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#1
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Moving Target ![]() ![]() Group: Members Posts: 347 Joined: 28-June 10 Member No.: 18,765 ![]() |
What is the best all round armor mod capacity build at chargen.
Also what are the rules about starting with armor mods? Does it just mean you have the parts but need to install them? If you have the tools and the skills (or contacts) can you just say that at some point before the game start that the mods were installed. I assume the rules are similar for vehicles and weapons. |
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#2
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Moving Target ![]() ![]() Group: Members Posts: 424 Joined: 9-July 10 From: Voice with an Matrix Connection Member No.: 18,806 ![]() |
What is the best all round armor mod capacity build at chargen. Also what are the rules about starting with armor mods? Does it just mean you have the parts but need to install them? If you have the tools and the skills (or contacts) can you just say that at some point before the game start that the mods were installed. I assume the rules are similar for vehicles and weapons. How much money are you willing to throw at it? |
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#3
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Moving Target ![]() ![]() Group: Members Posts: 347 Joined: 28-June 10 Member No.: 18,765 ![]() |
As much as is needed.
The armor is already 20,000. Making it all it can be should not be to much more. Right? |
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#4
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
Hahaha. Right. (IMG:style_emoticons/default/wink.gif)
Don't you know that modding anything in SR always costs much, much more than the base item? (If you're doing it right, of course. (IMG:style_emoticons/default/biggrin.gif) ) |
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#5
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Moving Target ![]() ![]() Group: Members Posts: 424 Joined: 9-July 10 From: Voice with an Matrix Connection Member No.: 18,806 ![]() |
As much as is needed. The armor is already 20,000. Making it all it can be should not be to much more. Right? Uh. No, I can spend an ungodly amount of money on armor. BASIC MILITARY ARMOR AND HELMET HEAVY MILITARY ARMOR [[Capacity 20]] 20,000nY
MILITARY HELMET [[Capacity 5]] 10,000nY
SWEET MODIFICATIONS HELMET MODS [[5]]
ARMOR MODS [[20]]
COMMLINK
Adding it all up
So the most awesome Armor (in my opinion) is going to run you 158,000nY + 15 BP for Restricted Gear. Take 5,000nY off and remove the chemical seal if you GM decides to have it raise the Availability by 6. |
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#6
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,782 Joined: 28-August 09 Member No.: 17,566 ![]() |
How much you mod your milspec armor really depends on the armor mod rules your game is using.
Capacity is an optional rule, sadly. Its good to keep in mind for Mission's characters, though. Start with milspec armor, add two articulated weapon arms, and start piling stuff on from there. |
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#7
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Moving Target ![]() ![]() Group: Members Posts: 424 Joined: 9-July 10 From: Voice with an Matrix Connection Member No.: 18,806 ![]() |
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#8
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Moving Target ![]() ![]() Group: Members Posts: 347 Joined: 28-June 10 Member No.: 18,765 ![]() |
What is the reason behind the costs on this?
[ Spoiler ]
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#9
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Moving Target ![]() ![]() Group: Members Posts: 424 Joined: 9-July 10 From: Voice with an Matrix Connection Member No.: 18,806 ![]() |
What is the reason behind the costs on this? [ Spoiler ] DICE POOL MEDKIT RIGGER LOG(5) First Aid(5) Remote operation(2) VR bonus(2) Control Rig(2) Control Rig Booster Nanites(3) Medkit(6) Skilled Assistants(3) Tacnet(2){ needs 4 members, each member needs 4 sensors, add 4 biomonitors for 4 members } subtotal: 30 dice Working remotely through a medkit(-2) Bad Conditions(-3) Patient is Awakened or has 4 Essence in implants(-2) Uncooperative Patient(-2) subtotal: -7 dice TOTAL: 23 dice DOCBOT Medkit(6) Pilot(4) Pilot Vehicle bonus(2) Autosoft(4) skilled assistants(3) Tacnet(2){ needs 4 members, each member needs 4 sensors, add 4 biomonitors for 4 members } subtotal: 21 dice Working remotely through a medkit(-2) Bad Conditions(-3) Patient is Awakened or has 4 Essence in implants(-2) Uncooperative Patient(-2) subtotal: -7 dice TOTAL: 14 dice First Aid or Stabilize Test [LOG+First Aid (+2 from Savior Medkit for Stabilize Test)](2) : if patient is in Overflow, they are stabilized, else the number of net hits over threshold is number of boxes healed. Complex Action 1 Combat Turn per box 1 Medic can watch over the entire teams medicine, making use of the DocBot Pilots for small wounds, or to apply Slab on someone who is toast, and jumping in when a team member takes a shotgun to the face. |
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#10
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Moving Target ![]() ![]() Group: Members Posts: 347 Joined: 28-June 10 Member No.: 18,765 ![]() |
OK I got to hand it to you that is a sweet medkit.
But what about these costs? Medkit [4,600 nY] (Is it like 4 biomonitors and 4 rating 6 medkits in one? Even then the cost is off. 3600ny is what I came up with.) Custom Look Savior Medkit [2,100 nY] (Basically fluff? That is fine though.) Savior Medkit Refill (5 doses) [2,500 nY] (Refills cost 50ny, unless this is including some other costs.) The cost difference is a minor detail though. |
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#11
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 ![]() |
How much you mod your milspec armor really depends on the armor mod rules your game is using. Capacity is an optional rule, sadly. Its good to keep in mind for Mission's characters, though. Start with milspec armor, add two articulated weapon arms, and start piling stuff on from there. Yeah, but how many Missions games are you going to be able to use the armor monstrosity without getting an airstrike called in on you? -karma |
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#12
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,272 Joined: 22-June 10 From: Omaha. NE Member No.: 18,746 ![]() |
COMMLINK
Note that you need to start with a commlink of response 4 and add an 8000 (IMG:style_emoticons/default/nuyen.gif) response upgrade and a 3000 (IMG:style_emoticons/default/nuyen.gif) system to run that software at level 6, so you might want to tack on another 11000 (IMG:style_emoticons/default/nuyen.gif) to the cost of a Hermes Ikon or Transys Avalon. (Only go with the Avalon if you're planning to upgrade the signal strength to 6 for very long distance encrypted messages.) |
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#13
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Dumorimasoddaa ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,687 Joined: 30-March 08 Member No.: 15,830 ![]() |
Or you can buy the rating 4 all round helmet that works out as a saving.
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#14
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Moving Target ![]() ![]() Group: Members Posts: 424 Joined: 9-July 10 From: Voice with an Matrix Connection Member No.: 18,806 ![]() |
The EVO Archeron is available at character generation, which is why some of the programs and systems are rated lower than would be optimal.
The primary limiter is the Availability on the primary Pilot and the Tacnet. In order to have an Availability lower than or equal to 12, the Pilot is capped at Rating(4), and the Tacnet at Rating(2). Tacnets need to have 2+Rating members, each contributing Rating*2 sensor channels to the Tacnet to get any benefit. The only sensors that made sense in this case are the biomonitors, so each of the 4 Pilots participating in the Tacnet have 4 biomonitors, for a total of 16 biomonitors. Since only 1 Pilot can perform the First Aid, the other Pilots are acting as Skilled Assistants to provide a +1 dice pool modifier (up to 3). But you have to pay for each individual pilot and each copy of the Autosoft so they can run on the same system (a hacker can spoof the program to give different identity codes and get around that, but everyone else has to pony up the cash). I did do my math wrong with the commlink. Since there are 9 programs running (4*Pilot, 4*First Aid Autosoft, 1*Tacnet), the System has to be 9/2 round up, or 5. Since System is limited by Response, the Response needs to be 5 as well. The medkit itself is somewhat expensive, as the Savior medkit needs to be resupplied after every 2 uses at a cost of 500nY. It is a Rating(6) medkit, and offers a +3 to Stabilize rolls. GEAR BREAKDOWN Pilot(4) Availability: Rating*3 = 12 Cost: Rating*1,000nY(up to 3), Rating*2,500nY(up to 6) = 5,500nY Pilot(1) Availability: Rating*3 = 3 Cost: Rating*1,000nY (up to 3) = 1,000nY First Aid Autosoft(4) Availability: Rating*2 = 8 Cost: Rating*200nY (up to 3), Rating*500nY (up to 6) = 1,100nY First Aid Autosoft(1) Availability: Rating*2 = 2 Cost: Rating*200nY = 200nY Tacnet(2) Availability: Rating*5 = 10 Cost: Rating*3,000nY = 6,000nY Biomonitor Availability: - Cost: 300nY = 300nY Hermes Icon Response: 4 Signal: 3 Cost: 3,000nY Response Increase(5) Availability: 12 Cost: 4,000nY Novatech Navi Firewall: 3 System: 4 Cost: 1,500nY Firewall Increase(6) Availability: - Cost: Rating* (up to 3), Rating* (up to 6) = 1,500ny System Increase(5) Availability: - Cost: Rating*200 (up to 3), Rating*500 (up to 6) = 1,600nY Savior Medkit Availability: 6 Cost: 2,000nY Savior Medkit Refills*5 Availability: 6 Cost: 500nY = 2,500nY COST BREAKDOWN Pilot(4) = 5,500nY Pilot(1) = 1,000nY Pilot(1) = 1,000nY Pilot(1) = 1,000nY First Aid Autosoft(4) = 1,100nY First Aid Autosoft(1) = 200nY First Aid Autosoft(1) = 200nY First Aid Autosoft(1) = 200nY Tacnet(2) = 6,000nY 16 Biomonitors = 3,900nY Upgraded Hermes Icon = 7,000nY Upgraded Novatech Navi = 4,600nY Savior Medkit = 2,000nY 5 Refills = 2,500nY Gold plating, 'cause it's so freaking cool = 100nY TOTAL = 36,300nY To bump it up to Tacnet(4) and Pilot(6), there is the extra 11,000nY for the programs, the extra 1,000nY for the Autosoft(6), another 2,000nY for two more Pilots, and 400nY for two more Autosoft(1)s, another 7,800nY for the Biomonitors, 500nY for the System(6), 8,000nY for the Response(6), and 15 BP for Restricted Gear (Tacnet(4), Pilot(6), Response(6)). Additional costs are 30,700nY +15 BP. You will get an additional 4 dice out of this. I considered the doubling of the price to not be worth the extra dice. |
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#15
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Moving Target ![]() ![]() Group: Members Posts: 542 Joined: 1-August 10 From: Occupied San Diego Member No.: 18,877 ![]() |
You forgot jump jets and your shoulder mounted tactical nuke launcher.
Oh wait, this is Shadowrun and not Starship Troopers. |
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#16
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Moving Target ![]() ![]() Group: Members Posts: 424 Joined: 9-July 10 From: Voice with an Matrix Connection Member No.: 18,806 ![]() |
You forgot jump jets and your shoulder mounted tactical nuke launcher. Oh wait, this is Shadowrun and not Starship Troopers. Lockheed Sparrow Handling: +1 Acceleration: 15/40 Speed: 90 Pilot: 3 Body: 4 Armor: 2 Sensors: 1 Availability 12 Cost: 19,500nY Improved Takeoff and Landing 2 Unstable Structural Agility Availability: 12 Cost: 20,000nY COMMLINK Hardware Hermes Icon Response: 4 Signal: 3 Cost: 3,000nY Software Novatech Navi Firewall: 3 System: 4 Cost: 1,500nY Firewall Increase(6) Availability: - Cost: Rating* (up to 3), Rating* (up to 6) = 1,500ny PILOT Pilot(4) Availability: Rating*3 = 12 Cost: Rating*1,000nY(up to 3), Rating*2,500nY(up to 6) = 5,500nY Autosofts Adaptability(3) = 600nY Chaser(4) = 1,100nY Covert Ops(4) = 1,100nY Trailblazer(4) = 1,100nY JUMPJETS TOTAL: 53,900nY I can't manage a shoulder-mounted tacnuke laucher. |
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#17
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Moving Target ![]() ![]() Group: Members Posts: 917 Joined: 5-September 03 From: Melbourne, Victoria, Australia Member No.: 5,585 ![]() |
Hmmm, they still have the Bastilia backpack missile launcher in Sr4.5, don't they?
Don't know about tacnuke, but you could dirty it up reasonably easy with some fissionables... -Tir |
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#18
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Moving Target ![]() ![]() Group: Members Posts: 347 Joined: 28-June 10 Member No.: 18,765 ![]() |
Would one of these make for a better armor mod for the main part of the armor?
________________rating_capacity_avalibility___cost Thermal Damping------3-----3------10f-----------1,500ny Nonconductivity--------3-----2------6-------------600ny Insulation--------------3-----1-------4------------450ny Fire Resistance---------3-----1------4------------300ny Chemical Protection----6-----2------8------------1,500ny Gyromount -------------------4------8f-----------4,000ny Strength Upgrade -----2-----2------12r----------3,000ny Medkit -----------------6-----5 ________________rating_capacity_avalibility___cost Thermal Damping------6-----5------10f----------3,000ny Nonconductivity--------3-----2------6------------600ny Insulation--------------3-----1------4------------450ny Fire Resistance---------3-----1------4------------300ny Chemical Protection----6-----2------8------------1,500ny Strength Upgrade------3-----3------12r----------4,500ny Biomonitor--------------------1--------------------300 Medkit -----------------6-----5 Basically I figured that the any elemental protection would be better than none, because any protection at all negates the -half armor. I could see more exotic elements making this a problem, but fire, chemical, and electricity seem like they would crop up in all kinds of circumstances. |
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#19
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,190 Joined: 31-May 09 From: London, UK Member No.: 17,229 ![]() |
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