Dice Pools and how to get them (Sky High!), getting 100+ dice to hit for fun and profit |
Dice Pools and how to get them (Sky High!), getting 100+ dice to hit for fun and profit |
Oct 30 2008, 04:17 AM
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#1
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Moving Target Group: Members Posts: 295 Joined: 2-April 07 From: Dallas/Fort Worth Megaplex Member No.: 11,361 |
I've been kicking around a idea here for a bit, inspired by a few other threads. I remember reading that you can on average get to around 50 dice (to shoot something) if you try REALLY hard so I figured I would give it a shot.
Disclaimer: This entire post comes from memory so I might be off by a dice or two, also any optional rules used are considered to by acceptable as outlined below. All Situational modifiers are assumed to be in play Below I will stat out a simple character capable of using all the modifiers listed below, everything that is to come can be made with a starting 400bp character. All spells are at 6 hits with a possible max of 12. NOTE: Furthur down a much more detailed build exisits with up to date info. Elf Sniper Modifiers: +14 Agility +3 Tracer Rounds (Full Burst) +2 Specialized in weapon (Whatever S. Rilfe) +1 Laser Sight +6 Possessing Spirit (+Stats) (+10 below) +6 Analyze device (Sniper Rifle) +6 Machine Spirit (Sniper Rifle) +4 TAC drones +10 Skill +5 Take Aim +5 Edge +1 Large Target (+2 Very Large) +5 Aid Another (Drones) +1 Optimized Cyber Limb (Long Arms) +2 Full Offense = +71 dice to fire a Sniper Rifle (72 +very Large) +89 Max Spells/Spirit (+90) +103 Redline (+104) w/ Setup +142 Dice (+144) +178 Max (+180) +206 Redline (+208) EDIT: You can BUY like 40+ dice with the above numbers, if you were to actually roll the RULE OF SIX would garner MUCH higher numbers than those that are assumed. A total of 208 possible dice to shoot something is pretty darn impressive in my book. PERFECT for going dragon hunting. Go one shot a Warship or take down a Space Station, anything larger than a truck is dead! Listed Below is a quick chargen for someone capable for using the above listed modifiers. #11 AKA Titan Killer (T.K.) [Ex Military Sniper] Edit: After a change in the base build I have 35 extra BP if I am correct. As mentioned above this was quickly done and I will go over everything later to make sure its up to spec. Str 2 [8] Agi 13 (14) [20] Bod 3 [9] Rea 3 [9] Int 1 Log 1 Will 3 CHa 3 Initiative 10 Essence 5 Magic 5 (3 in Mana 2 in Power) Edge 5 Skills: Long Arms 10 (Weapon Spec) 12 Sorcery 4 (Divination) 6 Conjuring 4 (Whatever Spirit) 6 PQ's: Mystic Adept Adept (long arms) Surge II Martial Arts (whatever) [b]Maneuvers: Full Offense Setup MetaPQ's:[/b] Metagenic Quality (Agi) NQ's: Combat Monster Spirit Bane (Shadow) Addiction (Moderate) MetaNQ's: Moodhair ...something worth 5 points Spells: (All hits gained through Edge) Analyze Device (Foci) Improved Attribute (agi) (Foci) Adept Powers: Improved Skill (Longarms) x3 Something .5 Contact: 6/6 Technomancer (Fixer) (Request Favor of Machine Spirit as per "Favors" table) Gear: (100,000 resources) Note** This should be enough money I haven't worked prices out exactly** Custom (optimized) Obvious Cyber Limb w/ (Agi Enhance +4) Milspec Helm w/ R4 TAC software and Vision Enhance Sniper Rifle w/ Smart Link Modded for Full Auto/Burt Fire 5 cheap drones [Micro Drone maybe?] (pref Hover type) w/ R4 TAC sofware and Targeting autosoft (Longarms) + Vision Enhance Sustaining Foci x2 (already paid for and bound) Setup: Lets see here, you AIM at something for 5 passes then shoot it (to get the take aim bonus). Depending on the size of the target your numbers may vary but regardless your going to kill whatever you shoot at. Your drones help you by spotting targets and Aiding another. You summon a spirit capable of possessing you to add his Force onto your AGI (the only one we care about) If there is not enough BP (there should be) then you can switch around stuff, like he doesn't even need Imp Reflexes or the Foci to go with it, that's 6 BP right there. If I used to little feel free to add something. The above character is a very loose build for the aforementioned modifiers, everything listed a starting character (who is a elf or other race with high agi) can do everything listed. Enjoy! |
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Oct 30 2008, 05:58 AM
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#2
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Old Man of the North Group: Dumpshocked Posts: 10,056 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
Well, I don't want to be greedy, and would be happy to leave other responders some questions, so I will follow your example and just take a few ideas off the top of my head.
1) How do you get Force 6 spirits when your Magic Attribute applicable to spirit conjuration is only 1 (max Force 2 spirits)? 2) How do you get 6 hits on spells when you can only cast spells at max Force 2? 3) How can you afford 2 Force 6 foci plus all the other goodies with 100,000 nuyen? 4) How can you get Force 6 foci when you are limited at character creation to availability 12? 5) How do you get 6 points of adept powers when you have a Magic Attribute of 4 for adept powers? Ok, I will quit at 5 questions. Am I missing something obvious, and this is really April 1st? Peter |
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Oct 30 2008, 06:03 AM
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#3
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Running Target Group: Members Posts: 1,069 Joined: 19-July 07 From: Oakland CA Member No.: 12,309 |
__Questions/Conserns____________
-how are you getting a skill of 10? Would you break down your skill a little more -What do you mean by "Aid other (drones)" -I wouldn't let you use martial arts for shooting. -Without channeling, you can't get the stat boost from a spirit, and use your own skills, So this isn't a 400bp 0 karma build -Where is this F6 spirit coming from in the first place? Your magician magic is 1. Ok, for pushing this retarded monstrosity even further There are two tactics First, go full magician. You hand waved hits on the spells, but that isn't really fair especially when you think about edge dice allowing you get more hits than force. Second if you pick up guardian spirits you can get even more skill than a meta-human can, and you don't have to worry about channeling. Second, if you you are measuring success in terms of dice throw forget your sniper rifle and get a Missle. This will give you measly bonus equal to the signal of your target, but more importantly access to a spotter. A spotter would more or less be a clone of this build. Using them would cost you +3 for tracers, and whatever it takes to get your scatter down to 0, but you would gain a there net hits as bonus dice. Nice trade IMO. |
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Oct 30 2008, 06:15 AM
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#4
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Running Target Group: Members Posts: 1,069 Joined: 19-July 07 From: Oakland CA Member No.: 12,309 |
2) How do you get 6 hits on spells when you can only cast spells at max Force 2? 3) How can you afford 2 Force 6 foci plus all the other goodies with 100,000 nuyen? 4) How can you get Force 6 foci when you are limited at character creation to availability 12? Edge can be used to get more hits on spell than the force. It can be argued that you can put a force 1 spell with 6 hits on it in a F1 sustaining focus. This build relies on getting lucky with edge a lot. 5) How do you get 6 points of adept powers when you have a Magic Attribute of 4 for adept powers? He (I assume) did correctly: Improved ability(combat skill) .5 PP x3 =1.5 Improved attribute(Agility) 1 PP x 2 = 2 Random worth .5 = .5 total = 4. Thing is though it's a total waist you can customize a cyber arm all the way to 11 and stay under the availability cap, bringing you just in range to hit 14 with the +3 you can use without a torso. |
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Oct 30 2008, 07:47 AM
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#5
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Running Target Group: Members Posts: 1,058 Joined: 4-February 08 Member No.: 15,640 |
I laughed really really hard when I saw this character. The reason why? Intuition of 1! This means 0 dice for assensing on the astral. 0-3 dice for perception tests. Which basically someone with a force 3 conceal will win against this sniper every single time. Ha ha ha ha ha ha! That character is totally useless by himself!
Also if you possess yourself I would say you wouldn't get bonuses from drone targeting as you become dual natured and are forced to see on the astral. |
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Oct 30 2008, 08:42 AM
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#6
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Running Target Group: Members Posts: 1,069 Joined: 19-July 07 From: Oakland CA Member No.: 12,309 |
I laughed really really hard when I saw this character. The reason why? Intuition of 1! This means 0 dice for assensing on the astral. 0-3 dice for perception tests. Which basically someone with a force 3 conceal will win against this sniper every single time. Ha ha ha ha ha ha! That character is totally useless by himself! QFT! Also if you possess yourself I would say you wouldn't get bonuses from drone targeting as you become dual natured and are forced to see on the astral. WTF? Dual natured does not mean astrally perceiving. |
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Oct 30 2008, 08:43 AM
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#7
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Running Target Group: Members Posts: 1,058 Joined: 4-February 08 Member No.: 15,640 |
Eh. That character is still boned one way or the other. Oh yeah and the character gaining stats from the spirit is only viable if that character has 13 karma to spend on initiating and taking channeling later in the game.
I drew the concept of Ghouls being dual natured but only able to see on the astral. In looking at the rules a bit harder it seems like they are the only ones who are forced to perceive on the astral specifically. *edit* (IMG:style_emoticons/default/rotfl.gif) I had to look up what QFT meant because I see it so often on a forum but I am never sure what it actually meant. So it is either Quoted For Truth or Quantum Field Theory. Me thinks it is the first one. Although I got a kick out of being confused and having to spend the extra 7 seconds to find out what its meaning was through the awesome that is Google. *edit* |
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Oct 30 2008, 11:18 AM
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#8
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Target Group: Members Posts: 46 Joined: 8-March 03 From: Inside the house Member No.: 4,220 |
+3 Tracer Rounds (Full Burst) Full burst from a sniper rifle? You'll be taking dice pool penalties for that, assuming you can do it. QUOTE +2 Smart Link (Sniper Rifle) This doesn't stack with the tracer rounds QUOTE +6 Possessing Spirit (+Stats) Does the spirit have the longarms skill? Or are you using Channeling? |
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Oct 30 2008, 11:33 AM
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#9
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panda! Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
i cant help wondering if some of these source is bumping into the max augmented barrier...
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Oct 30 2008, 12:41 PM
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#10
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
i cant help wondering if some of these source is bumping into the max augmented barrier... You are correct. You can't have an augmented skill of 10 (skill of 7 with aptitude plus improved skill: 3) and have a reflex recorder. Lots of other things wrong (possessing spirit wouldn't use the character's skills or be able to use things like the smartlink, the full offense maneuver can't be used for ranged combat, etc.). |
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Oct 30 2008, 01:03 PM
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#11
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Cybernetic Blood Mage Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
So basically what we have here is a repeat of the car-mech armor thread.
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Oct 30 2008, 03:47 PM
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#12
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Old Man of the North Group: Dumpshocked Posts: 10,056 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
Edge can be used to get more hits on spell than the force. It can be argued that you can put a force 1 spell with 6 hits on it in a F1 sustaining focus. This build relies on getting lucky with edge a lot. So, once, maybe twice per run he gets to add these modifiers. QUOTE He (I assume) did correctly: Improved ability(combat skill) .5 PP x3 =1.5 Improved attribute(Agility) 1 PP x 2 = 2 Random worth .5 = .5 total = 4. He is raising the AGI Attribute above the racial maximum using various devices including the adept power. When using the adept power to raise an attribute above the racial maximum, it costs 2 points per improvement. If he uses the power before reaching the racial maximum, then how does he get the Attribute up that high? Peter |
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Oct 30 2008, 03:48 PM
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#13
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Old Man of the North Group: Dumpshocked Posts: 10,056 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
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Oct 30 2008, 04:04 PM
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#14
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Dragon Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Meh. He won't bother to actually build it using the rules, so I won't bother using them to say that it doesn't work.
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Oct 30 2008, 05:54 PM
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#15
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Moving Target Group: Members Posts: 295 Joined: 2-April 07 From: Dallas/Fort Worth Megaplex Member No.: 11,361 |
QUOTE Meh. He won't bother to actually build it using the rules, so I won't bother using them to say that it doesn't work. Oh common you should know me by now after all we went through, lets get started shall we? 1) My agi is actually a 13, 7Base +2 Ability +4 Arm = 13. However! After thinking about it I don't know why I went about it in such a round about way and I am simply going to remove the 2 of the 4 points in Power and Move them to Mana. Incidently this allows me to now summon a Force 6 Spirit. /Fixed 2) Smart Link does not Stack with Tracers rounds...how about that. Lets change that to a Laser Sight for -1 dice. /Fixed 3) Reflex Recorder actually adds to the rating of the skill, I dont know how I missed that so we will remove it for a new total of -1 /Fixed 4) Full Offense Does work with any attack test, page 158 Arsenal 5) Recoil? It doesnt matter just but some RC and be done with it. 6) QUOTE So basically what we have here is a repeat of the car-mech armor thread. Is that so bad? Both ideas work regardless and incidently this build can kill my Mech Mage Every Single Time, as a previous poster mentioned about Rockets I could destroy the Mech AND the Mage once I work that in. 7) QUOTE i cant help wondering if some of these source is bumping into the max augmented barrier.. Right at it actually 8 ) QUOTE Full burst from a sniper rifle? You'll be taking dice pool penalties for that, assuming you can do it. Arsenal under Weapon Mods, Heck you can Supressive Fire with a Rocket Launcher if you build it right. 9) QUOTE -What do you mean by "Aid other (drones)" The drones use the Aid Another action on me 10) QUOTE Second if you pick up guardian spirits you can get even more skill than a meta-human can, and you don't have to worry about channeling. I'll look into that 11) QUOTE Second, if you you are measuring success in terms of dice throw forget your sniper rifle and get a Missle. This will give you measly bonus equal to the signal of your target, but more importantly access to a spotter. A spotter would more or less be a clone of this build. Using them would cost you +3 for tracers, and whatever it takes to get your scatter down to 0, but you would gain a there net hits as bonus dice. Nice trade IMO. This is insanely clever! I nearly teared when I saw some "Constructive Criticism", I will CERTAINLY look into this, just off the top of my head I could prob get 800+ dice!, however two characters doing this defeats the purpose, what about that Automatic Tripod that can mount weapons? Lets say you spot the target yourself and then Jump into the Turret and Fire the missle yourself? Same effect most likely I will have to do some math indeed. 12) QUOTE How can you get Force 6 foci when you are limited at character creation to availability 12? Force 1 Foci, with a Force 1 spell inside of it w/ added hits from Edge Yes lets make this better give me some more ideas and please point out things I might have missed, lets make this truly powerful. |
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Oct 30 2008, 06:24 PM
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#16
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Dragon Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Oh common you should know me by now after all we went through, lets get started shall we? Yeah, well, when you actually go through and do the BP calculations, let me know. 1) My agi is actually a 13, 7Base +2 Ability +4 Arm = 13. However! After thinking about it I don't know why I went about it in such a round about way and I am simply going to remove the 2 of the 4 points in Power and Move them to Mana. Incidently this allows me to now summon a Force 6 Spirit. /Fixed Only works if you're only using 1 arm to shoot the gun with. Also arguable that your torso is involved since the butt of the rifle is up against your shoulder. 4) Full Offense Does work with any attack test, page 158 Arsenal Arse, 156, "The following martial arts optional rules provide a way for characters to expand their melee combat options." Arse, 158, "Maneuvers are specialized movements and combat techniques used by martial artists to enhance their effectiveness." And Arse, 160, "The Full Offense maneuver represents a near-berserker attack with no regard for defense. The character receives a +2 dice pool modifier on the attack test, but may not defend against any melee attacks until her next Action Phase." Last I checked, near berserker attacks and martial arts didn't exactly work with guns all that well. And unless you're clubbing someone with your rifle, it doesn't work. Is that so bad? Both ideas work regardless and incidently this build can kill my Mech Mage Every Single Time, as a previous poster mentioned about Rockets I could destroy the Mech AND the Mage once I work that in. No, he can't. All his bullets would just bounce off the vehicle chassis. The drones use the Aid Another action on me Are you talking about the teamwork tests? Thats up to the GM to allow/disallow that, but I'm not sure how they'd aid your shooting a gun. This is insanely clever! I nearly teared when I saw some "Constructive Criticism", I will CERTAINLY look into this, just off the top of my head I could prob get 800+ dice!, however two characters doing this defeats the purpose, what about that Automatic Tripod that can mount weapons? Lets say you spot the target yourself and then Jump into the Turret and Fire the missle yourself? Same effect most likely I will have to do some math indeed. You realize most metahumans have crap for a signature right? And I doubt you can spot and shoot it yourself. |
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Oct 30 2008, 06:27 PM
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#17
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Running Target Group: Members Posts: 1,069 Joined: 19-July 07 From: Oakland CA Member No.: 12,309 |
Rage, if you actually want to take this further I think you need to draft the build so we all know what we are talking about.
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Oct 30 2008, 07:31 PM
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#18
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Old Man of the North Group: Dumpshocked Posts: 10,056 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
Rage, if you actually want to take this further I think you need to draft the build so we all know what we are talking about. Hear, Hear! I love to twink as much as the next guy. I just don't understand how this character is built, and I don't want to spend the hours to prove/disprove it by going through the process. Ragewind, I would like to see how you did it, step by step so I can understand what is going on. If you can do that, then I will apologize for my snarkiness earlier. In fact, I will apologize now. I still don't think it can be done, though. And if it can, I suspect that as other focused characters are, this character will be a one trick pony with severe vulnerabilities. If I can indulge in analogy, there is the now extinct Irish Elk, which had the most awesome (read min-maxed) size and antlers of any deer ever. I can't imagine anything out-butting it. But... it's gone. Peter |
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Oct 30 2008, 08:02 PM
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#19
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Moving Target Group: Members Posts: 295 Joined: 2-April 07 From: Dallas/Fort Worth Megaplex Member No.: 11,361 |
QUOTE Only works if you're only using 1 arm to shoot the gun with. Also arguable that your torso is involved since the butt of the rifle is up against your shoulder. IIRC you can, in fact, fire a 2h gun with one hand with some sort of penalty, but Honestly I chose a Sniper Rifle since it has great range. Giving the character time to set up the shot and fire with little to no retaliation, in actuality the idea works with any weapon that uses agility to fire. You could get everything aforementioned with maybe a Ares Predator or something else that is 1H. Maybe I can work in some Milspec armor to grab that Articulated Arm QUOTE Arse, 158, "Maneuvers are specialized movements and combat techniques used by martial artists to enhance their effectiveness." Page 158 also goes on to say that unless otherwise stated, they work with all other combat options. As a example, Finishing move specifically states a Melee attack, where as "Herding" does not. QUOTE All his bullets would just bounce off the vehicle chassis. How so? I am shooting into the mech targeting the mage, That character has around 120ish to 150ish armor and could not save against a attack with more To Hit than he has Armor (not including Rule of Six). The shot also does more than enough damage to bypass any barriers. QUOTE Are you talking about the teamwork tests? Thats up to the GM to allow/disallow that, but I'm not sure how they'd aid your shooting a gun .I also believe I mentioned that all options mentioned in the build are allowed. Either way the drones are capable of it. QUOTE And I doubt you can spot and shoot it yourself Read what I wrote QUOTE Ragewind, I would like to see how you did it, step by step so I can understand what is going on. Absolutely, I might actually get that done tonight but until this weekend comes around I am going to be very busy. So just keep checking in Ill get something set up. Although quick, the above character details the ending stats of the process and thus can be used. |
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Oct 30 2008, 09:16 PM
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#20
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Dragon Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
IIRC you can, in fact, fire a 2h gun with one hand with some sort of penalty, but Honestly I chose a Sniper Rifle since it has great range. Giving the character time to set up the shot and fire with little to no retaliation, in actuality the idea works with any weapon that uses agility to fire. You could get everything aforementioned with maybe a Ares Predator or something else that is 1H. Maybe I can work in some Milspec armor to grab that Articulated Arm I'm pretty sure there is a penalty for using it one handed. One not figured into your dice totals. Page 158 also goes on to say that unless otherwise stated, they work with all other combat options. As a example, Finishing move specifically states a Melee attack, where as "Herding" does not. And yet you ignore that the entire section is stated to be used to expand melee attacks. How so? I am shooting into the mech targeting the mage, That character has around 120ish to 150ish armor and could not save against a attack with more To Hit than he has Armor (not including Rule of Six). The shot also does more than enough damage to bypass any barriers. That whole barrier thing. Now, if you were able to get 800+ dice on this, then sure, I'd agree. With the dice you currently have, you don't penetrate. I also believe I mentioned that all options mentioned in the build are allowed. Either way the drones are capable of it. Please, tell me how a drone "aid anothers" someone for shooting a gun. Rules quote would be nice, but even just describe how it works. |
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Oct 30 2008, 09:53 PM
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#21
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Moving Target Group: Members Posts: 295 Joined: 2-April 07 From: Dallas/Fort Worth Megaplex Member No.: 11,361 |
Alright I am going to divide this up into two sections, the first one will deal with stats and how we gained them. I won't go into too much detail as I believe everyone here actually knows the rules and will be able to see where I put my points.
We start with 200 BP to spend on Stats, the chosen character is a Elf (and costs 30 points)so has some modified stats with 2/7 AGI being the most important, which is where we will start. Bod 1 Agi 2 Rea 1 Str 1 Cha 3 Int 1 Log 1 Wil 1 We then will raise the Agi to a 8 (gained though Metagenic Quality later on) which will cost us 95 points leaving 105. Making our Agi look like.. (Edit: According to my spreadsheet I was using Pixie base stats! The new Agi will be lower BUMMER) Agi 8 (12) We now take a Customized [Optimized] Cyber Limb (Obvious), raise the Agi from 3 to 8, and buy 4 points of Agi (which raises Avil to 12R) making our new stat (when using that arm) look like.. Agi 12 With the left over points you can do whatever, lets assume we use 60/105, bringing out total for everything else to 245. Now we go into everything else, starting which 245. Being a Elf drops 30 points leaving us with 215, Raising our magic from 1 to 6 (Mystic Adept) costs us 65 leaving us with 150. Raising out Edge from 1 to 5 costs us 40, leaving us with 110 points. Our new stats Look like (random stat placement for last 60 bp) Bod 3 Agi 12 Rea 2 Str 1 Cha 3 Int 2 Log 1 Wil 3 Edge 5 Magic 5 (dropped from 6 to 5 w/ Essence loss) [5 into Mana, 0 into Power] Essence 5 (dropped from 6 to 5 through Cyber arm) We now have 110 points. Onto PQ's and such.. PQ's (total worth of 30) Mystic Adept 10 Restricted Gear (Tacsoft Rating 4) 5 Surge II 10 Martial Arts 5 NQ's (Total worth of 35) Whatever you want Metagenic PQ's: (Total worth of 20) Metagenic Quality (agi) Metagenic NQ's : (Total worth 10) Whatever you want Now onto Skills: We need Conjuring at 6 that costs 28 of our 110 leaving us with 82. We need Sorcery at 2 (Divination) costing 6 leaving us at 76 Note: Long Arms 10 gained through Force 10 Guardian Spirit Resources (spent 25 BP leaving us with 56) for 125k, this should be enough to buy everything Edit: 5 Extra BP gained from Negative qualities Adept Powers: None Spells: Analyze Device (Foci) costs 6 BP for a new total of 14 Note: Turns out I didn't need Improved Reflexes anyway Contact : 4/6 Technomancer Fixer costs us 12 BP leaving us with 4 Maneuvers: We bought 2 of them (Full Offense and Setup) costing us 4 total bringing us down to 0. All that's left is to buy the gear lets see... Milspec Helm with Rating 4 programs = 10,000 Dragonfly Drones x5 = 12500 Cyber Arm 15,000 +5000 for Agi enhance +1000 for +4 Agi = 21000 Total so far 43,500 EDIT: It has been pointed out to me that I only need to buy 1 Tacsoft and then Copy it 5 times for free. However in this instance I will pay for it. Tac Soft Rating 4 (Apparently the Avil for a rating 4 is 20R, meaning I cannot fit it in a starting build...which is annoying. I can buy a Restricted Gear... but I would have to lose Adept...I suppose a -1 dice is better than -2, Changing now) Costs 72000 for the 5 drones and myself. Total now is 115,500 leaving us with 10k We also need at least a Rating 1 Auto Soft (longarms) for each of the drones which costs 200 x5 = 1000, leaving us with 9k. We now will buy a HK XM30 w/ Sniper Mode for 3,500 with a Large Modification firing mode change to FA (+2000) leaving us with a new total of 5,500. Left over cash 3,500, go buy some armor or something. 38 BP left over -0 Dice to hit due to skill change (spirit) -0 Dice from Aim bonus -0 Dice from Teamwork +2 from Agi change Leaving our new numbers at +71 dice to fire a Sniper Rifle (72 +very Large) +89 Max Spells/Spirit (+90) +103 Redline (+104) (Spirit Can't Redline the Limb, although you could set up a timer or something) w/ Setup +142 Dice (+144) +178 Max (+180) +206 Redline (+208) (Spirit Can't Redline, Although you could set up a timer or something) EDIT: With the advent of a Guardian Spirit doing the firing the numbers actually improved with alot of extra BP, thanks to the previous poster who suggested it. I do plan on changing it to a rocket to add Spotter tests to hit, if there is also a way for a sensor test addition that would be nice, but ah well. Using a rocket and a spotter (possibly the character himself) would effectively double the dice. All the above numbers would be effected give or take 6 dice. EDIT: The Spirit is left un-detailed, Although other than a Longarms skill of 10, who knows what else it has. I left that open for someone to customize it to their preferences. |
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Oct 30 2008, 10:00 PM
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#22
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Moving Target Group: Members Posts: 295 Joined: 2-April 07 From: Dallas/Fort Worth Megaplex Member No.: 11,361 |
QUOTE I'm pretty sure there is a penalty for using it one handed. One not figured into your dice totals The idea was to see how much dice one could feasibly get as a starting character, hence it doesn't matter. QUOTE And yet you ignore that the entire section is stated to be used to expand melee attacks. The part you are quoting is for the actual Martial Art (which I haven't chosen one yet), I am pulling off the section for Maneuvers. QUOTE That whole barrier thing. Now, if you were able to get 800+ dice on this, then sure, I'd agree. With the dice you currently have, you don't penetrate. The cocoon ONLY has a structure rating of 10, the characters typical shots are inflicting (with a sniper rifle) anywhere from 35-45P. Easily enough to punch through QUOTE Please, tell me how a drone "aid anothers" someone for shooting a gun. Rules quote would be nice, but even just describe how it works. The section for teamwork only specifies one would need to make a "Attack Test" which the drones can do since they have a targeting autosoft. The "Hits" are then added to the firing character. Maybe the drones are helping to move his arms, or maybe they are shouting advice, who knows. The rules don't care however |
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Oct 30 2008, 10:22 PM
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#23
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panda! Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
Arsenal under Weapon Mods, Heck you can Supressive Fire with a Rocket Launcher if you build it right. (IMG:style_emoticons/default/eek.gif) dunkie be praised that im not your GM (IMG:style_emoticons/default/silly.gif) |
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Oct 30 2008, 10:23 PM
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#24
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Dragon Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
The idea was to see how much dice one could feasibly get as a starting character, hence it doesn't matter. It does matter, if it affects the dice totals, since the point is to see how many dice you can get. The part you are quoting is for the actual Martial Art (which I haven't chosen one yet), I am pulling off the section for Maneuvers. No, I am in fact, quoting from the first paragraph of the martial arts section, which addresses everything, including martial arts and maneuvers. The cocoon ONLY has a structure rating of 10, the characters typical shots are inflicting (with a sniper rifle) anywhere from 35-45P. Easily enough to punch through Structure rating doesn't count. Regardless, since you never actually statted out your vehicle of doom, it doesn't matter. But, off the top of my head, 20 armor + 10 smart armor + 6 armor spell + 6 physical barrier + 6 reinforce = 48 armor. So, assuming the vehicle got no hits on its dodge test, that'd be a rifle needing to do 48-33=15P damage, or have enough AP to lower that to what its damage value actually is. The section for teamwork only specifies one would need to make a "Attack Test" which the drones can do since they have a targeting autosoft. The "Hits" are then added to the firing character. Maybe the drones are helping to move his arms, or maybe they are shouting advice, who knows. The rules don't care however For one, the absolute maximum benefit you can gain from that is 10 dice, if your skill is that high. (Improved ability/reflex recorders do augment skill rating, so that is possible). Also, rating 1 targetting soft on dragonfly drones... Pilot 3 + targetting 1 = 4 dice. So, on average they will roll 1 success each. Also note, any glitch those drones make, adds 1 to your threshold for success. |
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Oct 30 2008, 10:25 PM
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#25
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Cybernetic Blood Mage Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
I have a hard time imagining that very many DMs are going to let you get away teamwork tests if you can't explain how they are helping you.
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Lo-Fi Version | Time is now: 30th December 2024 - 04:38 PM |
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