the above example, are adding at least three layers of gel lining (ice pack thickness?) to the outfit.
In 2012, they come in 3 types of thickness, 3mm, 4 mm and 6 mm - http://www.d3o.com/d3o_products/sheet-plain/
In 2067, probably thinner. Or just as thick, but stronger.
Posted by: Summerstorm Jun 30 2011, 03:40 PM
Oh... and just adding: you might be able to enhance your armor with plates quickened with a "Harden" spell. (Also you can enhance your armor with the standard spell... and barriers). Which of course prompts me to say: you are a body/Strength troll: Carry your own barrier. Not just a shield, but a full fence with armored plates or something. Of course you can't fight anymore... but ah hell.
Posted by: Shaikujin Jun 30 2011, 03:54 PM
QUOTE (Teulisch @ Jun 30 2011, 03:02 PM)

this thread raises the question, whats the highest Damage a starting character can deal in one attack? assuming we are shooting a high-armor target:
restricted gear for a 9P barrett sniper rifle, large firing modification for full auto(4 capacity), add a shock pad and gyro stabilization for recoil, fire a narrow full burst (+9 dv, -2 dice after recoil mods), aimed for a called shot (+4 dv, -4 dice), with EX-EX ammo. thats a net 23 DV with AP -5, before adding the to-hit successes. with at least 1 net success, the troll tank will be hit by 24 DV, doing physical to ballistic armor of 29 or less. So you need a 30+ ballistic armor to be 'bulletproof'. good luck soaking that stun however. and considering the dice pools a dedicated sniper can get, the net to hits will probably be more than one. it gets worse if we load APDS.
now, imagine that sniper rifle installed into a flying drone with an ammo bin, taking the shot from a kilometer away. expensive, but oh so deadly. and a good choice for HTR teams that have to deal with a heavily armed and armored troll tank.
Example above has around 33/25 without factoring in bone lacing, cyberlimbs, orthoskin, mystic armour. The last one is the most troublesome because there's no hard cap. It's a lot easier to pump armour up compared to pumping up damage values.
Posted by: Stahlseele Jun 30 2011, 04:00 PM
QUOTE (Aku @ Jun 30 2011, 01:46 PM)

Why do i remember dermal plating and troll natural armor not stacking, or is that orthoskin?
Neither has ever been incompatible with Troll-Dermal-Plates . .
Wether you are adding more plates or toughening up the skin beneath, you always got the benefits of both . .
Posted by: Shaikujin Jun 30 2011, 04:04 PM
QUOTE (Summerstorm @ Jun 30 2011, 03:32 PM)

Hm... possibly the way to go is the MP-Laser III? 9P / -half. But you would need to have an aimed sniper shot with spotting extra-dice, tac-net etc.
Say you throw out 10 hits (maybe edged) That is straight up 23 P against half impact armor.
Oh: also don't forget to insulate, shield etc. your armor when you are at it. 30 armor is better if it is 30 armor against anything *g*.
The really scary weapon is Ares Screech Sonic Beam Rifle. "Regular armor does not apply".
Posted by: Mäx Jun 30 2011, 04:09 PM
QUOTE (Shaikujin @ Jun 30 2011, 03:55 PM)

Dump the SWAT armour which is only 12/10 (or 13/11 with gel packs) and requires restricted quality.
Get a full Steampunk suit (which can be combined)-
3/3 Overcoat
2/2 Vest
1/1 Slacks
1/1 Shirt
Add Delta-amyloid 3/1 (from Arsenal) to each piece.
Next add Gel packs 1/1 to each (it'll make the suit bulky, but bulky steampunk clothes aren't really that odd).
7/5 Overcoat
6/4 Vest
5/3 Slacks
5/3 Shirt
That'll give 23/15. Plus you can still add FFA, PPP, shield and helmet.
Good luck finding a GM who allows shenanigans like that

QUOTE (Summerstorm @ Jun 30 2011, 06:32 PM)

Hm... possibly the way to go is the MP-Laser III? 9P / -half.
Dont you mean Ares Heavy MP Laser, MP-Laser III is only 7P / -half .
in any case Ares Thunderstruck Gauss Rifle is a much better choise, its 9P / -half-4 and over 50% cheaper then the Heavy MP-Laser.
Posted by: Tymeaus Jalynsfein Jun 30 2011, 04:10 PM
QUOTE (Draco18s @ Jun 30 2011, 07:43 AM)

I was just thinking this the other day. Has anyone considered making it 100% dependent on strength?
Having carried a crapton of combat gear (Deuce gear, Body Armor, etc) in the Corps, Body IS involved... Strength + Body would be the way to go, at least in my mind, though I really do not have that many issues with 2xBody.
Posted by: Tymeaus Jalynsfein Jun 30 2011, 04:12 PM
QUOTE (Shaikujin @ Jun 30 2011, 09:34 AM)

Ahh, but is walking around in SWAT armour any more stylish? At least steampunk is designer clothing.
Besides, rule-wise, style can be fixed simply by a fashion spell.
I know... Steampunk is Classier than SWAT Armor, But so much less stylish than Mortimer or Zoe. *Shrug*
Posted by: Aku Jun 30 2011, 04:13 PM
QUOTE (Stahlseele @ Jun 30 2011, 11:00 AM)

Neither has ever been incompatible with Troll-Dermal-Plates . .
Wether you are adding more plates or toughening up the skin beneath, you always got the benefits of both . .
huh that seems slightly wrong to me...
Posted by: Tymeaus Jalynsfein Jun 30 2011, 04:14 PM
QUOTE (Summerstorm @ Jun 30 2011, 09:40 AM)

Oh... and just adding: you might be able to enhance your armor with plates quickened with a "Harden" spell. (Also you can enhance your armor with the standard spell... and barriers). Which of course prompts me to say: you are a body/Strength troll: Carry your own barrier. Not just a shield, but a full fence with armored plates or something. Of course you can't fight anymore... but ah hell.
My Troll was always partial to using the Bulkhead Door from a Navy Cruiser as a Shield...
Posted by: Shaikujin Jun 30 2011, 04:25 PM
QUOTE (Aku @ Jun 30 2011, 04:13 PM)

QUOTE (Stahlseele @ Jun 30 2011, 04:00 PM)

QUOTE (Aku @ Jun 30 2011, 11:46 AM)

Why do i remember dermal plating and troll natural armor not stacking, or is that orthoskin?
Neither has ever been incompatible with Troll-Dermal-Plates . .
Wether you are adding more plates or toughening up the skin beneath, you always got the benefits of both . .
huh that seems slightly wrong to me...
Well, Dermal plating is incompatible with Orthoskin.
But either one is compatible with a Troll's dermal deposits and the dermal deposit metagenic quality in RC.
Posted by: Shaikujin Jun 30 2011, 04:36 PM
QUOTE (Tymeaus Jalynsfein @ Jun 30 2011, 04:12 PM)

I know... Steampunk is Classier than SWAT Armor, But so much less stylish than Mortimer or Zoe. *Shrug*
True that.
The steampunk line has 1 extra piece and is better for min-maxing.
Personally, I prefer Synergist. I like clean simple styles. Plus it has a Longcoat as part of it's ensemble.
Posted by: DireRadiant Jun 30 2011, 04:59 PM
This troll is an excellent candidate for a Vessel for my Possession spirits.
Posted by: suoq Jun 30 2011, 05:04 PM
QUOTE (Shaikujin @ Jun 30 2011, 09:39 AM)

In 2012, they come in 3 types of thickness, 3mm, 4 mm and 6 mm - http://www.d3o.com/d3o_products/sheet-plain/
Looking at actual protective products, they tend to be 11mm (just under 1/2 inch thick) http://www.d3o.com/category/markets/personal-protection/
QUOTE
In 2067, probably thinner. Or just as thick, but stronger.
At 2 gelpacks per point of body, how thin do you expect it to be?
Posted by: KCKitsune Jun 30 2011, 05:30 PM
Or if you're a mage with the Fashion spell, choose whichever line is cheaper and then use Fashion to change it to what you want.
Posted by: Shaikujin Jun 30 2011, 05:42 PM
QUOTE (suoq @ Jun 30 2011, 05:04 PM)

Looking at actual protective products, they tend to be 11mm (just under 1/2 inch thick) http://www.d3o.com/category/markets/personal-protection/
Those 3DO products are entirely shaped elbow and knee guards. I'm guessing they had to make it thicker so that it it can retain the formed shapes.
But in the SR4 world, the gel packs are used to cover or line an existing piece of the base armour to add an extra level of protection. I'd say it's more logical to use the 3-5mm and more flexible sheets.
QUOTE (suoq @ Jun 30 2011, 05:04 PM)

At 2 gelpacks per point of body, how thin do you expect it to be?
Where did the 2 gelpacks per point of body rule come from?
As to how much thinner it can get in 50 years' time - in WW II, bulletproof glass was around 100mm to 120mm thick. Due to advancements in technological and materials, modern day bullet proof glass is around 20mm thick.
It is possible that these things can be made thinner than the 3mm sheets they are making now, or if not thinner, then stronger.
Posted by: eyeBliss Jun 30 2011, 07:02 PM
Does it seem like a horrible omission to anyone else that gel-packs, carbon-boron, etc. become more effective the smaller the piece of armor they are installed on? Doesn't it seem more reasonable to apply the bonus from any of the above options once to the entire armor ensemble rather than to individual pieces? Thats the way I would rule it anyway...
Posted by: Stahlseele Jun 30 2011, 07:15 PM
QUOTE (Aku @ Jun 30 2011, 06:13 PM)

huh that seems slightly wrong to me...
Why?
See here:
QUOTE (Shaikujin @ Jun 30 2011, 06:25 PM)

Neither has ever been incompatible with Troll-Dermal-Plates . .
Wether you are adding more plates or toughening up the skin beneath, you always got the benefits of both . .
huh that seems slightly wrong to me...
Well, Dermal plating is incompatible with Orthoskin.
But either one is compatible with a Troll's dermal deposits and the dermal deposit metagenic quality in RC.
Cyber and Bioware Versions of stuff that do the same things have usually been incompatible or not additive at least.
But everything always was completely compatible with anything you got naturally . .
Posted by: Aku Jun 30 2011, 07:17 PM
QUOTE (Stahlseele @ Jun 30 2011, 02:15 PM)

Why?
See here:
Cyber and Bioware Versions of stuff that do the same things have usually been incompatible or not additive at least.
But everything always was completely compatible with anything you got naturally . .
it seems wrong because, well troll skin and orthoskin seem to be the same thing, to me.
Posted by: Stahlseele Jun 30 2011, 07:21 PM
Nope, if anything, Troll Skin is the same as Dermal Armor.
Orthoskin functioned differently back then.
Posted by: Christian Lafay Jun 30 2011, 07:47 PM
QUOTE (KCKitsune @ Jun 30 2011, 06:30 PM)

Or if you're a mage with the Fashion spell, choose whichever line is cheaper and then use Fashion to change it to what you want.
So, min-max and still look suave. Frightening.
Posted by: suoq Jun 30 2011, 08:49 PM
QUOTE (Shaikujin @ Jun 30 2011, 12:42 PM)

Where did the 2 gelpacks per point of body rule come from?
Gel packs (unless I'm missing a rule) like most pieces of armor, count for encumbrance. Since the gel packs are (if I recall correctly) 1/1, than each pair of gelpacks takes 1 body worth of encumbrance.
Posted by: kerbarian Jun 30 2011, 10:13 PM
QUOTE (eyeBliss @ Jun 30 2011, 11:02 AM)

Does it seem like a horrible omission to anyone else that gel-packs, carbon-boron, etc. become more effective the smaller the piece of armor they are installed on? Doesn't it seem more reasonable to apply the bonus from any of the above options once to the entire armor ensemble rather than to individual pieces? Thats the way I would rule it anyway...
Yeah, that's how I'd rule it also. Any armor modification that can be applied to an entire suit of armor or clothing only applies once per character, even if you're wearing your armor in 3 layers of 5 pieces each.
If you want to be literal about things, one way of supporting that interpretation is that the places that tell you to ignore the normal armor stacking rules tell you to do so for certain types of armor pieces, not those armor pieces plus their modifications. So if you're wearing an Armor Jacket with Gel Packs (8/6 + 1/1) and Form-Fitting full body suit with Gel Packs (6/2 + 1/1), you only take the highest-rated piece of armor as usual (Jacket at 9/7) and then add the FFBA per its special rule (+6/+2) but ignore its modifications, since Gel Packs don't have an exception to the "armor doesn't stack" rule.
It's a bit of a stretch, and the simplest rules interpretation does favor being able to wear 7 layers of Gel Packs, but I think this is less of a rules stretch than 7 layers of Gel Packs are as a plausibility stretch

.
Posted by: Bigity Jun 30 2011, 10:37 PM
I'd allow the character from the OP. Then the first run would require crossing a body of water without a boat big enough to support that much weight. Of course it would mostly be stolen when they get back across.
Better yet, a troll ganger would be wearing it all and be upset the team is crossing his turf.
Posted by: Christian Lafay Jun 30 2011, 10:41 PM
QUOTE (Bigity @ Jun 30 2011, 11:37 PM)

I'd allow the character from the OP. Then the first run would require crossing a body of water without a boat big enough to support that much weight. Of course it would mostly be stolen when they get back across.
Better yet, a troll ganger would be wearing it all and be upset the team is crossing his turf.
Rule -1, What ever you can make for your character the GM can xerox for a dozen NPCs.
Posted by: Mäx Jun 30 2011, 10:43 PM
QUOTE (Bigity @ Jul 1 2011, 01:37 AM)

I'd allow the character from the OP. Then the first run would require crossing a body of water without a boat big enough to support that much weight. Of course it would mostly be stolen when they get back across.
So you would aprove a character concept and then then make up a contrived situation to steal away the characters stuff?
You sir are what is generally called an ass-hole-GM.
Posted by: suoq Jun 30 2011, 10:55 PM
QUOTE (Mäx @ Jun 30 2011, 04:43 PM)

So you would aprove a character concept and then then make up a contrived situation to steal away the characters stuff?
You sir are what is generally called an ass-hole-GM.
I'd be happy to sits at Bigity's table. I likes "ass-hole-GM"s. They drive away all the players I didn't want to play with.
Posted by: Bigity Jul 1 2011, 02:24 AM
QUOTE (Mäx @ Jun 30 2011, 05:43 PM)

So you would aprove a character concept and then then make up a contrived situation to steal away the characters stuff?
You sir are what is generally called an ass-hole-GM.
Or maybe it was tongue-in-cheek. But I think we now know what kind of forumer you are.
I think it would be an effective way to get the point across personally. Even if it was all recovered. Then you probably don't have to worry about the same problem with a different flavor next time around.
Posted by: Glyph Jul 1 2011, 02:41 AM
I don't generally have a problem with stacking of things meant to be stacked, like FFBA or PPP. I would draw the line, though, at B.S. like getting mods like gel packs to piecemeal armor, or trying to stack multiple suits of FFBA.
Posted by: Tymeaus Jalynsfein Jul 1 2011, 03:10 AM
QUOTE (Glyph @ Jun 30 2011, 08:41 PM)

I don't generally have a problem with stacking of things meant to be stacked, like FFBA or PPP. I would draw the line, though, at B.S. like getting mods like gel packs to piecemeal armor, or trying to stack multiple suits of FFBA.
Quoted. For. Truth.
Posted by: Brainpiercing7.62mm Jul 1 2011, 08:15 AM
An interesting side point of this thread would be how much armouy you think EVERY runner SHOULD have?
IMHO anyone running with too little armour is a danger to his team, because even if he thinks he'll never be shot at, that might still happen, and then his team will have to carry his sorry carcass to the hospital.
But what number is the sweet spot? What would you tell players?
Personally I think being able to withstand an un-modified assault-rilfe round should be the baseline, because wide bursting then becomes a good way to hurt but not kill players. That is, 19 dice for damage resistance.
What do you think?
Posted by: suoq Jul 1 2011, 10:20 AM
I don't think there's a sweet spot for every runner.
Arsenal screwed that up with PPP (0/1) items (look ma! no encum!*) and FFBA's (el-cheapo encum) items. suddenly people were adding 4/3** to their armor for a single body worth of encum. Post Arsenal, I'd team that up with a body of 4 and any of the 6/4 pieces (Armor Vest, Chameleon Suit, Ulysses, Actioneer (1 pt lower) for meetings).
Now WAR! has come along with Softweave, creating the Softweave Armor Jacket so cheap that I can't understand why they're not sold in vending machines. 990
for a 8/6 duster that anyone could wear. That was the top-end once upon a time. Now it's so easy to wear even the homeless should have it.
QUOTE
IMHO anyone running with too little armour is a danger to his team, because even if he thinks he'll never be shot at, that might still happen, and then his team will have to carry his sorry carcass to the hospital.
From a certain perspective, for certain types of play, if he's being shot at, he's already made a bigger mistake than his armor choice. And given the frequency of our table selling each other out, I'm not making bets on that hospital trip. I expect the last words someone to hear is "I'll make it painless. Tell me a vital spot I can end it where I won't damage any of your 'ware".
---
*most armor has less impact than ballistic. The PPP balances it out, effectively costing 0 encum.
** Personal note: I'm a half FFBA person. I'm comfortable with the thought of torso/groin/thighs coverage if I feel there's a chance of something going wrong. I consider booties, gloves, and a hood going too far. I leave that for the guys in the SWAT armor, who I also consider as going too far. SWAT armor
attracts attention. It's great if you're trying to disguise yourself as a SWAT member but otherwise leave it in the safehouse. I like to wear armor that makes social sense, which means I usually have a suit of some sort and some street armor for getting dirty. But that's just me. YMMV.
Posted by: Cain Jul 1 2011, 12:28 PM
QUOTE
this thread raises the question, whats the highest Damage a starting character can deal in one attack? assuming we are shooting a high-armor target:
ITS Gonryu. Full-auto grenade launcher. When you use the rules in War!, your base hit will do 55P damage *before* factoring in successes. You can pick it up with Restricted Gear.
Posted by: Stahlseele Jul 1 2011, 01:12 PM
Why stop at one?
Use multiple (Fire)Arms.
Posted by: Tymeaus Jalynsfein Jul 1 2011, 01:12 PM
QUOTE (suoq @ Jul 1 2011, 03:20 AM)

Personal note: I'm a half FFBA person. I'm comfortable with the thought of torso/groin/thighs coverage if I feel there's a chance of something going wrong. I consider booties, gloves, and a hood going too far. I leave that for the guys in the SWAT armor, who I also consider as going too far. SWAT armor attracts attention. It's great if you're trying to disguise yourself as a SWAT member but otherwise leave it in the safehouse. I like to wear armor that makes social sense, which means I usually have a suit of some sort and some street armor for getting dirty. But that's just me. YMMV.
You and I appear to have the same philosophy for Armor selection. I am all about socially acceptable limits for Armor...
Posted by: Brainpiercing7.62mm Jul 1 2011, 01:43 PM
QUOTE (suoq @ Jul 1 2011, 12:20 PM)

** Personal note: I'm a half FFBA person. I'm comfortable with the thought of torso/groin/thighs coverage if I feel there's a chance of something going wrong. I consider booties, gloves, and a hood going too far. I leave that for the guys in the SWAT armor, who I also consider as going too far. SWAT armor attracts attention. It's great if you're trying to disguise yourself as a SWAT member but otherwise leave it in the safehouse. I like to wear armor that makes social sense, which means I usually have a suit of some sort and some street armor for getting dirty. But that's just me. YMMV.
While I believe that realistically you are right about mucking up when the going gets rough, I think from a fun point of view I want combat to happen. Also, I find in-party fighting to be quite stressful, usually, because that's where munchkins can really show up their (ill-begotten) strengths. (And I don't even normally use that word.) So we tend to sacrifice some realism for a bit more fun - but that is subjective of course.
We're on the same page where social acceptability is concerned, however, all the addons make it possible to basically not compromise and still wear fashionable stuff.
My runners tend to have a suit of armoured business clothes with an overcoat for social occasions and normal business, and an inconspicuous full-body armour like the urban explorer jumpsuit with a helmet (and ruthenium, of course) for those tougher missions. I don't think using real full-body suits or security/milspec armour is viable as a runner. You would just end up painting a huge target on your back.
Posted by: Draco18s Jul 1 2011, 01:53 PM
I personally aim for about 8/6 worth of armor. Maybe a little more, if I can support it. It's that threshold that a reasonably large gun (assault rifles) will be doing physical, but smaller guns will likely be doing stun.
Posted by: Teulisch Jul 1 2011, 05:43 PM
looking at what the rest of the team can potentially wear to not die in a hail of gunfire:
Body 1 can at best wear an FFBA half-body suit with shin guards. (4/2)
body 2 can at best wear a full suit of FFBA with a helmet and shin guards. (7/5)
body 3 (the average) can wear the ffba full suit with an overcoat and a securetech helmet (9/7)
body 4 can wear the ffba full suit with auctioneer business clothes, and securetech helmet, shin, and forearm guards. (11/9)
body 5 can wear the FFBA full suit with greatcoat, and securetech vitals protector, helmet, and shin guards (13/11)
body 6(normal human max) can wear the ffba full suit with an armor jacket, helmet, shin and forearm guards, and leg casings (15/13)
and thats where the armor for most human starting characters caps before cyber or magic, just using the rules from arsenal. you can stack another point or two in there with the armor mods from War!, depending on strength.
now, style and other factors are a separate matter than just basic armor encumbrance, and most people dont walk around in optimum body armor. at body 4 your looking at enough armor to reasonably survive a gunfight. the average human will probably only have 6 ballistic armor, which means a heavy pistol with good ammo will bleed him out fairly quickly. the best unaugmented human is going to still bleed when a sniper aims for the head. which starts to put the 'bulletproof' augmented builds into perspective.
with Dwarves, you see more body 6. Orks are more likely to hit body 8. above body 8, it gets increasingly difficult to add more armor to reach your potential capacity. this is an interesting dilemma, as i would expect some corp to build heavier custom troll armor by now as its a simple matter to hire some trolls, use personafix to make them loyal, and implant wired reflex and skillwires to solve the issue of training.
Posted by: Tymeaus Jalynsfein Jul 1 2011, 06:04 PM
QUOTE (Teulisch @ Jul 1 2011, 10:43 AM)

...
with Dwarves, you see more body 6. Orks are more likely to hit body 8. above body 8, it gets increasingly difficult to add more armor to reach your potential capacity. this is an interesting dilemma, as i would expect some corp to build heavier custom troll armor by now as its a simple matter to hire some trolls, use personafix to make them loyal, and implant wired reflex and skillwires to solve the issue of training.
It is trivially simple to get Armor to 20+...
However, it is Socially Unacceptable to parade around in such armor.
11/9 Armor is perfectly acceptable for Armor, even for the Troll...
Posted by: suoq Jul 1 2011, 07:01 PM
QUOTE (Teulisch @ Jul 1 2011, 11:43 AM)

looking at what the rest of the team can potentially wear to not die in a hail of gunfire:
That was pre-War! Softweave changed all that. Someone with War! please recheck my math but I' pretty sure Str 3, Body 3 can wear a softweave armor jacket (8/6), ppp shin & forerarm (0/2) and half FFBA (4/1) for a total of 12/9 at no encumbrance. I'm not even going to bet that's the "non-shenanigans" cap.
Posted by: Xenefungus Jul 1 2011, 07:31 PM
Use TWO Shields
Posted by: Mäx Jul 1 2011, 08:11 PM
QUOTE (suoq @ Jul 1 2011, 10:01 PM)

That was pre-War! Softweave changed all that. Someone with War! please recheck my math but I' pretty sure Str 3, Body 3 can wear a softweave armor jacket (8/6), ppp shin & forerarm (0/2) and half FFBA (4/1) for a total of 12/9 at no encumbrance. I'm not even going to bet that's the "non-shenanigans" cap.
Only the softweave armor jacket can be worn with str 3 and body 3.
Max armor rating without encumbrance is 6 and with the strength 3 that jacket counts for encumbrance as 5/6
As for max armor for slower body persons:
Heavy Military Armor + helmet (18/16) with Mobility upgrade 2 can be worn by character with a Body of 5
Softweawe version of the above can be worn by a strength 3 Body 4 character, but can't be gotten in chargen
Red Samurai Armor + helmet(15/15) can be worn by someone with body of 4.
Light Military Armor + helmet(14/12) with Mobility upgrade 3 can be worn by a character with Body 3, but this one requires 2 resricted gear qualities.
Posted by: suoq Jul 1 2011, 09:24 PM
QUOTE (Mäx @ Jul 1 2011, 03:11 PM)

Only the softweave armor jacket can be worn with str 3 and body 3.
Max armor rating without encumbrance is 6 and with the strength 3 that jacket counts for encumbrance as 5/6
Ah. My misunderstanding. Good to know.
Posted by: Makki Jul 3 2011, 12:21 AM
I'd like to build a guy/girl that looks as inconspicuous as possible but can soak as much bullets as possible.
I can see four ways.
-Bioware-Adept: Mystic Armor, Supernatural Toughness (Stun), Orthoskin, Pain-Editor (my favored option so far)
-Mystic-Adept: Mystic Armor and Armor Spell (can have Counterspelling as well)
-Cyberlimbs: Synthetic with Armor Upgrades (sets of all scanners very fast)
-Cyber/Bio: Orthoskin, Aluminum/Titan Bone Lacing (needs high grade 'ware, illegal)
add high Body, maybe Ork with Human Looking quality or a dwarf
any better ideas?
Posted by: Glyph Jul 3 2011, 01:43 AM
The trouble with the mystic adept route is that the armor spell glows. So it isn't exactly inconspicuous.
On the 'ware, I will point out a quirk in the rules. Both dermal sheath and bone density augmentation are completely legal - you don't even need a permit for them.
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