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raphabonelli
post Mar 17 2009, 03:00 PM
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QUOTE (Shinobi Killfist @ Mar 17 2009, 11:54 AM) *
'
wait, what are we playing again.


Even with elves, dwarves, magics and dragons, Shadowrun rules tries, at least a little, to simulate reality as we know it. Shadowrun approach to the rules are different from, let's say, D&D approach to the rules.
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The Jopp
post Mar 17 2009, 03:00 PM
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Changeling 3
Ambidexterity X3
Shiva Arms X2
Agility: 6
Automatics: 6 (SMG’s +2)
Second Hand Muscle Toner +3
Reflex Recorder: Firearms +1

Dicepool: 6+6+3+1: 16D6
Specialization: +2D6

Split by 6: 16/6: 2,66D6 (Round up to 3D6)
Add Specialization +2D6

Get X6 SMGs with FA option.

Give covering fire with 5D6 X6 and let the lead fly.
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ornot
post Mar 17 2009, 03:24 PM
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There was a PC in my game that fired pistols akimbo. He was good enough to hit most grunts and if he was lucky he could drop them with only one bullet. Even if he wasn't that lucky, they would usually be heavily wounded (and since they were grunts with low professional ratings, they'd be running away). Multiply his 4 bullets per IP by his WR, and he was able to dispose of 12 grunts per turn. Vs tougher opponents he would use just the one pistol for improved accuracy. This guy was made using RAW from the BBB only, and wasn't even twinked out (much).

It is eminently doable, but how useful it is depends on the kind of opposition the GM is throwing at you.

Personally I wouldn't allow the 1 die, 9 dice split - or at least the intended outcome. I'd only impose a defense penalty if the defender had actually needed to make a reaction test to negate a hit. Hence the 1 die attack would only make the second shot more likely to hit if you got lucky with that first test. And your second shot is affected by any uncompensated recoil from the first one (easily accounted for by improving your gear).
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Rasumichin
post Mar 17 2009, 04:17 PM
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Actually, the best way to fire guns akimbo in SR4 would be being a mystic adept (yes, even they have a use!).
It's all about getting bonus dice instead of pouring tons of BP into pumping up your base DP.

And the best way to get bonus dice for firearms tests is the enhance aim spell.

Combine that with Adept Centering (and probably that adept power from Digital Grimoire) to decrease penalties for multiple targets, get a posession based tradition and channeling to up your AGI to insane levels and load up on the usual stuff such as Muscle Toner (and/or the Improved Agility spell) and Improved Ability and after a couple of initiations you might actually achieve impressive results with this approach.

Also, the Atunement metamagic might be handy.
Only one weapon can benefit from it, but unlike smartlinks, it is compatible with real dual wielding.

I must admit that i haven't fully checked out the math, so it may still be more interesting to stick with only two shots per round, but i think it might work out with this approach.
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The Jopp
post Mar 17 2009, 04:26 PM
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Well, a F12 Analyze Device (Your Gun) should work too.

Lets assume 6 successes and a -2 sustaining penalty.

You now have +4D6 to your dicepool.

Depending on your view of the spell this is something that is used one ONE specifik gun or spread out over several guns of the same type.
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Medicineman
post Mar 17 2009, 04:30 PM
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Rasumichin
If you calculate the Monster ,dont forget to count in Tracer Ammo (IMG:style_emoticons/default/wink.gif)

@The Jopp
Change MPs with the MGL6 Grenny Lnchr Pistol (IMG:style_emoticons/default/wink.gif)

with a (IMG:style_emoticons/default/wink.gif) dance
Medicineman
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EvilP
post Mar 17 2009, 05:01 PM
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I once made a Hong-Kong akimbo gunfighter NPC as an experiment. Then a guest player turned up just before the session and I lent him the charsheets for a character who rolled something 15 dice split between two SMGs.

Ther verdict is as follows:

1) He slaughtered many grunts in one combat turn

2) We had to make far too many rolls! That's 2 guns with 7 and 8 dice each, then two reaction rolls, then (maybe) 2 damage soak rolls. Then came his second simple action where you do it again with modifiers on top! When two more initiative passes were added on that it really took the excitement out of combat and probably left a really terrible impression of Shadowrun on this new player.
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TBRMInsanity
post Mar 17 2009, 05:23 PM
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QUOTE (The Jopp @ Mar 17 2009, 10:26 AM) *
Well, a F12 Analyze Device (Your Gun) should work too.

Lets assume 6 successes and a -2 sustaining penalty.

You now have +4D6 to your dicepool.

Depending on your view of the spell this is something that is used one ONE specifik gun or spread out over several guns of the same type.


WHAT!!! You can't use Analyze Device to give you a bonus in combat! It gives you an understanding of how the device works but it isn't going to make you a better shooter.

Bah!!!!
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ReverendMo
post Mar 17 2009, 05:25 PM
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Another option for dual-wielding ranged weapons, though frightfully expensive in some cases and not directly adept-friendly, is gun-drones. I'm currently playing a character who uses two heavily-modified pistols with pilot upgrades and such, treating them as drones for IP and dice. No immediate SmartLink bonuses, but a technomancer could, with GM approval, compile machine sprites with the SmartLink complex form, them then getting those bonuses.

Just food for thought.
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InfinityzeN
post Mar 17 2009, 05:41 PM
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QUOTE (ReverendMo @ Mar 17 2009, 01:25 PM) *
Another option for dual-wielding ranged weapons, though frightfully expensive in some cases and not directly adept-friendly, is gun-drones. I'm currently playing a character who uses two heavily-modified pistols with pilot upgrades and such, treating them as drones for IP and dice. No immediate SmartLink bonuses, but a technomancer could, with GM approval, compile machine sprites with the SmartLink complex form, them then getting those bonuses.

Just food for thought.

That... that is just... just so EVIL! I like! Will have to build one and see how it comes out.
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TBRMInsanity
post Mar 17 2009, 06:52 PM
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QUOTE (ReverendMo @ Mar 17 2009, 11:25 AM) *
Another option for dual-wielding ranged weapons, though frightfully expensive in some cases and not directly adept-friendly, is gun-drones. I'm currently playing a character who uses two heavily-modified pistols with pilot upgrades and such, treating them as drones for IP and dice. No immediate SmartLink bonuses, but a technomancer could, with GM approval, compile machine sprites with the SmartLink complex form, them then getting those bonuses.


Screw the smarklink complex form, just make them total drone with autosofts (targeting, pilot). Then they would just fire on their own.
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Muspellsheimr
post Mar 17 2009, 07:16 PM
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QUOTE (InfinityzeN @ Mar 17 2009, 07:18 AM) *
Actually his total dice pool before the split is only 14 (or 16 if you say Specialization is added before the split).

AGL: 7
Pistols: 5 (7) [5+ 3 Improved Skill + 1 Reflex Recorder, capped at (7)]
Smartgun: 0 [can not use for split pool duel wielding]

Lets see...
Agility 7 + Skill 7 + 2 Specialization + 2 Smartlink = 18 Dice (before split)
[(Agility 7 + Skill 7) / 2] + 2 Specialization + 0 Smartlink - 9 Dice (after split)

QUOTE (The Jopp @ Mar 17 2009, 10:26 AM) *
Well, a F12 Analyze Device (Your Gun) should work too.

Lets assume 6 successes and a -2 sustaining penalty.

You now have +4D6 to your dicepool.

Depending on your view of the spell this is something that is used one ONE specifik gun or spread out over several guns of the same type.

Lets assume you are playing by SR4 RAW - 3 of your 6 Hits go towards beating OR, so you have a net of +3, with a -2 Sustaining, or +1 overall modifier.
Now lets assume you are playing by SR4A RAW - 4 of your 6 Hits go towards beating OR, so you have a net of +0, with a -2 Sustaining, or +0 overall modifier.

This is, of course, assuming that you can reliably get 6 Hits to begin with. And your GM considers guns a step below drones for OR (I know some would put the two at the same level).
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Mäx
post Mar 17 2009, 08:24 PM
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QUOTE (Medicineman @ Mar 17 2009, 11:43 AM) *
If You use two Weapons after another ,switching Smartlink is a Free action and can be done, so first simple Action right MP(with Smart and complete Pool) second simple Action Left MP (also with complete Pool and Smart)
only AKIMBO Firing (so you have 2x2 simple Actions) is rightfully restricted

Where is that in the rules.

How would you guys handle akimbo firing when the characters hands have different Agility scores.
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Dakka Dakka
post Mar 17 2009, 11:54 PM
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QUOTE (Mäx @ Mar 17 2009, 09:24 PM) *
Where is that in the rules.
BBB p. 136 Fire Weapon, p. 135 Change Linked Device Mode, again Fire Weapon.

QUOTE
How would you guys handle akimbo firing when the characters hands have different Agility scores.
I'd apply the same rule as for using different skills.
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The Jake
post Mar 18 2009, 12:52 AM
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QUOTE (Dakka Dakka @ Mar 17 2009, 02:49 PM) *
Hmm normally 5*1.5=7.5. Since there is AFAIK no mentioning of rounding down in the paragraph about modified skill ratings, the value is rounded normally to 8. So the adept can get improved ability 3 or improved ability 2 and the reflex recorder. Which adds up to a pool of 15 and a split pool of 10/9 if the used weapons both are of the specialized type.

Again the specialization is a modifier and thus is added after the split by RAW.


If I have a weapon skill of 5, specialised, thats +2 dice. Doesn't the +2 factor into the total skill rating?

That would mean the maximum skill is 7. 7x1.5=10.5 or 11 (rounding up). That would mean the highest bonus dice pool would be four dice.

E.g. the improved ability 4 or improved 3 + reflex recorder.

Or doesn't the specialisation count?

- J.
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Rasumichin
post Mar 18 2009, 01:07 AM
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QUOTE (Medicineman @ Mar 17 2009, 05:30 PM) *
Rasumichin
If you calculate the Monster ,dont forget to count in Tracer Ammo (IMG:style_emoticons/default/wink.gif)


Oh right, there was something...don't think i'm going to stat this out soon, though.
There's so many possible variables, you can hardly give a fixed amount for the DP that monster would bring to the table.
Depending on initiate grade, Force of the spirit involved, spellcasting skills and so on...but it would work, i think.
Another possible end of level monstrosity to throw at unsuspecting players (IMG:style_emoticons/default/grinbig.gif)

QUOTE (ReverendMo @ Mar 17 2009, 06:25 PM) *
Another option for dual-wielding ranged weapons, though frightfully expensive in some cases and not directly adept-friendly, is gun-drones. I'm currently playing a character who uses two heavily-modified pistols with pilot upgrades and such, treating them as drones for IP and dice. No immediate SmartLink bonuses, but a technomancer could, with GM approval, compile machine sprites with the SmartLink complex form, them then getting those bonuses.

Just food for thought.


That's what cyberlimb weapon mounts are for.
Bring your own suppressive fire!

QUOTE (The Jake @ Mar 18 2009, 01:52 AM) *
If I have a weapon skill of 5, specialised, thats +2 dice. Doesn't the +2 factor into the total skill rating?


No, it is said in the FAQ that it is a DP bonus and therefore factored in after the split.

QUOTE
That would mean the maximum skill is 7. 7x1.5=10.5 or 11 (rounding up). That would mean the highest bonus dice pool would be four dice.

E.g. the improved ability 4 or improved 3 + reflex recorder.

Or doesn't the specialisation count?

- J.


I'm not 100% sure, but i think you round down in that case.
And the DP bonus isn't capped at all, it is just the increase of the skill itself which is capped at 3 or 4 dice.
This only applies to Improved Ability and Reflex Recorders, all other means available here do not count as an increase of the skill itself (in fact, the only other example besides those two are a couple of qualities from RC, but none of them would matter here).
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The Jake
post Mar 18 2009, 01:57 AM
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Is it just me or does anyone think that dice caps on magical/augmented abilities is just silly?

- J.
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Draco18s
post Mar 18 2009, 04:23 AM
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QUOTE (ReverendMo @ Mar 17 2009, 12:25 PM) *
Another option for dual-wielding ranged weapons, though frightfully expensive in some cases and not directly adept-friendly, is gun-drones. I'm currently playing a character who uses two heavily-modified pistols with pilot upgrades and such, treating them as drones for IP and dice. No immediate SmartLink bonuses, but a technomancer could, with GM approval, compile machine sprites with the SmartLink complex form, them then getting those bonuses.

Just food for thought.


I've (ok me and my group) already thought of that. It's an elf rigger who rigs his own arms. And legs. And head/eyes. I named him Tinker Toy.
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Shinobi Killfist
post Mar 18 2009, 04:34 AM
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QUOTE (The Jake @ Mar 17 2009, 08:57 PM) *
Is it just me or does anyone think that dice caps on magical/augmented abilities is just silly?

- J.


I think skill caps are silly, and the caps they have on magical/augmented abilities even sillier.
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Mäx
post Mar 18 2009, 05:14 AM
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QUOTE (Dakka Dakka @ Mar 18 2009, 01:54 AM) *
BBB p. 136 Fire Weapon, p. 135 Change Linked Device Mode, again Fire Weapon.

THose say nothing about you having to take free action to switch smartlink if you use two Weapons after another.
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Muspellsheimr
post Mar 18 2009, 05:15 AM
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There is no rule as far as I am aware against running two Smartlinks - only using them when splitting your pool for two-weapon combat.
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Dakka Dakka
post Mar 18 2009, 06:49 AM
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The free action is just for a GM who might rule that only one weapon may b connected to the smartlink computer at any given time.
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Mäx
post Mar 18 2009, 12:09 PM
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QUOTE (Dakka Dakka @ Mar 18 2009, 08:49 AM) *
The free action is just for a GM who might rule that only one weapon may b connected to the smartlink computer at any given time.

OK, i was starting to think that there was some kind of rule for tat, that i had missed.
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ornot
post Mar 18 2009, 01:04 PM
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QUOTE (Draco18s @ Mar 18 2009, 04:23 AM) *
I've (ok me and my group) already thought of that. It's an elf rigger who rigs his own arms. And legs. And head/eyes. I named him Tinker Toy.

you want to be careful going down that path. You'll wind up with folk refusing to pay essence for cyber limbs "since they're just drones". Pretty soon you'll have de facto jarheads without the drawbacks.
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Draco18s
post Mar 18 2009, 04:50 PM
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QUOTE (ornot @ Mar 18 2009, 08:04 AM) *
you want to be careful going down that path. You'll wind up with folk refusing to pay essence for cyber limbs "since they're just drones". Pretty soon you'll have de facto jarheads without the drawbacks.


Nono, they're modular cyberlimbs with the Drone modification.
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