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> Quick question on 2 sets of spurs, Whats the bonus again?
Backgammon
post Feb 8 2004, 07:52 PM
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What's the bonus for using 2 sets of spurs? Add half the strenght? Where are the rules for that?
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Bölverk
post Feb 8 2004, 08:14 PM
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Add 1/2 Strength, rounded down. SR3 p. 121.
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Shockwave_IIc
post Feb 8 2004, 08:15 PM
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Combat rules pg121 SR3
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Backgammon
post Feb 8 2004, 08:43 PM
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Thanks
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kevyn668
post Feb 9 2004, 09:29 PM
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Bu you can still take Off Hand Implant Weapons and get the dice too.
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Grey
post Feb 9 2004, 09:50 PM
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QUOTE (kevyn668)
Bu you can still take Off Hand Implant Weapons and get the dice too.

:eek: Really? So you can get the bonus dice and the extra power to the attack? :eek:
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kevyn668
post Feb 9 2004, 10:04 PM
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Doesn't say you can't anywhere....hey, wait a tick. Are you mocking me?!
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mfb
post Feb 9 2004, 11:34 PM
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as i recall, someone wrote into info-at-srrpg-dot-com and got pretty much that same answer--by the rules, you get both bonuses. the author added the caveat, however, that he'd suggest house-ruling it to one or the other.
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Fortune
post Feb 10 2004, 01:25 AM
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QUOTE (mfb)
as i recall, someone wrote into info-at-srrpg-dot-com and got pretty much that same answer--by the rules, you get both bonuses. the author added the caveat, however, that he'd suggest house-ruling it to one or the other.

Um, no he didn't. I am the someone that wrote to Rob about this, and his response was that both rules were valid and did not contradict each other.
QUOTE
Question: Now, the text in SR3 (pg. 121) states that when in melee using his Razors he would add half his Strength Attribute (rounded down) to the power of his attack (without having to purchase Off-Hand Razor skill). Cannon Companion (pg. 96) states that the benefits of fighting in melee with 2 weapons is that the character rolls all of his primary weapon skill dice, and rolls 1/2 his skill level dice with the secondary weapon (razors in this case are both primary and secondary). An ambidexterity of 8 means that the character doesn't need an Off-Hand Weapon skill. Since neither of these rules contradict the other, would Quik Rik roll 10 dice for skill, plus 7 dice from his Combat Pool (as I don't believe he gets to add more Combat Pool dice than his base skill), in an attack with the power of 10M?

Answer: You got it right. That's 6L base + 3 Power (half STR)  + 1 Power and one Damage level for the dikote.

:: Rob Boyle ::
Shadowrun Developer for FanPro LLC
info@shadowrunrpg.com ~ www.shadowrunrpg.com
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mfb
post Feb 10 2004, 03:10 AM
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...

well, heck. 'scuze me while i go make a razor-using adept salad-shooter.
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Fortune
post Feb 10 2004, 03:15 AM
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Yeah, it's a pretty nice advantage for implanted weaponry. :)
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toturi
post Feb 10 2004, 03:37 AM
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Another reason why Logan/Wolverine is so deadly.
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Siege
post Feb 10 2004, 04:41 AM
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So -- are characters required to puchase the off-hand weapon skill or not?

-Siege
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Fortune
post Feb 10 2004, 04:43 AM
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Nope. The Ambidexterity Edge at level 6 or 8 will give you the same benefit as the Off-Hand Weapon skill.
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Siege
post Feb 10 2004, 04:44 AM
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So, if you _don't_ have Ambi at 6 or 8, the off-hand weapon skill is required?

-Siege
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Fortune
post Feb 10 2004, 04:51 AM
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QUOTE (Siege)
So, if you _don't_ have Ambi at 6 or 8, the off-hand weapon skill is required?

I think it's required for the Cannon Companion part (extra dice in attack), but not just when adding to the Power of the attack itself as described in the BBB.
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FlakJacket
post Feb 10 2004, 07:10 AM
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Well doubled, dikoted spurs could be fun with this. Although I think I'll still stick to Killing Hands since that doesn't set of the metal detectors. :)
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Austere Emancipa...
post Feb 10 2004, 07:38 AM
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Dual-wielded, Dikoted hand blades are even funnier. Coupled with some Nitro Boosted Cyclops Ghoul Adept Goodness, you can destroy any armored vehicles in melee. [Edit]Still can't sink ships, though, because even Corvettes have Hull 3 -> cannot do damage unless the Damage Level is Deadly + 1 Over-damage or more, which is unattainable with melee attacks.[/Edit]

This post has been edited by Austere Emancipator: Feb 10 2004, 07:42 AM
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Zazen
post Feb 10 2004, 07:43 AM
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Sounds like you've been improving the WALLHACKER!!!!!!21@!1 He used to be capable of destroying only small tanks, as I recall.

edit- well damn. Back to the drawing board, I guess.
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Austere Emancipa...
post Feb 10 2004, 07:59 AM
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The Wallhacker was improved slightly here, but the Wallhacker 2.0 never left the beta-stage. Compared to the 42S or more that should be quite easy to squeeze out, the original Wallhacker with his 25 dice/28M is quite pitiful.

Unfortunately it seems there's nothing one can do about sinking ships with anti-personnel weapons (which, oddly, the Wallhacker is still considered to be). Anything with Hull 3 or more is completely immune to anything non-AV, and at Hull 4 or more nothing but ASMs can touch the ship.
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Cochise
post Feb 10 2004, 08:37 AM
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QUOTE (Fortune)
Um, no he didn't. I am the someone that wrote to Rob about this, and his response was that both rules were valid and did not contradict each other.

<snip>

And the rules do still not cleary support that answer

~Wanders off~
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Fortune
post Feb 10 2004, 09:03 AM
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In what way?
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mfb
post Feb 10 2004, 09:07 AM
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in the way that they're both written down in black and white, and can be read by anyone with the books. how can it be anymore unclear?and the way the line developer stated that clearly and concisely how the rules interact, that just clouds the matter even further !!
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Cochise
post Feb 10 2004, 10:42 AM
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QUOTE (Fortune)
In what way?

Without going into details (like quoting the rules involved) the quick answer is:
I still see two massive contradictions between the two rules just by their wording when being applied at the same time ...

For details: Use the search function of this board ...
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FlakJacket
post Feb 10 2004, 01:08 PM
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QUOTE (Cochise)
Um... Well... It just is! I can't be arsed, go look it up yourself.

That's what I love about this place. The detailed, in-depth and knowledgeable responses that you get from questions you ask. ;)
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