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Kraegor
post Jul 29 2010, 11:14 AM
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Alright, been playing Shadowrun for only a few months now.. but.. I wanted to know if this is possible. I am putting this as short as possible, since most of you know already what this is.

+2 Smartlink
+2 Take Aim (Krav Maga, Free Action)
+3 Improved Combat Ability (Adept)
+7 Agility (+2 Muscle Toner, 5 Agility Base)
+6 Pistols
+2 Semi-Automatics Specialty
+1 Skill Recorder
+1 Enhanced Articulation
---------------------
+24 Dice to attack

-4 Called Shot (For +4 Damage)

+20 Dice to Attack with Ruger Warhawk with 10P Damage Base.

--- Does anyone see any issues with having the 20 dice to attack and a 10 damage base for the gun after all this? I wanted to make this character a single shot gun-dueler who just inflicts massive damage with his one bullet.

Or if anyone else knows how to eek out a few extra dice on his attacks, and might have ideas, let me know.

I could have sworn somewhere I read that there was a bonding process for Adepts to familiarize themselves with a weapon to get +2 dice, but can't seem to find that (its not the metamagic from Street Magic though, I know that).

Restrictions from the game are 400bp, 12R restriction.
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Wasabi
post Jul 29 2010, 11:21 AM
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Enhanced Articulation no longer adds to all non-mental skills, now it adds to the Physical Skill category which is different from the Combat Skills category.

Analyze Device requires 4-6 hits just to get one extra die but it adds dice past the threshold
Item Attunement metamagic adds to use the object
Adept Centering reduces penalties to Combat Skills (called shot, anyone?)
and the holy grail IMO is "Heightened Concentration" from Digital Grimoire. It negates all penalties from a single source up to your magic rating. So it can negate wound penalties, vision penalties, cover modifiers, movement penalties or even recoil penalties... just one source only. Again I say, Called Shot, anyone? Stack with Adept Centering so you can negate even more penalties since Adept Centering can negate remaining penalties.
You can use the Restricted Gear positive quality to start with Muscle Toner 4. For your char it may be worth it.
If you take Aptitude: Pistols and start with a 7 Pistols you could get 4 levels of Improved Combat ability since by default it rounds in your favor.
Combat Sense helps against everything from grenades to fireballs to surprise tests. Its amazingly good.

I suggest Ammunition Skip System for revolvers... that way you can load it and have the cylinder land on whatever type of bullet you want to fire next. Gel one minute, Capsule with Narco the next, Tracking a third shot, etc.

Gun Adepts in games I'm in seem to get their guns taken away or chopped in half a lot. Get Gecko Grip mod and Melee Hardening and you can mitigate this.

The Adrenaline Surge positive quality is pricey at 15bp but worth every penny. If an enemy doesnt have it you automatically get to go first on the first pass unless they spend an edge to get an initiaitve roll.
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Kraegor
post Jul 29 2010, 11:29 AM
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Okay, so basically everything there is good except for the Enhanced Articulation.

Unfortunately I can't take the Item Attunment unless I go through an Initiation right?

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Wasabi
post Jul 29 2010, 11:32 AM
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Yeah but with a group and ordeal its only 13 xp to initiate the first time (5 of that is to join the group) and like 10xp the second time.
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Mäx
post Jul 29 2010, 11:36 AM
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QUOTE (Kraegor @ Jul 29 2010, 01:14 PM) *
+1 Skill Recorder
+1 Enhanced Articulation

Neither of these works, but with resricted gear quality you can raise your agility to 9, so you end up with same amount of dice.
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Saint Sithney
post Jul 29 2010, 11:43 AM
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A Take Aim action only adds +1 to your DP.
If you're doing two Take Aim actions, then you don't have enough actions left in the pass to Call Shot (free action) and Fire (simple action.)

Besides, unless you're firing from 5m, or using Centering or Heightened Concentration, you'll need that Take Aim action to mitigate range penalties.
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Makki
post Jul 29 2010, 11:43 AM
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Take Aim is only +1, exept you want to take two take aim actions, which you can with the Ruger. But a normal pistol can shoot twice thus making almost twice the damage a ruger does. plus what Mäx said.
Reflex Recorder doesnt work, because you already maxed your skilled with improved ability power.
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Wasabi
post Jul 29 2010, 11:44 AM
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Good catch max, its now called a "Reflex Recorder" on p247 SR4A.
(works for combat and physical skills only)
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Wasabi
post Jul 29 2010, 11:45 AM
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Also, the Enhance Aim spell in a sustaining focus can reduce the range category all the time.

Edit: I originally called it Hawkeye in this post and have edited the name to be correct as 'Enhance Aim'
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Mäx
post Jul 29 2010, 11:48 AM
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QUOTE (Wasabi @ Jul 29 2010, 01:44 PM) *
Good catch max, its now called a "Reflex Recorder" on p247 SR4A.
(works for combat and physical skills only)

I wasn't getting caught on terminology, no matter what's that ware's name is it doesn't work for this build as he's allready at augmented max of the pistols skill with the adept power.
Also just a not OP, you need a revolvers speciality not semi-automatics.
Wasabi spell you mean is enhance aim, not hawkeye.
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Dakka Dakka
post Jul 29 2010, 11:48 AM
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QUOTE (Kraegor @ Jul 29 2010, 01:14 PM) *
+2 Take Aim (Krav Maga, Free Action)
-4 Called Shot (For +4 Damage)
It does not work that way. You have to use your Free Action for a Called Shot. Normally Take Aim is a Simple Action, but Krav Maga makes it free. You do not have a free action in this action Phase however so a simple one is used for taking aim anyway. Now you are at +1. You could use the other simple action to aim again but then you wouldn't shoot at all.
Anyway I'd rather shoot twice with with two dice less. Or take Restricted Gear and Muscle Toner 4 to get AGI to 9. Or go Elf for AGI 10. You could further improve AGI by SURGEing and/or taking Exceptional Attribute.
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itaipee
post Jul 29 2010, 11:57 AM
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musle tunner and adapt usually do not mixed well.

anyway, it seem that you put most of you build point to one specific target - be superior shooter - but then what with the other espects of the game ? don't forget that may battle ends after 1 or two rounds. so your super-shotter face with large trool or pist shaman that suommon strong spirt ..and the gunslinger is no more
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Mäx
post Jul 29 2010, 12:02 PM
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QUOTE (itaipee @ Jul 29 2010, 01:57 PM) *
musle tunner and adapt usually do not mixed well.

Are you high man, mucle toner 4 is the best use of a power point a gunslinger adept could do, especially as genetic optimization Agility fits into that same power point.
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CeeJay
post Jul 29 2010, 12:11 PM
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QUOTE (Kraegor @ Jul 29 2010, 01:14 PM) *
+2 Semi-Automatics Specialty

+20 Dice to Attack with Ruger Warhawk with 10P Damage Base.

Just to nit-pick... A Ruger Superwarhawk is a Revolver and not a Semi-Automatic Pistol. So you will need another specialization...

-CJ
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Mäx
post Jul 29 2010, 12:25 PM
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QUOTE (Kraegor @ Jul 29 2010, 01:14 PM) *
I wanted to make this character a single shot gun-dueler who just inflicts massive damage with his one bullet.

My take on this concept:
Surged Elf adept with metagenetic improvement agility and genetic optimization for the same.
Agility 9(13 with muscle toner 4)
Long-arms 7(aptitude)
specialty to shotguns +2
improvmet ability shotguns 3
smartlink +2
-----------------------
27 dice to shoot shotguns

simple action to take aim to lineup the shot negating range penalties
free action to call shot for +4 damage and -4 dice
simple action to shoot Boyd & Richards Desperado loaded with shocklock rounds with 23 dice for base damage of 12 and AP-2. (IMG:style_emoticons/default/love.gif)
This cost about 230BP.
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Dakka Dakka
post Jul 29 2010, 12:36 PM
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You could add an improved range finder to the smartgun so you don't have to negate range penalties up to medium range.
Whats so good about shotguns? Using an a short burst SMG or AR would give you 11P AP 0 or 12P AP -1 at greater range and more ammunition. This gets even better when you use special ammunition.

By RAW you could even use a wide burst to deny your target his defence on the called shot, but that is just silly. Just as silly as not being able to call a shot on a short burst, if the weapon is in FA mode.
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Mäx
post Jul 29 2010, 12:43 PM
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QUOTE (Dakka Dakka @ Jul 29 2010, 02:36 PM) *
Whats so good about shotguns? Using an a short burst SMG or AR would give you 11P AP 0 or 12P AP -1 at greater range and more ammunition. This gets even better when you use special ammunition.

If you read the part of the OP:s post i quoted, that should answer this question.
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Dakka Dakka
post Jul 29 2010, 12:48 PM
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OK, I wasn't sure if he meant actually only firing one round or shooting once.
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Mäx
post Jul 29 2010, 01:01 PM
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QUOTE (Dakka Dakka @ Jul 29 2010, 02:48 PM) *
OK, I wasn't sure if he meant actually only firing one round or shooting once.

Well even if using a short burst a shotgun with it's higher basedamage is still better.
But the Desperado is totally a style think, as i see it as a lever action shotgun for the maximum badassness (IMG:style_emoticons/default/wink.gif)
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Stingray
post Jul 29 2010, 01:12 PM
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QUOTE (CeeJay @ Jul 29 2010, 03:11 PM) *
Just to nit-pick... A Ruger Superwarhawk is a Revolver and not a Semi-Automatic Pistol. So you will need another specialization...

-CJ

hmm..what about spec: Heavy Pistols. that should cover "regular" heavy pistols and Revolvers (whose classification is Heavy Pistols)
(Cavalier Deputy and Ruger Super Warhawk..)
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Dakka Dakka
post Jul 29 2010, 01:26 PM
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It's a question of whether you include revolvers in pistols. If not this specialization is more narrow than the semi-automatic pistols specialization.
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Kraegor
post Jul 29 2010, 01:28 PM
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Okay so basically what I have now is...


+2 Smartlink
+3 Imp. Combat Ability (Adept)
+10 Agility (+2 Muscle Toner, Genetic Engineering, Enh Agility Quality)
+6 Pistols
+2 Revolver Specialty
+1 Reflex Recorder
---------------------

+24 dice


So someone mentioned the Imp. Combat ability was maxed out? The only thing I read is that it can only be maxed out at 1.5 the base skill of guns max. So that means 6 pistol = 9 pistol with Imp Combat Ability right?

Do specializations in this count? If I had 8 with revolvers, then do I now get 12 maximum with Imp. Combat ability?

If there is a FAQ or rule on this in the book, let me know. I thought the only maximum that it had was that your pistol skill with the combat ability couldn't be 1.5x the skill maximum. Which adds in seperately for everything. The Reflex recorder specifically says its usable for combat skills, and says it stacks with all other abilities/modifiers.
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Dakka Dakka
post Jul 29 2010, 01:38 PM
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QUOTE (Kraegor @ Jul 29 2010, 03:28 PM) *
So someone mentioned the Imp. Combat ability was maxed out? The only thing I read is that it can only be maxed out at 1.5 the base skill of guns max. So that means 6 pistol = 9 pistol with Imp Combat Ability right?
Exactly. It's 9 whatever the source. The reflex recorder is unnecessary with Improved Ability 3 unless you have aptitude.

QUOTE (Kraegor @ Jul 29 2010, 03:28 PM) *
Do specializations in this count? If I had 8 with revolvers, then do I now get 12 maximum with Imp. Combat ability?
No, Specailizations do not increase the skill they add two bonus dice. That's why it should be noted as Pistols(Revolvers) 5(+2) and not 5(7)
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Makki
post Jul 29 2010, 01:41 PM
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QUOTE (Dakka Dakka @ Jul 29 2010, 03:38 PM) *
Exactly. It's 9 whatever the source. The reflex recorder is unnecessary with Improved Ability 3 unless you have aptitude.


it's still 7(10) with aptitude (SR4A p118 last paragraph)
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Dakka Dakka
post Jul 29 2010, 01:50 PM
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With Aptitude it could just as well be 6(10)
The adept power is limited to 1.5* actual natural skill; the maximum augmented skill rating is maximum natural skill *1.5. Aptitude raises the natural as well as the augmented skill maximum by one.

With an actual natural skill of 6 and Aptitude you are allowed to take 3 points of Improved Ability and have a maximum augmented skill of 10. So you could still add a reflex recorder. Raising the skill to 7 with karma gives no benefit in that situation.
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