IPB

Welcome Guest ( Log In | Register )

2 Pages V   1 2 >  
Reply to this topicStart new topic
> Twin Monowhips, Crazy...like a FOX!
Gothic Rose
post Nov 19 2005, 06:20 AM
Post #1


Moving Target
**

Group: Members
Posts: 355
Joined: 3-October 05
From: Ann Arbor, MI
Member No.: 7,803



So, reading through things, and thinking on things, it occurs to me - it seems to be possible that you could dual wield monowhips. Obviously, this would be a crazy, nigh suicidal thing to do, but it's possible - and you could even be fairly reliable, assuming a high edge (which would be a requirement to do anything as stupid as twirl two monowires around your body.)
Go to the top of the page
 
+Quote Post
Bullet Raven
post Nov 19 2005, 08:10 AM
Post #2


Moving Target
**

Group: Members
Posts: 114
Joined: 27-April 05
From: Summoning a spirit of the land
Member No.: 7,362



sounds catastrophic :)
Go to the top of the page
 
+Quote Post
Liper
post Nov 19 2005, 08:21 AM
Post #3


Moving Target
**

Group: Members
Posts: 388
Joined: 24-October 05
Member No.: 7,885



that and a candidate for the 2071 darwin award = )
Go to the top of the page
 
+Quote Post
FrankTrollman
post Nov 19 2005, 08:33 AM
Post #4


Prime Runner
*******

Group: Banned
Posts: 3,732
Joined: 1-September 05
From: Prague, Czech Republic
Member No.: 7,665



http://www.diabolotricks.com/

Of course, if you just give yourself a friendly spirit with Guard up and running, it wouldn't even be suicidal. Dual Wielding Melee weapons is a little bit on the pointless side, but I've seen worse ideas.

-Frank
Go to the top of the page
 
+Quote Post
The Jopp
post Nov 19 2005, 10:42 AM
Post #5


Runner
******

Group: Members
Posts: 2,925
Joined: 26-February 02
Member No.: 948



Its not that stupid (melee weapons, not whips) to wield twin weapons, you just split your dice pool and attack with two different weapons.
Go to the top of the page
 
+Quote Post
Rotbart van Dain...
post Nov 19 2005, 10:55 AM
Post #6


Hoppelhäschen 5000
*********

Group: Members
Posts: 5,807
Joined: 3-January 04
Member No.: 5,951



It is completly useless, as there are no rules for two-weapon melee combat.
Go to the top of the page
 
+Quote Post
Jaid
post Nov 19 2005, 05:25 PM
Post #7


Great Dragon
*********

Group: Members
Posts: 7,089
Joined: 4-October 05
Member No.: 7,813



well, if you just use the rules for two-weapon ranged combat, it shouldn't turn out too different from what is likely to get published, IMO.

hmmm... might indeed be interesting for a mystic adept to go nuts with dual weapon foci whips :D

naturally, one point of magic goes towards conjuring, so that they can summon a spirit to guard for them... you don't want to be glitching with dual monowhips.
Go to the top of the page
 
+Quote Post
Akimbo
post Nov 20 2005, 06:53 AM
Post #8


Moving Target
**

Group: Members
Posts: 139
Joined: 14-October 05
Member No.: 7,844



Didn't SR3 have an off hand weapon skill?
Go to the top of the page
 
+Quote Post
Demon_Bob
post Nov 20 2005, 07:20 AM
Post #9


Moving Target
**

Group: Members
Posts: 511
Joined: 24-March 05
From: On a ledge between Heaven and Hell
Member No.: 7,226



QUOTE (Akimbo)
Didn't SR3 have an off hand weapon skill?

Yes. It was listed in one of the supplemental books.
There was rules somewhere about using 2 weapons where you added 1/2 the secondary weapon dmg to the first when attacking with two weapons.
Go to the top of the page
 
+Quote Post
Akimbo
post Nov 20 2005, 07:46 AM
Post #10


Moving Target
**

Group: Members
Posts: 139
Joined: 14-October 05
Member No.: 7,844



As stated in the Cannon Companion in SR3:

"When using two weapons in melee combat, the character rolls a number of dice equal to her primary weapon's skill rating plus half of the off-hand weapon's skill rating (rounded down). Only half of any bonus dice applied to the off-hand skill (from adept skills and so on) apply. Combat Pool dice are still limited by the rating of the primary weapon skill. Only the Reach bonus of the primary weapon counts. If the attack succeeds, use the base damage code of the primary weapon."

It sounds like in THAT edition that you don't get additional attacks, but instead it adds to the dice you roll in a single attack. Now this is assumed you take the off hand weapon skill. More than likely those without ambidexterity would get penalties as well. So what do I say regarding this? Either use the above rules in a sense of aiding an attack doing no more damage, or split dice pools without the off hand skill and half the off hand do half the damage.
Go to the top of the page
 
+Quote Post
Feshy
post Nov 20 2005, 06:22 PM
Post #11


Moving Target
**

Group: Members
Posts: 715
Joined: 4-September 05
From: Metaplane GEPLK136 (The one with the lizards. You remember the lizards, don't you?)
Member No.: 7,684



QUOTE
naturally, one point of magic goes towards conjuring, so that they can summon a spirit to guard for them... you don't want to be glitching with dual monowhips.


It's hardly worse than a single monowhip. It's not like you can cut your head of TWICE after all ;)

Just kidding. Splitting your dice pool greatly increases the chance of glitch. A huge edge pool or spirit guard is probably the only way you'd make it more than a run or two without having to invest in a cyber limb replacement.
Go to the top of the page
 
+Quote Post
nick012000
post Nov 21 2005, 02:55 AM
Post #12


Running Target
***

Group: Members
Posts: 1,283
Joined: 17-May 05
Member No.: 7,398



Or use the same build I posted in the other thread, but replacing Automatics (Assault Rifles) with Exotic Melee Weapons (Monowhips). Sure, you'll lose 2 dice thanks to the loss of the specialization and another 2 from the lack of a smartlink, and you won't be able to take Ambidexterity, but 12 dice with the main hand, and 10 with the off hand is still respectable.
Go to the top of the page
 
+Quote Post
Oracle
post Nov 21 2005, 01:30 PM
Post #13


Moving Target
**

Group: Members
Posts: 934
Joined: 26-August 05
From: Earth - Europe - AGS - Norddeutscher Bund - Hannover
Member No.: 7,624



There are no official rules for two-handed melee in SR4 at the moment.
Go to the top of the page
 
+Quote Post
Xenith
post Nov 22 2005, 06:00 PM
Post #14


Moving Target
**

Group: Members
Posts: 399
Joined: 27-May 04
Member No.: 6,361



Split the dice pool, do the damage seperately for each pool. Sounds rather cut and dry to me, but who am I to say?

Then again, I'm still wondering why they took out counterattacks.
Go to the top of the page
 
+Quote Post
Azralon
post Nov 22 2005, 06:04 PM
Post #15


Shooting Target
****

Group: Members
Posts: 1,651
Joined: 23-September 05
From: Marietta, GA
Member No.: 7,773



I'm betting counterattacks went away because someone with insanely high skill could lay out an entire room when it wasn't even their action. :)
Go to the top of the page
 
+Quote Post
Xenith
post Nov 22 2005, 06:17 PM
Post #16


Moving Target
**

Group: Members
Posts: 399
Joined: 27-May 04
Member No.: 6,361



Indeed. I'm not saying it shouldn't have a high penalty, but it should be possible. Perhaps on either glitch type on the part of the attacker or a critical success on the part of the defender. Perhaps even when on Full Defense. Makes it far more unpredictable, while still allowing the possibility.

Edit: Heres an idea. On a glitch, the attacker has left himself open. The defender uses his successes not only for staging down damage from the attacker, but also as the successes for a counter. The attacker gets to use only his reaction (or maybe only his appropriate close combat skill) to defend against the counter. On a critical glitch, the attacker receives the full brunt and gets no defense for the counter.
What do you think? :grinbig:
Go to the top of the page
 
+Quote Post
FrankTrollman
post Nov 22 2005, 06:53 PM
Post #17


Prime Runner
*******

Group: Banned
Posts: 3,732
Joined: 1-September 05
From: Prague, Czech Republic
Member No.: 7,665



I could see a special option where characters on "full parry" could gain attacks on enemies that glitch on their own attacks (or when the defense roll gets 4+ net hits on the attack roll even). After all, "full parry" involves the use of an action and is otherwise inferior to other options of full defense in most circumstances.

What I didn't like in SR3 was how characters could reasonably expect to get extra attacks because their enemies were attempting to defend themselves. That was dumb. But if the character has to spend an action to get an attack in this way, it seems pretty balanced.

-Frank
Go to the top of the page
 
+Quote Post
Cheops
post Nov 25 2005, 06:05 PM
Post #18


Shooting Target
****

Group: Members
Posts: 1,512
Joined: 26-February 02
Member No.: 392



On a related note my group and I came up with a wicked cool security measure this week...

Empty corridor, door on either side with fan systems at either end and near the middle. In the middle of the corridor is a sturdy metal pole with dozens of little rubber washers on it. Turns out each one is the anchor for a monowire all of which are now flapping crazily in the breeze created by the fans. Woe be to the group that doesn't have a mage with P spells or grenades!
Go to the top of the page
 
+Quote Post
Hasaku
post Nov 26 2005, 03:31 AM
Post #19


Moving Target
**

Group: Members
Posts: 282
Joined: 26-February 02
Member No.: 197



Sounds like something you'd find in an evil mastermind's lair. Speaking of monowire and corridors, I'm reminded of a little device I came up with to discourage pursuit. It ended up being too expensive to play with monowire like this, but I still like the idea:

It's a small box containing a 5 meter reel of monowire, a small gas canister, and a small servo. You peel off the back of the box and stick the self-adhesive side to one wall. Press a button or signal by radio, and it uses the gas charge to fire a weighted, adhesive tip across to the other wall. The weight, naturally, is connected to the monowire line. A second or two after firing, the servo reels the line in until it hits resistance, pulling the wire taut. Voila, instant trip line (more like amputation line). If the box is small enough and painted the right color, it can be damn hard to see, especially when someone is running down the hall.

I figure 5 meters is enough to cross most halls, even if you angle the device to go from corner to corner. For maximum hilarity, kill the lights in the area first. To mess with their heads, set up a few 5 :nuyen: dummy boxes in doorways, etc. They'll be extra cautious after they run into a real one, and it may take some time to figure out it's not real.
Go to the top of the page
 
+Quote Post
nick012000
post Nov 26 2005, 03:46 AM
Post #20


Running Target
***

Group: Members
Posts: 1,283
Joined: 17-May 05
Member No.: 7,398



My street sam's bunker entrance is (Luxury security in the Barrens has got to pay for something) in an alleyway. At the end of the alleyway is the blast door that leads to the bunker. At random intervals along the alleyway, there are very small holes in the walls. Out of these holes come monowire, attached to the other wall, that is normally loose and hangs along the ground. But, when the defense systems notice intruders, the monowire's pulled taut, and the place become a monowire-filled corridor of death.
Go to the top of the page
 
+Quote Post
Squinky
post Nov 26 2005, 03:56 AM
Post #21


Running Target
***

Group: Members
Posts: 1,479
Joined: 6-May 05
From: Idaho
Member No.: 7,377



QUOTE (nick012000)
My street sam's bunker entrance is (Luxury security in the Barrens has got to pay for something) in an alleyway. At the end of the alleyway is the blast door that leads to the bunker. At random intervals along the alleyway, there are very small holes in the walls. Out of these holes come monowire, attached to the other wall, that is normally loose and hangs along the ground. But, when the defense systems notice intruders, the monowire's pulled taut, and the place become a monowire-filled corridor of death.

I feel sorry for the girlscouts that try and sell him some cookies....
Go to the top of the page
 
+Quote Post
Squinky
post Nov 26 2005, 03:57 AM
Post #22


Running Target
***

Group: Members
Posts: 1,479
Joined: 6-May 05
From: Idaho
Member No.: 7,377



QUOTE (Cheops)
On a related note my group and I came up with a wicked cool security measure this week...

Empty corridor, door on either side with fan systems at either end and near the middle. In the middle of the corridor is a sturdy metal pole with dozens of little rubber washers on it. Turns out each one is the anchor for a monowire all of which are now flapping crazily in the breeze created by the fans. Woe be to the group that doesn't have a mage with P spells or grenades!

Or just shoot the pole with the standard exex ammo and it is simply destroyed...
Go to the top of the page
 
+Quote Post
RunnerPaul
post Nov 26 2005, 04:58 AM
Post #23


Neophyte Runner
*****

Group: Members
Posts: 2,086
Joined: 26-February 02
Member No.: 364



QUOTE (Squinky)
I feel sorry for the girlscouts that try and sell him some cookies....

I don't. Girl Scouts from the Barrens are tough little bitches.
Go to the top of the page
 
+Quote Post
nick012000
post Nov 26 2005, 07:49 AM
Post #24


Running Target
***

Group: Members
Posts: 1,283
Joined: 17-May 05
Member No.: 7,398



QUOTE (RunnerPaul)
QUOTE (Squinky @ Nov 25 2005, 10:56 PM)
I feel sorry for the girlscouts that try and sell him some cookies....

I don't. Girl Scouts from the Barrens are tough little bitches.

Not to mention the rotting corpses and unburied human bones that litter the gravel pathway and the pair of sentry turrets over the door should make them think twice before approaching.
Go to the top of the page
 
+Quote Post
Liper
post Nov 26 2005, 09:00 AM
Post #25


Moving Target
**

Group: Members
Posts: 388
Joined: 24-October 05
Member No.: 7,885



I was thinking you could just put a copy of the koran, the bible, and a bum panhandling and no one will go near it.
Go to the top of the page
 
+Quote Post

2 Pages V   1 2 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 26th April 2024 - 09:58 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.