Twin Monowhips, Crazy...like a FOX! |
Twin Monowhips, Crazy...like a FOX! |
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.)
|
|
|
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 :)
|
|
|
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 = )
|
|
|
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 |
|
|
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.
|
|
|
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.
|
|
|
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. |
|
|
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?
|
|
|
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 |
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. |
||
|
|||
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. |
|
|
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 |
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. |
||
|
|||
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.
|
|
|
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.
|
|
|
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. |
|
|
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. :)
|
|
|
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: |
|
|
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 |
|
|
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! |
|
|
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. |
|
|
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.
|
|
|
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 |
I feel sorry for the girlscouts that try and sell him some cookies.... |
||
|
|||
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 |
Or just shoot the pole with the standard exex ammo and it is simply destroyed... |
||
|
|||
Nov 26 2005, 04:58 AM
Post
#23
|
|||
Neophyte Runner Group: Members Posts: 2,086 Joined: 26-February 02 Member No.: 364 |
I don't. Girl Scouts from the Barrens are tough little bitches. |
||
|
|||
Nov 26 2005, 07:49 AM
Post
#24
|
|||||
Running Target Group: Members Posts: 1,283 Joined: 17-May 05 Member No.: 7,398 |
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. |
||||
|
|||||
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.
|
|
|
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.