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> [SR3]Best armor, How to minimax armor for quickness 6
swe_wolfis
post Dec 8 2006, 07:03 PM
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Like everybody else I want to be as protected as I can when I'm out Shadowrunning.

So, what is the best combo for a starting quickness 6 character?

Without loosing quickness or combat pool I have found the following combination

Industrious Line Winterized Coverall 4/4
Armanté London Fog Professional 2/2
Form-Fitting Body Armor Full Body 4/1

That should add up to 7/5

Has I done this right? What other combos have you used?
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Kagetenshi
post Dec 8 2006, 07:06 PM
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Van: 5 points vehicle armor.

~J
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swe_wolfis
post Dec 8 2006, 07:10 PM
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QUOTE (Kagetenshi)
Van: 5 points vehicle armor.

~J

Well, what concealability do you have on it? :rotfl:
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Kagetenshi
post Dec 8 2006, 07:17 PM
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The armor? 8. The van itself, not so much :)

~J
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Fix-it
post Dec 8 2006, 07:24 PM
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which is why you go the route of "hiding in plain sight"

active camo can be configured to look like anything from the local plumber's union, to an Aztechnology delivery truck. and can be changed on the fly.

(don't forget: rotating liscence plates, and LMGs behind the headlights.)
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Pendaric
post Dec 8 2006, 08:12 PM
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Rapid transit line light jump suit 1/2.
Armoured vest with plates 4/3
Full form fit 4/1
Forearm guards 0/1
Helmet 0/2
Total of 7/8 with the advange of 10 colour changes, some of which can be camo...
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nezumi
post Dec 8 2006, 09:16 PM
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QUOTE (Pendaric)
Rapid transit line light jump suit 1/2.
Armoured vest with plates 4/3
Full form fit 4/1
Forearm guards 0/1
Helmet 0/2
Total of 7/8 with the advange of 10 colour changes, some of which can be camo...

Firstly, the total would be 6/5

Ballistic is 4 + 1/2 + 4/2 = 6
Impact is 3 + 2/2 + 1/2 + 1 + 2 = 7

It's better to have the Transit Line heavy jumpsuit, 2/4 and a lined coat, 4/2, plus everything else you listed. Then it's:

4 + 2/2 + 4/2 = 7
4 + 2/2 + 1/2 + 1 + 2 = 8

Plus a bonus to concealing weapons and the cammies you mentioned.
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Kyoto Kid
post Dec 8 2006, 09:26 PM
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QUOTE (swe_wolfis)
Like everybody else I want to be as protected as I can when I'm out Shadowrunning.

So, what is the best combo for a starting quickness 6 character?

Without loosing quickness or combat pool I have found the following combination

Industrious Line Winterized Coverall 4/4
Armanté London Fog Professional    2/2
Form-Fitting Body Armor Full Body    4/1

That should add up to 7/5

Has I done this right? What other combos have you used?

...I'd go with just the Form Fit and Industrious Winterised coveralls then add a hard hat (as std helmet +1 / +1) and forearm guards

This would make 9 / 7

of course this wouldn't be what you wear to a meet at a tres chic club or to a formal dinner affair.

...then it would be a Zoe Heritage (appropriate to the setting of course) with Zoe Second skin for a total of 6 / 4.
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Kagetenshi
post Dec 8 2006, 09:42 PM
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QUOTE (nezumi @ Dec 8 2006, 04:16 PM)
Ballistic is 4 + 1/2 + 4/2 = 6
Impact is 3 + 2/2 + 1/2 + 1 + 2 = 7

Your numbers work out, but the 1/2 term shouldn't be in either expression. Only the first two layers count towards the total. This, incidentally, makes your proposed alternative to Ballistic identical. Impact's still better, unless I miscalculate.

~J
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swe_wolfis
post Dec 8 2006, 09:54 PM
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How is forearm guard treated? I mean, is it a impact 1 or impact +1?

If I have a vest and clothes does forearm guards do anything then or just waste of space?
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Kagetenshi
post Dec 8 2006, 09:56 PM
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Impact +1. A few small items like that are explicitly treated differently.

~J
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swe_wolfis
post Dec 8 2006, 10:02 PM
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QUOTE (Kyoto Kid @ Dec 8 2006, 04:26 PM)

...I'd go with just the Form Fit and Industrious Winterised coveralls then add a hard hat (as std helmet +1 / +1) and forearm guards

This would make 9 / 7

of course this wouldn't be what you wear to a meet at a tres chic club or to a formal dinner affair.

...then it would be a Zoe Heritage (appropriate to the setting of course) with Zoe Second skin for a total of 6 / 4.


According to my calculations it would only give me 7/4

Coveralls 4/4
Form Fit (4/2)/(1/2=0)
Forearm Guards (1/2=0)

Edit: wrong stats for Form Fit Full body
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swe_wolfis
post Dec 8 2006, 10:04 PM
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QUOTE (Kagetenshi)
Impact +1. A few small items like that are explicitly treated differently.

~J

Any source to that?
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Fortune
post Dec 8 2006, 10:04 PM
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QUOTE (swe_wolfis)
Coveralls 4/4
Form Fit (4/2)/(4/2)
Forearm Guards (1/2=0)

There is no such creature as Form Fitted Armor with those stats.
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Fortune
post Dec 8 2006, 10:06 PM
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QUOTE (swe_wolfis)
Any source to that?

Right in the main armor section, where it talks about helmets, or indeed anything that is listed statwise as +#.
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swe_wolfis
post Dec 8 2006, 10:11 PM
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QUOTE (Fortune)
QUOTE (swe_wolfis @ Dec 9 2006, 09:04 AM)
Any source to that?

Right in the main armor section, where it talks about helmets, or indeed anything that is listed statwise as +#.

And where is forarm guards listed as +1? Not in my Cannon Companion and I cant see anything in the errata about it either.
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Fortune
post Dec 8 2006, 10:14 PM
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I don't have my SR3 books in front of me, but I am sure that they most definitely are listed that way in SR3 ... and in SR1/2, when they were introduced in the Street Samurai Catalog.
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swe_wolfis
post Dec 8 2006, 10:16 PM
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QUOTE (Fortune)
I don't have my SR3 books in front of me, but I am sure that they most definitely are listed that way in SR3 ... and in SR1/2, when they were introduced in the Street Samurai Catalog.

Yeah, sorry me bad

It says so in the text, but its not listed as a +1 as a helmet is.
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Kagetenshi
post Dec 8 2006, 10:17 PM
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They aren't. It's an oversight, though, as is made explicit in the text: "Forearm guards add 1 to Impact armor" and, later, "Treat as a helmet for purposes of layering armor."

A strict reading would make them incompatible with helmets, as you can't wear two helmets—though, is there a rule for that? Maybe you could wear a tower of helmets…

~J
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Moon-Hawk
post Dec 8 2006, 10:17 PM
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No SR3 books here, either, but I'm also 99% sure forearms guards are supposed to be +1, not regular 1.
edit: Thanks Kagetenshi. Glad someone had their SR3 books handy.
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nezumi
post Dec 8 2006, 10:19 PM
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QUOTE (Kagetenshi)
QUOTE (nezumi @ Dec 8 2006, 04:16 PM)
Ballistic is 4 + 1/2 + 4/2 = 6
Impact is 3 + 2/2 + 1/2 + 1 + 2 = 7

Your numbers work out, but the 1/2 term shouldn't be in either expression. Only the first two layers count towards the total. This, incidentally, makes your proposed alternative to Ballistic identical. Impact's still better, unless I miscalculate.

~J

The 1/2 is eliminated at the end because we round down. However the idea that you can only stack two pieces of armor is only an implicit interpretation. It is not explicit, and so many GMs would (rightfully so) allow the stacking of 3 pieces of armor as canon.


Forearm guards add +1 impact *ONLY* while in melee combat. For all other purposes they don't add anything.
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Moon-Hawk
post Dec 8 2006, 10:22 PM
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QUOTE (nezumi)
Forearm guards add +1 impact *ONLY* while in melee combat. For all other purposes they don't add anything.

True!
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Kagetenshi
post Dec 8 2006, 10:24 PM
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Actually, it is explicit:

QUOTE (SR3 page 285)
When wearing more than one layer of armor, add the rating of the highest-rated piece to one-half (round down) the rating of the next-highest piece of clothing or armor to determine the effective combined rating.

There's no other way to interpret that sentence.

~J
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swe_wolfis
post Dec 8 2006, 10:27 PM
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QUOTE (Kagetenshi)
Actually, it is explicit:

QUOTE (SR3 page 285)
When wearing more than one layer of armor, add the rating of the highest-rated piece to one-half (round down) the rating of the next-highest piece of clothing or armor to determine the effective combined rating.

There's no other way to interpret that sentence.

~J

Where there is a will, there is a way :spin:
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KarmaInferno
post Dec 8 2006, 10:32 PM
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You could get all cybered up and add in cyber-armor too, but then you wouldn't be a very good adept, methinks.


-karma
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