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#101
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Moving Target ![]() ![]() Group: Members Posts: 135 Joined: 4-May 08 From: Austin, Texas USA Member No.: 15,951 ![]() |
for the sake of argument, i am going to stat out the 1,000 kg bomb mentioned earlier. note that this is not the iron bomb in arsenal, it is a huge explosive device. it does unpleasant things to large areas. now then, just to keep things nice and even, we'll assume that the bomb casing is 190 kg (this is probably high, but it keeps things even because we're using square roots). so, we'll assume 810 kg of rating 10 explosives for this bomb. that's 90P damage. given we have a casing that weighs 190 kg, i don't think it's unreasonable to treat this thing as using the fragmentation rules as if it had burst a barrier. this means we are looking at a radius of 90 meters, with the bomb still doing DV 30 at a range of 60 meters. 60 meters is not terribly precise. and 30P damage is a lot. even if they do get to add +5 to their armor. furthermore, with that large of an area it is imo not all that improbable to get some chunky salsa effect going (not that the already huge damage wasn't already causing chunky salsa mind you). expensive? sure, that bomb is gonna cost you 810k (IMG:style_emoticons/default/nuyen.gif) just for the explosives, never mind the guidance systems etc. but when we're talking about potentially destroying even one of your guys, dropping a 810k (IMG:style_emoticons/default/nuyen.gif) bomb starts sounding kind of cost effective. if it hits a large group of them? well, let's just say nobody will even think twice about whether this bomb is worth 810k (IMG:style_emoticons/default/nuyen.gif) (note: i have this odd feeling 1,000 kg is not necessarily the bomb's actual weight, but then again it is my understanding that the weight of the explosives in the rulebook are quite ridiculous anyways). Isn't the damage equal to square root(kg) * Rating? If so, that makes those 810kg cause 285P at ground zero (286P with one net hit (IMG:style_emoticons/default/biggrin.gif) ). Make the bomb with plain old TNT and you still have a bomb that does 114P. That one would cost only 162000 (IMG:style_emoticons/default/nuyen.gif) based on the book's screwy prices. A 1000kg bomb actually weighs 1000kg, explosives, casing and all. It has to be labeled that way for calculating weight loads for the aircraft thats going to carry it. As for the percentage of weight thats casing I'm not positive, but I'm pretty sure it would be less than 20% for a bomb that size. A little 50kg one might get up to 20% but then they might just turn it into a dedicated fragmentation weapon specifically for use on infantry. For the sake of argument, 90/10 works fine. The mighty Iron Bomb seems to have roughly 20kg of TNT in it and is just barely light enough to be carried by a roto-drone (If they can cart around an LMG + 250 rounds of ammo, they can carry 20kg). A military aircraft would be dropping these things by the dozen. *EDIT* A quick brainstorm and search of wikipedia reveals that a suitcase nuke would do roughly 4,000P at the center of the blast. Gotta love dem nukes. (IMG:style_emoticons/default/biggrin.gif) |
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#102
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,991 Joined: 1-February 08 From: Off the rock! Back In America! WOOOOO! Member No.: 15,601 ![]() |
@Mordivan=
That's indeed what I was going for. I find it amusing that Hyz says they're on the battlefield in the name of freedom when I was almost certain they were on the battlefied in the name of "Oh my god they kill my whole family and told me that they would rape me to death with knives if I didn't kill and rape everyone I saw". But there I go, the crazy idealist again. Now, before we get into a debate over the actual combat effectiveness of child soldiers I should point out that with simsense/btl delieverable through trodes I think it's reasonable to expect an enormous amount of highly trained child soliders on the battlfields of 2070. A good p-fix BTL chip that's been burned out and copied a million times is all you really need to accomplish what slits on the back of the head and copious amounts of amphetamines and cocaine accomplish today. Additionally a burgeoning BTL addiction certainly helps create the vital physical and emotional dependancy that child solider units rely upon to maintain order and discipline. I'm sure the required killing/rape is still a popular indoctrination technique. Now, I must admit that I've having great difficulty locating documents pertaining to the combat effectivness of child soldiers. If anyone has some good links I'd love to follow up on the topic. Most of my information is out of an issue of Scientific American almost a decade ago and that only applied to Africa. Things may very well have changed but from that and other articles I've read I was never under the impression that child soldiers were being used for much more than cannon fodder and fucking up the enemies minds. There are notable exception (I believe they had a 14 year commander in Afghanistan and the Lords Army was run and mostly staffed by preteens) |
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#103
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Moving Target ![]() ![]() Group: Members Posts: 210 Joined: 6-January 06 Member No.: 8,137 ![]() |
Type 0 system. The logic for why it works is that your genetic material is cultured as the base for standard bioware and hence it is a genetically perfect match and thus you get Standard Ware as delta grade. It doesn't apply to cultured ware because there it is always gene tailored, hence no mass production discount. Seeing as how all my clones are genetically identical to one another it seems quite reasonable to assume that said ware can be mass produced and works like Type 0 except that you can also mass produce cultured ware. That's ingenious there are a number of potential issues though. 1) I'm not sure that you can treat cultured ware as delta, even if you use clones. You could certainly make the case that it should be cheaper, but it's not certain, and not necessarily 10 times cheaper. 2) The wait time, you already acknowledged this of cause, but it make the list longer and more impressive, plus it is a significant disadvantage. 3) Civil rights. This isn't a problem if you're Aztlan, but if you're UCAS you clones would probably have rights which menas that a number of them might choose not to go into the army. I'm sure Ares and the other corps would love recruiting them instead, this means you would have to raise several clones for each one you train. 4) PR. I'm not sure how the public would react to clone armies. This is especially valid for child armies. 5) Finding a template. Very few people have type O quality and very few of those have the potential to get the stats you supersoldier has. You might have to relax the standard a little, though to be fair you can relax demands on mental stats with little effect on combat ability. 6) And this is my personal favorite. Tailored Bioweapons. You soldiers are all clones. Corp X or nation Y gets a sample and manufactures a nasty personalized bioweapon. Kills mr. supersoldier deader than weak old fish and does nothing to anyone else other than cleaning out their sinuses. 7) Nothing in the game mentions clone soldiers. That doesn't necesarilly mean it wouldn't be possible, in fact the idea is quite clever, even if cultured ware isn't included in the type O quality or just costs 5 times as much instead of 10. I does mean that it's not actually done though, at least not commonly. Just for comparison I though I've make my own supersoldier. Only costs 500.000 (IMG:style_emoticons/default/nuyen.gif) in augmentation, I'll hand wave another 500.000 in training cost and equipment, making for a nice round 1 mill per man. Doesn't pose any of the problems clone troops do, and performs almost as well. Granted your heal a bit faster and takes a bit less damage and have 1 more IP, but being significantly cheaper (depending on how a hypothetical GM rules on the clone soldier thing) I can field somewhere between 2 and 8 times as many troops. So I can afford replacing those that die or are wounded much better. http://www.coyotecode.net/profiler/view.php?id=4119 Thanks. The extra essense will be nice (if I didn't already include it in the final essence number) On the other hand I just noticed that an implantet delta Comlink costs 0.5 essence, not 0.025. Delta Skillwires with expert system also cost 0,45 rather than 0.225, so it almost evens out. Actually you can. You compare buying power. A fast food meal at McDonald's costs anywhere from 5-10 bucks a person depending on what you get, SR lists the same price. It has the cost of a movie ticket at 15 (IMG:style_emoticons/default/nuyen.gif) , again similar to RL. Club fees are also similar. As are the Hotel rooms. In fact most of the common costs are on a 1-1 exchange rate. But the relevant comparison here isn't hamburgers or cinemas. It's soldier training cost, which will almost certainly be cheaper due to skillwires and better VR training. |
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#104
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,991 Joined: 1-February 08 From: Off the rock! Back In America! WOOOOO! Member No.: 15,601 ![]() |
Don't forget the Desert War (I just got a copy of Target: Wastelands). That's a year round proving grounds with live fire thrown in for flavor. Nothing says good training like "Let's go show those Azzie punks who's boss"
Of course, it helps that the Desert Wars are broadcasted and that it turns an enormous profit. According to the book all those operations end up paying for themselves (something that I find hard to believe but hey! That's what the "I Believe!" button is for.) |
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#105
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 ![]() |
Type 0 system. The logic for why it works is that your genetic material is cultured as the base for standard bioware and hence it is a genetically perfect match and thus you get Standard Ware as delta grade. It doesn't apply to cultured ware because there it is always gene tailored, hence no mass production discount. I believe there was an argument about whether Type-O System applied to Cultured or not a while back, and a developer stated it is left to the GM to decide. My view: Cultured has grades just like Standard ware does. This means that, although they do need to custom grow Cultured, they use the same basic genetic template as Standard grade does. The customization for Cultured ware comes in tailoring it, not to the recipients gene's, but to their nervous system &/or neural structure. As Type-O is based on genetic compatibility, it applies equally to Cultured and Standard ware. |
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#106
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Moving Target ![]() ![]() Group: Members Posts: 210 Joined: 6-January 06 Member No.: 8,137 ![]() |
I believe there was an argument about whether Type-O System applied to Cultured or not a while back, and a developer stated it is left to the GM to decide. My view: Cultured has grades just like Standard ware does. This means that, although they do need to custom grow Cultured, they use the same basic genetic template as Standard grade does. The customization for Cultured ware comes in tailoring it, not to the recipients gene's, but to their nervous system &/or neural structure. As Type-O is based on genetic compatibility, it applies equally to Cultured and Standard ware. That's not the case. The type O quality unambiguously does not apply to cultured ware. Obviously the GM can house rule it, but it's a house rule, not a valid interpretation of the actual rules. If the discussion that you refer to is the one I remember that is what the developer said as well. The real question is whether you could use the type O quality for a clone army which might make sense. The relevant rule is:"Off the rack, basic bioware is considered delta grade for purposes of interacting with a type O body" page 20 augmentation. |
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#107
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 ![]() |
Cultured ware does not benefit from type O according to the developers discussion a while ago.
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#108
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Moving Target ![]() ![]() Group: Members Posts: 418 Joined: 20-September 07 Member No.: 13,346 ![]() |
That's ingenious there are a number of potential issues though. 1) I'm not sure that you can treat cultured ware as delta, even if you use clones. You could certainly make the case that it should be cheaper, but it's not certain, and not necessarily 10 times cheaper. 2) The wait time, you already acknowledged this of cause, but it make the list longer and more impressive, plus it is a significant disadvantage. To be fair the wait time is an initial disadvantage. Once the first group is done you can be having a new group every 6 months ( if you wanted to). QUOTE 3) Civil rights. This isn't a problem if you're Aztlan, but if you're UCAS you clones would probably have rights which menas that a number of them might choose not to go into the army. I'm sure Ares and the other corps would love recruiting them instead, this means you would have to raise several clones for each one you train. Doubtful. They have 18 years of indoctrination before they get the chance to potentially leave. QUOTE 4) PR. I'm not sure how the public would react to clone armies. This is especially valid for child armies. Yep, why I'm not going with child armies. QUOTE 5) Finding a template. Very few people have type O quality and very few of those have the potential to get the stats you supersoldier has. You might have to relax the standard a little, though to be fair you can relax demands on mental stats with little effect on combat ability. The template is the best ork solider you can find pre enhancement. While the quality is like Type 0 it is not Type 0. You take Solider X, you genetweak him, and you run off your clones. Every clone is genetically identical. So you can mass produce what would normally be delta grade ware (DNA matched to the recipient) just as easily as they mass produce Type 0 ware. QUOTE 6) And this is my personal favorite. Tailored Bioweapons. You soldiers are all clones. Corp X or nation Y gets a sample and manufactures a nasty personalized bioweapon. Kills mr. supersoldier deader than weak old fish and does nothing to anyone else other than cleaning out their sinuses. Thats why they have all the nice nano gear and their suits have a chemical seal. QUOTE 7) Nothing in the game mentions clone soldiers. That doesn't necesarilly mean it wouldn't be possible, in fact the idea is quite clever, even if cultured ware isn't included in the type O quality or just costs 5 times as much instead of 10. I does mean that it's not actually done though, at least not commonly. Correction, it means that is hasn't been done or at least not acknowledged by any corp or nation. Not that they actually haven't started doing it. Cloning is new tech and with the lead time it could very well be another 5 to 10 ingame years before the first group is done. QUOTE Just for comparison I though I've make my own supersoldier. Only costs 500.000 (IMG:style_emoticons/default/nuyen.gif) in augmentation, I'll hand wave another 500.000 in training cost and equipment, making for a nice round 1 mill per man. Doesn't pose any of the problems clone troops do, and performs almost as well. Granted your heal a bit faster and takes a bit less damage and have 1 more IP, but being significantly cheaper (depending on how a hypothetical GM rules on the clone soldier thing) I can field somewhere between 2 and 8 times as many troops. So I can afford replacing those that die or are wounded much better. http://www.coyotecode.net/profiler/view.php?id=4119 No Orthoskin or replacement means 3 less armor. No Bone Density Augmentation means 4 less dice to soak with. Those 2 right there take off 7 dice to soak. And the loss of 3 armor means a lot of things that would do stun damage to my solider do Physical Damage to yours. QUOTE On the other hand I just noticed that an implantet delta Comlink costs 0.5 essence, not 0.025. Delta Skillwires with expert system also cost 0,45 rather than 0.225, so it almost evens out. Incorrect. Data Jack .5 base *.5 delta grade *.5 less cyber than bio .5*.5*.5=.125 Skillwires + Expert System .8 base skillwires +.1 base expert system *.5 delta grade *.5 less cyber than bio .9*.5*.5=.225 QUOTE But the relevant comparison here isn't hamburgers or cinemas. It's soldier training cost, which will almost certainly be cheaper due to skillwires and better VR training. Most likely. Hmm, does anything that takes up capacity and that you add to a cyber limb have to be at least as high a grade as the cyberlimb, or can you just add a nanohive to a delta grade cyberfoot? |
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#109
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Moving Target ![]() ![]() Group: Members Posts: 418 Joined: 20-September 07 Member No.: 13,346 ![]() |
Cultured ware does not benefit from type O according to the developers discussion a while ago. Correct. But that is because there is no "basic" template for cultured ware. To be honest, cultured ware shouldn't have grades, it should only be delta ware (being already genematched and grown for the individual). |
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#110
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Moving Target ![]() ![]() Group: Members Posts: 418 Joined: 20-September 07 Member No.: 13,346 ![]() |
I added a smuggling compartment and moved the nanohive into that, which meant I could use a basic grade nanohive instead of a delta grade one. This saved me about 530K. New figures are below:
Total cost per solider: 1,171,000 pre gear (all enhancements+lifestyle) 329,000 for gear 1,500,000 with gear |
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#111
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Moving Target ![]() ![]() Group: Members Posts: 210 Joined: 6-January 06 Member No.: 8,137 ![]() |
Doubtful. They have 18 years of indoctrination before they get the chance to potentially leave. That could compound the PR problem, I'd be scared if my government started building brain washed super-soldier, or a foreign government. The template is the best ork solider you can find pre enhancement. While the quality is like Type 0 it is not Type 0. You take Solider X, you genetweak him, and you run off your clones. Every clone is genetically identical. So you can mass produce what would normally be delta grade ware (DNA matched to the recipient) just as easily as they mass produce Type 0 ware. Two points. First of all the best orc had body 8 and intuition 5 (still just soft-caping here). Secondly if they're not really type O then the ware might be slightly more expensive. Real type O is already being massproduced, you need to set up you own line of production. Could be more expensive, though to be fair it could also be easy and cheap, no way to know really. Thats why they have all the nice nano gear and their suits have a chemical seal. True, but no soldier wears armour 24/7. Correction, it means that is hasn't been done or at least not acknowledged by any corp or nation. Not that they actually haven't started doing it. Cloning is new tech and with the lead time it could very well be another 5 to 10 ingame years before the first group is done. True, though it will never be standard in canon. For fluff reasons if nothing else. No Orthoskin or replacement means 3 less armor. No Bone Density Augmentation means 4 less dice to soak with. Those 2 right there take off 7 dice to soak. And the loss of 3 armor means a lot of things that would do stun damage to my solider do Physical Damage to yours. Ohh, you soldiers are better, there's no doubt about that. However mine might very well be more cost effective. Depends on what you're using them for and whether you can afford to wait 18 years for the first batch, and how well clones really work. NIncorrect. Data Jack .5 base *.5 delta grade *.5 less cyber than bio .5*.5*.5=.125 Skillwires + Expert System .8 base skillwires +.1 base expert system *.5 delta grade *.5 less cyber than bio .9*.5*.5=.225 Ahh, it didn't occur to me you were factoring in fact that you had less cyber. I personally do that when I add it all together. A mere difference in style, but it threw me off. My mistake. Though a data jack costs 0.1 unless they issues an errata. So the cost would be 0.025, not 0.125. Most likely. Hmm, does anything that takes up capacity and that you add to a cyber limb have to be at least as high a grade as the cyberlimb, or can you just add a nanohive to a delta grade cyberfoot? Everything has the same grade. I don't recall where it says so, but I'm pretty sure. |
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#112
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 ![]() |
The prices listed in the book are retail; wholesale is always cheaper.
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#113
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 ![]() |
Fighting soldiers like that i would use two or tree guys armed with HMG:s firing capsule rounds filled with powerful acid, backed up by few guys with rocket launcers firing a mix of Inferno Rocket and Zapper Static Discharge Rocket.
That should wreak a havok on their funky gear. (IMG:style_emoticons/default/cyber.gif) |
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#114
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Moving Target ![]() ![]() Group: Members Posts: 418 Joined: 20-September 07 Member No.: 13,346 ![]() |
That could compound the PR problem, I'd be scared if my government started building brain washed super-soldier, or a foreign government. Yep. Although this is Shadowrun. QUOTE Two points. First of all the best orc had body 8 and intuition 5 (still just soft-caping here). Secondly if they're not really type O then the ware might be slightly more expensive. Real type O is already being massproduced, you need to set up you own line of production. Could be more expensive, though to be fair it could also be easy and cheap, no way to know really. Yeah, but even if it cost as much as the cloning facilities its still a major money saver. QUOTE True, but no soldier wears armour 24/7. True, but thats what the nanites are for. QUOTE True, though it will never be standard in canon. For fluff reasons if nothing else. Prolly not, but you never know. It's certainly dark enough to fit. And it sounds like something the corps would do. QUOTE Ohh, you soldiers are better, there's no doubt about that. However mine might very well be more cost effective. Depends on what you're using them for and whether you can afford to wait 18 years for the first batch, and how well clones really work. At 500K for each of your guys mine just have to be able to take on 3:1 odds to come out ahead. If both of our guys have the same equipment then their guns do 17p with -5 AP assuming a narrow, full burst. A hit on one of my guys with said gun deals stun damage while it deals physical damage to your guys. I roll 29 dice to soak for an average of 8s damage. Which becomes 6s because of ware. You roll 22 dice to soak for an average damage of 10p damage. Which becomes 8p, 1s because of ware. My soldiers can take 5 average hits before dieing (the 6th kills them), yours can take 2 average hits before dieing (the third kills them). My guys also rolls 15 dice to attack vs. your guys 14. They both roll the same number of dice for defense tests though, both of us have to use full defense if we want to roll more dice that the attacker. We roll 17 dice to defend. The odds of a hit aren't great. But I get 1 more chance per round (extra IP). QUOTE Ahh, it didn't occur to me you were factoring in fact that you had less cyber. I personally do that when I add it all together. A mere difference in style, but it threw me off. My mistake. Though a data jack costs 0.1 unless they issues an errata. So the cost would be 0.025, not 0.125. Yeah, fixed. QUOTE Everything has the same grade. I don't recall where it says so, but I'm pretty sure. Yeah, found it. But it's fine, saved me over 500K |
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#115
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Deus Absconditus ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,742 Joined: 1-September 03 From: Downtown Seattle, UCAS Member No.: 5,566 ![]() |
As a note, one of the biggest problems here is the assumption that buying a permanent lifestyle is equivalent in cost to raising someone and indoctrinating them from birth. To say nothing of the assumption that such a lifestyle includes the cost of paying all the people who are working on the project.
Basic shadowrun rules just aren't equipped to handle this kind of thing, and it's a mistake to assume the gloss-over rules for lifestyle will accurately model it. |
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#116
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Moving Target ![]() ![]() Group: Members Posts: 418 Joined: 20-September 07 Member No.: 13,346 ![]() |
The prices listed in the book are retail; wholesale is always cheaper. Fine with me. I have just been going with book prices. Fighting soldiers like that i would use two or tree guys armed with HMG:s firing capsule rounds filled with powerful acid, backed up by few guys with rocket launcers firing a mix of Inferno Rocket and Zapper Static Discharge Rocket. That should wreak a havok on their funky gear. (IMG:style_emoticons/default/cyber.gif) They have all the resistance stuff. |
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#117
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 ![]() |
They have all the resistance stuff. Well i still think that those elemental effects are one of the best things for damaging them, and it goes little outside of the rules but i really thing that being doused in acid/napalm will have some nasty effect to your gear(but in game that would fully depend on GM:s discretion). The gun for example would propably not like being dosed in napalm. (IMG:style_emoticons/default/grinbig.gif) |
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#118
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 ![]() |
Well i still think that those elemental effects are one of the best things for damaging them, and it goes little outside of the rules but i really thing that being doused in acid/napalm will have some nasty effect to your gear(but in game that would fully depend on GM:s discretion). The gun for example would propably not like being dosed in napalm. (IMG:style_emoticons/default/grinbig.gif) Of course, just about anything will die if you give it a good acid/napalm dousing. That's not really a weakness of the super soldiers. |
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#119
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 ![]() |
Of course, just about anything will die if you give it a good acid/napalm dousing. That's not really a weakness of the super soldiers. I was just defending my tactic of deling with those super soldiers becouse the only response i got for it was this They have all the resistance stuff. and i think that he's looking it too much from the rules perspektive and not considering what those weapons would ruly do to people hit with them. |
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#120
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 ![]() |
I was just defending my tactic of deling with those super soldiers becouse the only response i got for it was this and i think that he's looking it too much from the rules perspektive and not considering what those weapons would ruly do to people hit with them. Ah, I see. I misunderstood. Trying to keep track of too many threads at once. (IMG:style_emoticons/default/silly.gif) |
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#121
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Moving Target ![]() ![]() Group: Members Posts: 210 Joined: 6-January 06 Member No.: 8,137 ![]() |
Yep. Although this is Shadowrun. That would make me more worried, not less, though I might have less to say about it. Prolly not, but you never know. It's certainly dark enough to fit. And it sounds like something the corps would do. As some deep dark undercover unit yes. As the standard for military forces no. It would be pointless to have everyone be the ultimate pinnacle of metahuman augmented perfection that the game systems allow for. At 500K for each of your guys mine just have to be able to take on 3:1 odds to come out ahead. If both of our guys have the same equipment then their guns do 17p with -5 AP assuming a narrow, full burst. A hit on one of my guys with said gun deals stun damage while it deals physical damage to your guys. I roll 29 dice to soak for an average of 8s damage. Which becomes 6s because of ware. You roll 22 dice to soak for an average damage of 10p damage. Which becomes 8p, 1s because of ware. My soldiers can take 5 average hits before dieing (the 6th kills them), yours can take 2 average hits before dieing (the third kills them). My guys also rolls 15 dice to attack vs. your guys 14. They both roll the same number of dice for defense tests though, both of us have to use full defense if we want to roll more dice that the attacker. We roll 17 dice to defend. The odds of a hit aren't great. But I get 1 more chance per round (extra IP). The thing is that your guys can't take 3 of mine, or even 2. First of all I only take stun. In order to do physical you need to exceed my armour without adding in the extra damage from burst. Also I roll 2 more die in dodge due to Move-by-wire. You biggest problem is full dodge though. You can't afford to use it. If each of you guys shot at 1 of mine I can go full dodge and still have 2 guys shooting next pass for each of yours. If each of mine shoots at 1 of yours then you'll have no people firing next pass. If you use full dodge then you effectively have only have 1 pass per round against my 3, if you don't then I'll hit almost every time. I also get to use edge much more often because I have 3 times as many people with edge pools. |
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#122
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Moving Target ![]() ![]() Group: Members Posts: 418 Joined: 20-September 07 Member No.: 13,346 ![]() |
The thing is that your guys can't take 3 of mine, or even 2. First of all I only take stun. In order to do physical you need to exceed my armour without adding in the extra damage from burst. Incorrect. SR 4 page 140 If the attack causes Physical damage, compare the modified Damage Value to the modified Armor Value. If the DV does not exceed the Armor, then the attack inflicts Stun rather than Physical damage. QUOTE Also I roll 2 more die in dodge due to Move-by-wire. Doh, yeah. I also forgot to account for tracer rounds and the Smartgun system on the attack test. So add 2-5 to the attack pool depending on the range. And add 1 too my guys dice pool from a Reflex Recorder for Dodge (the cost doesn't change because I hadn't spent all the equipment money yet anyways). QUOTE You biggest problem is full dodge though. You can't afford to use it. If each of you guys shot at 1 of mine I can go full dodge and still have 2 guys shooting next pass for each of yours. If each of mine shoots at 1 of yours then you'll have no people firing next pass. If you use full dodge then you effectively have only have 1 pass per round against my 3, if you don't then I'll hit almost every time. I also get to use edge much more often because I have 3 times as many people with edge pools. True. But again, this means that you have to have 3 times as many units at any given location at any given time. 30 men vs. my 10. It's hard to get those kinds of fields of fire in an urban environment. But yes, your guys are good and a threat. In fact I would prolly take them over the 7 million dollar non clone version of my guys. |
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#123
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Moving Target ![]() ![]() Group: Members Posts: 210 Joined: 6-January 06 Member No.: 8,137 ![]() |
Incorrect. SR 4 page 140 If the attack causes Physical damage, compare the modified Damage Value to the modified Armor Value. If the DV does not exceed the Armor, then the attack inflicts Stun rather than Physical damage. SR4 page 141-142: "Narrow bursts increase the attack's DV by +2. Note that this DV modifier does not apply when comparing the DV to the armor rating" Doh, yeah. I also forgot to account for tracer rounds and the Smartgun system on the attack test. So add 2-5 to the attack pool depending on the range. And add 1 too my guys dice pool from a Reflex Recorder for Dodge (the cost doesn't change because I hadn't spent all the equipment money yet anyways). I've got a reflex recorder on dodge as well. As for tracers you could use them but then you loose DV. Not sure it's worth the cost. True. But again, this means that you have to have 3 times as many units at any given location at any given time. 30 men vs. my 10. It's hard to get those kinds of fields of fire in an urban environment. True, but even if only a limited number can fire at the same time, it still let's me replace those that fall. But yes, your guys are good and a threat. In fact I would prolly take them over the 7 million dollar non clone version of my guys. As I said, which is best really depends on the need of the mission and on the cost of your guys. |
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Moving Target ![]() ![]() Group: Members Posts: 135 Joined: 4-May 08 From: Austin, Texas USA Member No.: 15,951 ![]() |
SR3 page 141-142: "Narrow bursts increase the attack's DV by +2. Note that this DV modifier does not apply when comparing the DV to the armor rating" I fail to see what an SR*3* rule has to do with a 2070 supersoldier. (IMG:style_emoticons/default/biggrin.gif) Anyway, the weird thing about that rule is thats the only place it shows up is in the narrow burst description. For something that important, you would think they would display it more prominently. Whenever I see someone say 'Troll tank? Just use APDS full bursts.' I just roll my eyes and move on. *Edit* Also, check BBB p.313, the Tracers entry. They don't add any dice if fired from a gun with an active smartlink. |
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#125
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Moving Target ![]() ![]() Group: Members Posts: 418 Joined: 20-September 07 Member No.: 13,346 ![]() |
SR3 page 141-142: "Narrow bursts increase the attack's DV by +2. Note that this DV modifier does not apply when comparing the DV to the armor rating" Sigh. The one thing I hate about SR, everything is spread all over the damn place. So it's stun damage. QUOTE I've got a reflex recorder on dodge as well. As for tracers you could use them but then you loose DV. Not sure it's worth the cost. It doesn't say you loose DV in their description. I always assumed that it was like Tracer APDS, or Tracer ExEx and you just added the cost together and that was that. Besides, they apparently don't stack with a SmartGun so it's not worth it in the first place. QUOTE True, but even if only a limited number can fire at the same time, it still let's me replace those that fall. This again assumes open combat. With even a few miniutes between waves they can reduce the damage by 4 points. And we aren't accounting for things like cover, ambushes, etc. QUOTE As I said, which is best really depends on the need of the mission and on the cost of your guys. 1,500,000 should be the final, hard number. I have looked and haven't seen any real way to either reduce the enhancement cost further (thank you smuggling compartment+nanohive) and anything added should come out of the cash pool left over (about 200K). And for anything except battle on an open field the numbers aren't as relevant. Sure your army may be 3 times as large total but it doesn't have 3 times as many troops at any given point. And this is primarily an offensive army. Sure, it is excellent defensively and can prolly hold off your guys if they had time to prepare positions, but any concentrated attack will use combined arms including high speed attack runs by bombers and the like. And they won't survive that. These guys were built on the premise that most combat in 2070 will take place in Urban settings or inside buildings. In both cases it is hard to bring a very large force in and my guys have lots of places to set ambushes and get around those set by others. Their scouting drones really come into their own as well in such situations. As for inside, it's hard to believe that they would run into 30 men at any given time. These guys are not meant for open field combat, mainly because no ground force really can be. Airpower can be far to effective in far to many ways. And the big players can drop KEW's on your head if you give them the opportunity. |
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Lo-Fi Version | Time is now: 17th May 2025 - 04:07 AM |
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