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#1
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 ![]() |
If you get a cyberarm with a UCCP, can you detach it at the wrist/elbow too? Or only at the shoulder?
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#2
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Moving Target ![]() ![]() Group: Members Posts: 830 Joined: 3-April 04 From: Columbus, Ohio Member No.: 6,215 ![]() |
My character has a modular lower arm, and so far the GM has allowed me to swap out the hand for a hand-drone. He won't, however, allow me to swap out the gyro mount, so I had to buy an extra modular limb to plug into the socket whenever I need to not be holding.
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#3
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Awakened Asset ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 ![]() |
Plug and Play. I´d say have fun, but how will you handle capacity? Decucting the capacity of hand/lower arm from the capacity of the whole arm? What costs are associated with a UCCP?
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#4
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,629 Joined: 14-December 06 Member No.: 10,361 ![]() |
Go for your life, except at some point you should have to make a test for having it pop off when it takes a hit. For the sheer hilarity.
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#5
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 ![]() |
iirc, there's some discussion about this in the "ask the developers about augmentation" thread.
as i recall, the answers were: yes, you can detach a modular cyberarm at the shoulder, elbow, and wrist. yes, just subtract the appropriate capacity for the part you're removing (note: you will have to keep track of what accessory is in which part of the cyberlimb if you want this level of detail). but look up the thread for more certain results ;) |
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#6
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 ![]() |
Actually, I was just looking at the book, and noticed something:
Aug, 45, "Modular cyberlimbs feature a universal cyberware connector plug (UCCP) just below the wrist, elbow, ankle, or knee joint, allowing them to be easily detached and re-attached." They can't detach at the shoulder/hip at all. |
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#7
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 ![]() |
well . . it IS an improvement as you could only switch out hands/feet in SR3 . . come SR5, you will be able to switch whole body parts on the fly *g* . . hrm . . technically speaking with cyborgs you are able to switch whole BODIES on the fly . . so why not . . most GM's will probably let it fly *g*
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#8
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 ![]() |
Actually, with cyborgs, the CCU is its body, beyond that, its just a fancy rigger.
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#9
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
I think it is worded that way because it is not assumed that every person with a modular arm will also have a cyber torso (which would be necessary for any switching type stuff). I would assume (and would rule thus if future Errata states otherwise) that if a cyber torso is present, then there is no problem having an adapter on the shoulder or hip to facilitate switching out the entire arm or leg. |
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Lo-Fi Version | Time is now: 24th July 2025 - 02:54 PM |
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