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> Most Useless cyberware
Roadspike
post Jan 21 2008, 05:06 PM
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QUOTE (wargear)
The Hand Blade. It's a sodding underbarrel bayonet for my hand. Can anyone honestly say they bought one?

Goodness yes. Dikote those suckers and they're insane. Pop two into an ork, get him Muscle Aug and Off-Hand Cyber Implant skill and you've got an exceptionally good quisinart. Against other large opponents, the additional Power of the Hand Blade is superior to the additional Damage Level of the Spur.

Most useless cyberware though... hrm... I don't remember the name of the implant (shows how often I use it) but it's the one that lets you shut off all muscle reactions, just like you do with a VCR--except this one doesn't include the VCR.
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Stahlseele
post Jan 21 2008, 05:59 PM
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never heard of that implant to be honest O.o
as for cyber-implant weapons . . Spurs with dikote are superior in the arms of a Troll when not using the Canon Companion Close Combat rules for 2 Weapons *g*
BBB says: PN=STR+(STR/2) . . so Strength of 16=16+( 16/2=8 )=24M, with Dikote 26S
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Kyoto Kid
post Jan 21 2008, 06:14 PM
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..always wanted to write up a decker with an interface spur like Robocop. The only thing they would have needed one of those ridiculous cranial cyberdecks. :cyber:
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Stahlseele
post Jan 21 2008, 06:53 PM
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Cyber-Limb and Deck in there like Rigger-Deck
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Kyoto Kid
post Jan 21 2008, 07:43 PM
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...yeah, that'd work.

Just saw the film last night again, much better ending than the football game earlier.
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Stahlseele
post Jan 21 2008, 08:16 PM
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that was one of the house-rules in our group . . basically, if you wanted it in, you got it into your arm . . ok, not things like foor anchor but basically everything else without any limits *g* including cranial cyber-decks . . of course you had to put in DNI for some pieces of cyber that you wanted in there . . for example the cyberdeck needed an dedicated DNI, and the pocket secretary needed it's own DNI and so on ^^
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Enigma
post Jan 22 2008, 01:10 PM
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The shutting-down-the-reflexes cyberware is the RAS Override. Generally added for otaku, IIRC. Largely useful as a cranial bomb type involuntary implant for those who don't want to blow their minion's head off.

I agree that the Handblade is probably (stats only) the best implanted weapon because of the power increase. It's generally the one I take when I'm getting a cyber implant weapon for a character.

My vote for most useless implant is the Adrenal Gland. Sure you get a temporary (hefty but not exceptional) bonus but for god's sake who wants that with deadly stun immediately thereafter?
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Stahlseele
post Jan 22 2008, 01:35 PM
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Trolls, Orcs, Dwarves, in that Order *g*
add in this other Gadget that does not let you feel Stun-Damage and you're home free to be awesome for hours on end ^^
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Enigma
post Jan 22 2008, 01:39 PM
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But you've still suffered the stun damage, so whilst you don't feel it until other damage overflows you up to deadly physical, it is massively not worth the (rather limited) bonuses it does provide. Even combined with a trauma damper to lessen the impact of the stun damage, it's still deadly stun damage for no really worthwhile result. Also, it's pretty costly for the Bio Index for what it actually achieves.
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Stahlseele
post Jan 22 2008, 01:40 PM
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ok, i fold *g*
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Roadspike
post Jan 22 2008, 04:47 PM
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RAS Override. Thankee much, that's the useless bit of metal and optic chips I was thinking of. Although I do think the Adrenal Gland is rather useless as well.

And Stahlsteele, Handblades on that same Troll go like this:

BBB Rules: 16 (Strength) + 8 (half Strength) + 3 (Handblade) + 1 (Dikote) = 28M. Trust me, you'll stage it up just fine, and no one, and I mean no one, will stage it down (16 points of Impact armor is still resisting Power 12). Then again, I suppose it's going to be rather hard to stage down 25S too (as I recall, Dikote is only +1 Power).

CC Rules: 16 (Strength) + 3 (Handblade) + 1 (Dikote) = 20M, and you've got 12 dice to stage it up with (6 Skill + 1 Reflex Recorder + 1 Enhanced Articulation + 3 Half Off-Hand Skill + 1 Half Off-Hand Skill Modifiers). It gets even more ridiculous with a Cybered Adept.

Of course, that's overkill in most cases, and not what this thread is about in any case. I just had to defend the Handblade.
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Siege
post Jan 22 2008, 05:01 PM
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Has anyone ever actually purchased the "Kid Stealth" cyberlegs?

For that matter, has any character made extensive use of a cyberlimb?

-Siege
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Kagetenshi
post Jan 22 2008, 05:03 PM
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QUOTE (Roadspike)
And Stahlsteele, Handblades on that same Troll go like this:

BBB Rules: 16 (Strength) + 8 (half Strength) + 3 (Handblade) + 1 (Dikote) = 28M. Trust me, you'll stage it up just fine, and no one, and I mean no one, will stage it down (16 points of Impact armor is still resisting Power 12). Then again, I suppose it's going to be rather hard to stage down 25S too (as I recall, Dikote is only +1 Power).

The important part is against vehicles—14L is still 9L at the first magic point, and is 3L at the second. 25S is only 12M, or 7M at the first magic point, 1M at the second.

I mean, it's not a huge difference, but it is noticeable.

~J
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Stahlseele
post Jan 22 2008, 05:56 PM
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QUOTE (Siege)
Has anyone ever actually purchased the "Kid Stealth" cyberlegs?

For that matter, has any character made extensive use of a cyberlimb?

-Siege

i do in most of my designs, but we've basically house-ruled limbs to be even better than they are since augmentation *g*
no limit on capacity to use as long as you don't try something stupid like foot-anchor or skates in hands or something like that *g*

Kid-Stealth once or twice because they are just too damn noticeable . . i use them mostly on dwarves and if i want to make an B/E guy who relies on havy athletics/climbing/running away . .
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Snow_Fox
post Jan 27 2008, 05:26 PM
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I think cyber limbs in general were seen as big in 1st ed and that whole cyberpunk imagry of the late 1980's but with tech advancments and bioware they have become passe. bioware like augmentation and tone are cheaper and less invasive than limbs.

I hadn't thought of it this way, but none of my group have had cyber limbs-except as replacments for severe damage, so seeing someone with limbs now might be seen as an "old timer" or even retro.
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Pendaric
post Jan 27 2008, 07:43 PM
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Its the cyberpunk pace of SOTA. Very Gibson. Kinda sucks for gameing though. Little to SLA.
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kzt
post Jan 27 2008, 09:45 PM
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I don't remember ever having anyone in any local game (3rd or 4th) using a cyberlimb.
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Stahlseele
post Jan 27 2008, 10:23 PM
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O.o
for the first time, limbs are actually playable in 4th . . probably not many people who really realized that *g*
they may think:"yeah, the rules are actually making them usefull" but they still feel:"too expansive and useless"
something i sorely missed in 3rd was the part about you being able to adjust the level of sensory sensations you get from said limbs . . read braille or put your arm into a pot of steaming hot water . . then through the pot and then through the stove it's standing on without feeling any kind of discomfort *g*
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