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> Dual-Wield Gun Adept, In response to debates
PresentPresence
post Nov 3 2010, 04:49 AM
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I'm no Shadowrun expert, but I love making characters. Using DK's Excel Character Generator, I have created a dual-wielding gun adept, in response to a couple of topics going on in the forums concerning dual-wielding and the best firearm skill. Mine uses Automatics. I have not yet calculated dice pools, but they should be pretty sizable. I would appreciate suggestions for optimization, of course, as well as any gear suggestions I might have missed out on.

Gun Adept
Metatype: Ork {20 BP}

Attributes: {200 BP; 70 BP Special}
[ Spoiler ]
Qualities: {-10 Net BP }
[ Spoiler ]
Active Skills: {90 BP}
[ Spoiler ]
Adept Powers:
[ Spoiler ]
Knowledge Skills: {2 BP, 48 Free}
[ Spoiler ]
Resources: {12 BP; (IMG:style_emoticons/default/nuyen.gif) 3,455 Remaining}
[ Spoiler ]
Contacts: {17 BP}
[ Spoiler ]
Basically, the guns have 4P (5P AP-1 with EX rounds) with SA/BF capability and two 30 ammo clips with RC 3, which neutralizes all recoil modifiers, but +4 Concealability (Hence the Elan, which has -5 and beats MAD scanners). Dicepool for shooting should be Automatics 6 + Agility 7 (P4MO and Kamikaze) before the split, with an additional + 3 from Improved Combat Ability and +2 from specialization, along with 5 IPs (If Kamikaze allows this) at 10 Initiative. Well?

This post has been edited by PresentPresence: Nov 3 2010, 04:50 AM
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Whipstitch
post Nov 3 2010, 05:32 AM
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There's not much point in taking rating 2 Dodge on a character that has trained in Firefight and can parry with his hardened guns AND has Gymnastics/Athletics. I would just go ahead and drop it completely-- even with Improved Reflexes 3 and a whole bucket of passes I'm not so sure I'd give one up just for Full Dodge and 2 dice anyway. Without dodge you could bump up your Clubs to a 4 and be better at pistol whipping and parrying. Otherwise, you could shave some points off mental attributes, drop Dodge and bump Athletics up to a 4 and replace Mystic Armor with Improved Ability: Gymnastics. That way you'd be a much better athlete and have a nice Full Gymnastics Dodge* pool to break out in case someone starts gunning for you with wide bursts. 2 dice is unlikely to make a difference vs. automatic weapons fire but 6 dice can be a real difference maker.

*Gymnastics Dodge and the synergies it has with Synthacardium and Improved Ability is very powerful, but it may not be something your GM will necessarily appreciate. Personally, the only time I've seen the whole maximized Gymnastics Dodge package at my table has been with one of my own Prime Runner NPCs. I honestly forget what his name was. I just remember that on my laptop his notepad file was named "the cheese factory" and that he very nearly killed the Samurai. I usually only use that kind of modifier stacking to shore up characters who otherwise wouldn't have a defense pool worth mentioning at all rather than using it to build untouchable ninja monkeys. YMMV.
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Udoshi
post Nov 3 2010, 07:41 AM
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Martial arts qualities could be better. Firefight, while neat, is a concept best achieved by dipping Escrima and either Krav Maga or Sangre y Acero. On for damaging disarm, the other to get your 'ranged attacker in melee combat' penalty from 3 to 0.

Your adept powers need some work. Nimble Fingers lets you reload as a free action. If you're playing a flashy mixing-range-and-kungfu- style shooter martial artist dude, you want adept counterstrike.

You have Ambidexterity. This makes Off-hand training pointless. Swap it for Riposte instead. If you parry in combat, this lets you shoot someone. The attack doesn't need to be melee. You'll also need the Iajutsu maneuver to quickdraw your machine pistols - they're automatics, not pistols. You will also want the Full Offense maneuver - because you can use it in ranged combat just fine without penalty. Herding is actually pretty amazing with firefight, because the maneuver isn't melee only. You really can make people dance with it - and set them up in a clump to all be suppressive fired at once. Or driven out of cover.

Skinlink accessory your crusaders. Much more slot-efficient. Also, may i suggest keeping track of modslots used on your guns, since you're mixing accessories and mods?


Get yourself a Tacnet 1, a gecko-gripped iball with ultrasound and UWB, and pilot upgrade your Crusaders. Sadly, you'll need to use an internal mod smartlink for this, but you'll be able to claim a tacnet bonus just by yourself. Tacnet 1 is flexibile, pretty much anything with two channels to rub together can join it. If you're willing to sink a bif of cash into your guns, you ought to be able to get them to have 4 channels.

Change the meta-links programs for a user suite. Its cheaper than buying individually.

If you want your Ikon's agent to scan for you, it needs the Electronics Warfare autosoft. You may also want a Telematics Infrastructure 1 program, which tells you the physical location of wi-fi nodes in range without needing to Trace them.


If you're taking drugs/inhalers, just get an auto-injector and a biomonitor for your FFBA. Its a little more expensive, but more convenient.

You almost assuredly want the Hawk Eye quality. Machine pistols have short range. This will save your dice pools some grief, especially with 4A's increased range penalties. If you do go this route, Internal Smartlink mod your guns. This lets them take an Improved Rangefinder, which does stack with Hawk Eye (it is not a vision magnifier, or cyber/bio eye replacement). The net effect is to reduce your range penalties by one step, then reduce that by one dice. This lets you engage out to Long range without penalty, and Extreme at a -2. Definetely worth considering.

An advanced firefight tactic comes into play when you have the combination of Evasion and Riposte.Its made more effective with Disarm/Damaging disarm, Adept Counterstrike, and possibly finishing move.
You Run(for the defensive bonus) past an opponent, using your free action, or try to disengage. The goal here is to force an Interception attack - remember that Free Actions can be held later in the pass, because they're special like that. Interception attacks are free action attacks, they're basically SR4's 'attacks of opportunity'.
Once the opponent tries to strike you, you Parry, then Riposte with a point-blank burst their face.
Advanced users can use Firefight Herding to set up a group of enemies in a nearby clump, use this tactic to generate a ripostable attack, and then hit them all with a suppressive fire cone from a machine pistol.

Thats what comes to mind. Hope it helps.

Firefight: The martial art style is actully pretty weak by itself. Pretending you're a grammaton cleric, and actually using tactics and other martial art synergies available to you turns out to make it pretty effective. You're able to ignore a lot of penalties that would plague someone else attempting a similiar stunt.
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Dakka Dakka
post Nov 3 2010, 08:26 AM
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@Charactersheet:
Skills: Pilot Groundcraft needn't be specialized to a specific motorcycle, by strict RAW this isn't even possible. Bikes or for munchkins Wheeled will do fine.
Magic: I'd seriously rethink taking a Geas that is tied to rare medical treatment. Combat Sense at 1 does not do much. Better remove the Mystic Armor to get more Combat Sense. It is better not to be hit than to be good at soaking damage.
Bioware: if youcan spare th points, get Muscle Toner 2 or with Restricted gear 4.

QUOTE (Udoshi @ Nov 3 2010, 08:41 AM) *
You'll also need the Iajutsu maneuver to quickdraw your machine pistols - they're automatics, not pistols.
Machine Pistols are obviously pistols, no matter what skill is used.
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Mäx
post Nov 3 2010, 09:49 AM
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Here's my build for this:
[ Spoiler ]

Dicepools to shoot akimbo 11(agility)+9(automatic skill)= 20/2 =10+2(spec) = 12 dice per pistol and the pistols have enought RC to shoot 2 short bursts per IP with no recoil. Also still has 44BP:s left to spend and 23 800 (IMG:style_emoticons/default/nuyen.gif) unused.

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Shrike30
post Nov 3 2010, 03:11 PM
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You can specialized Automatics in "Machine Pistols" and not have to restrict yourself to the Crusader. My preference tends towards either the TMP (large mags, start with full auto, not hard to slap a lot of RC onto) or the 5-7C (smaller mags, but built-in RC is always good when you start adding more, and full auto is just a mod point away).
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Fauxknight
post Nov 3 2010, 03:46 PM
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QUOTE (PresentPresence @ Nov 2 2010, 11:49 PM) *
Firearms Instructor L2 C1[/spoiler]Basically, the guns have 4P (5P AP-1 with EX rounds) with SA/BF capability and two 30 ammo clips with RC 3, which neutralizes all recoil modifiers, but +4 Concealability (Hence the Elan, which has -5 and beats MAD scanners). Dicepool for shooting should be Automatics 6 + Agility 7 (P4MO and Kamikaze) before the split, with an additional + 3 from Improved Combat Ability and +2 from specialization, along with 5 IPs (If Kamikaze allows this) at 10 Initiative. Well?


If you fire a two short bursts from each gun per initiative pass you have 5 recoil per weapon, which is 10 total recoil on your second simple action.

My suggestion is to switch to Steyr TMPs, they don't come with gas vents, but you'll want to buy gas vent 3s anyways. They're also FA (without having to mod it in), which means you can use tracers to give yourself a bonus to hit when they are set to FA, which allows the exacte same shorts bursts as BF plus some other options if you want. Dual-Wielding is one of the few situations when tracers are usefull since you can't use laser sight or smartlink bonuses anyways.

Generally though, once you have two FA weapons I find rather than two shots per simple action that dual-wielding is more usefull when you use one simple action to fire a single long burst and then the next simple action to fire a long burst from your other hand. This allows you to exceed the ammo output of a single weapon, to more than double your recoil compensation, while still being able to benefit from a smartlink and you don't have to split the pool (in otherwords its way more accurate and you always hit like a Mac truck).
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Shrike30
post Nov 3 2010, 03:53 PM
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The pair of long bursts is quite handy for targets that you're well matched with. The quad of short bursts does come into it's own fighting groups of less-well-equipped/trained yahoos, though.

That's also when suppressive fire becomes the shit, of course.
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Mäx
post Nov 3 2010, 04:08 PM
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Except only one long burst can be fired per IP, except if you have hypervelocity weapon/s.
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sabs
post Nov 3 2010, 04:16 PM
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QUOTE (Mäx @ Nov 3 2010, 05:08 PM) *
Except only one long burst can be fired per IP, except if you have hypervelocity weapon/s.


Per Weapon

hence the dual wield.
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Mäx
post Nov 3 2010, 04:38 PM
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QUOTE (sabs @ Nov 3 2010, 06:16 PM) *
Per Weapon

hence the dual wield.

The rules don't actually mention anythink about it being per weapon.
And really that doesn't make even any sense, if you can use one gun to shoot a long burst and then an other one to shoot a second long burst, what exactly stops you from doing both of those burst with the same gun.
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sabs
post Nov 3 2010, 04:47 PM
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Rate of Fire from the gun... I guess.
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Yerameyahu
post Nov 3 2010, 04:47 PM
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Game balance? (IMG:style_emoticons/default/smile.gif) Too bad it fails.
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Whipstitch
post Nov 3 2010, 05:41 PM
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Firefight isn't that bad of a choice if he's only taking two advantages-- Although I much prefer taking the ranged in melee reduction over the dodge bonus-- and decides to stick with a skill rating of 2. I like damaging defensive disarms as much as the next guy, but it's really best used on characters who are genuinely expert level defenders rather than with a dabbling gunslinger lest you just end up taking it on the chin thanks to the 4 dice penalty, lack of reach and depending on your GM the improvised weapon penalties. I definitely agree in principle though; I tend to find combat characters most effective when they think of guns as their offense and of their melee skills as a bag of dirty self-defense tricks they spring on anyone foolish enough to try knifing them.


One other nice thing about firefight: it's basically a combination of fluff and GM fiat that determines whether or not the Martial Arts specialization and improvised weapon penalties are applicable to what you're attempting. Firefight has the advantage of being rather unambiguously about exactly what this character's main shtick is supposed to be, so it'd take a pretty cranky GM to deny to start throwing around penalties and denying bonuses.
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PresentPresence
post Nov 3 2010, 11:43 PM
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Thanks bunches for the input guys, your points all hold a great deal of validity. There are a couple things I am still considering however.
i can't believe I forgot the Elf agility boost, and of course SURGE is great. School of Hard Knocks is right out; I'd meant to use it for fluff where the character determines where they are based on the local graffiti, but that's what mapsofts are for. TMPs are also good, but I was wondering: How important is Quick Draw, really? I ask this because I was considering going the SuperMach route (HV SMGs), and while I can of course take Iaijutsu, that maneuver/PP could be put to better use, if Quick Draw is of lesser use. i hadn't realized that recoil kept adding up with more shots; I thought it ended with -2. One glaring question is this: Akimbo or one shot from each hand? Smartlink bonuses are great. I still don't fully understand how Tacnets work, for example, will I need a Cryptosense Module?

Man, I need to use more paragraphs :\
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KarmaInferno
post Nov 4 2010, 12:13 AM
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QUOTE (sabs @ Nov 3 2010, 12:16 PM) *
Per Weapon

hence the dual wield.

If you allow this, you allow potentially 8 short bursts per pass from someone rocking a pair of HV weapons.



-k
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Zyerne
post Nov 4 2010, 12:24 AM
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I personally prefer specialising in Akimbo for a little more versatility. I have nothing against machine pistols, the 5-7c being a favorite, but being able to use SMGs equally well has benefits.
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Fauxknight
post Nov 4 2010, 12:52 AM
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QUOTE (KarmaInferno @ Nov 3 2010, 08:13 PM) *
If you allow this, you allow potentially 8 short bursts per pass from someone rocking a pair of HV weapons.


You can only fire two weapons with the same action if it is a simple action to make the shot. Firing short bursts from a HV weapon requires you to be using the full burst option which is a complex action (and only functions mechanically like a short burst, technically its just spray and pray).
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Fauxknight
post Nov 4 2010, 01:25 AM
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QUOTE (PresentPresence @ Nov 3 2010, 07:43 PM) *
How important is Quick Draw, really?


I've never found it to be that necessary, it just lets you pull your weapon out and still make two attacks. Since you can usually only make one called shot per turn (and only with weapons that aren't set to FA) you only lose your less effective shot anyways. Then again dual wield is about more attacks that are less effective, like taking out a room full of grunts, as opposed to making one nice called shot that blows a troll away.

QUOTE
i hadn't realized that recoil kept adding up with more shots; I thought it ended with -2.


Yes, everytime you start your initiative pass (IP) you start at 0 recoil, and every shot you make in those 2 simple actions or 1 complex action stacks for that one IP. Strangely this means that someone with extra IPs not only has weapons that fire faster when they just hold the trigger down, but they also get more recoil compensation out of them as well.

QUOTE
One glaring question is this: Akimbo or one shot from each hand?


The real benefit from holding two weapons is the larger number of options you have, you don't have to do one or the other, pick what works for the moment. You see lots of thugs, go nutz, you see one troll, called shot to the nutz.

QUOTE
Smartlink bonuses are great.


...but they don't work when firing two weapons with the same action. Still having smartlinked weapons gives you more options and more utility (like easy eject clips), just make sure your PAN that the smartlinked weapons are running on is wireless or very difficult to hack.

QUOTE
I still don't fully understand how Tacnets work, for example, will I need a Cryptosense Module?


Technically you dont, the software just needs the sensory input to assist each person. I would think it might benefit a person on a tacnet to have one though, any time you can tap into someone elses senses its nice to be able to intreprety what they're seeing yourself.
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Yerameyahu
post Nov 4 2010, 01:37 AM
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Actually, it's never been really clear to me what, if any, function the Cryptosense Module has. Are you saying it's for sharing senses directly from other people?

My understanding was that its sole use is to *not* get screwed by Cryptsense Sculpting (at most, a *possible* -1 to *some* actions)… except you can just use a Reality Filter.
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Magus
post Nov 4 2010, 01:43 AM
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CryptoSense Module is for use with Matrix security. Let us say that a node is encrypted and uses a cryptosense, so one you have to use a decrypt action to unencrypt the node. Now the node designer used the cryptosense module to make the whole node viewable in UV. Even with the decrypt the node looks empty, with the module you can see it for what it truly is. I think this also defeats the reality filter as well. You would have to check Unwired Security Tricks for that. AFB at the moment.
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Yerameyahu
post Nov 4 2010, 01:45 AM
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Nope. The most it can do is "-1 to some actions (GM discretion)" and Reality Filter defeats *it*. *shrug* It just seems very VERY niche.
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Magus
post Nov 4 2010, 01:47 AM
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eh. I never really thought much on it. I agree with you it is very nichetastic and adds nothing to the gameplay.
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PresentPresence
post Nov 4 2010, 03:36 AM
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I thought that Cryptosense was used when sharing senses from outside sources, like, say, Adept Animal Attunement with an animal that had ultrasound sensing capabilities. I also thought that one's neural systems would have to be able to process the senses that the Tacnet was supplying, but I guess it is more like a network of information than an actual sense-sharing network. Tacnets still confuse me, if someone gave me a detailed list of all the equipment required (and whether or not it is even cost-effective for the seemingly GM-decided bonuses) I might implement it.
I took the Geasa for P4MO because, well, I plan to be on it all the time, which is also why I took a Loyalty 5 Street Doc contact. Which makes me wonder, how do drugs affect the Augmented Maximum for stats? I hope they can exceed it.
Would you allow Lined Coats and Hel Suits to stack? Please say yes. (IMG:style_emoticons/default/wobble.gif)
How should I handle my firing capabilities? BF, FA, HV; SB, FB, WB, LB, NB, SF? Gah, it's so confusing!

And now another CS utilizing more Agility, courtesy of Elfiness, SURGE, and good-old fashioned bioware, and less of a focus on Martial Arts mixed range combat.
[ Spoiler ]


Woof. Well it was easier to copy since I just had to edit the previous CS. So here's what we got: 10 B/I armor unencumbered (if stacking applies) or 11 B and 12 I with a Bike Racing Helmet (unencumbered with Kamikaze), 10 Intitiative, 4 IPs with Kamikaze, and some good pools. Firearms akimbo should be 6 (Firearms) + 15 (Agility with P4MO and Kamikaze) before the split, with 2 (Specialization) + 2 (Improved Combat Ability-is this before or after the split?) + 1-3 (Tracer Rounds), with 6 RC in each weapon, for a grand total of what, 17/16? Am I doing this right? Gymnastics Dodge, if I understand this correctly, should be 2 (Gymnastics) + 15 (Agility - or does it use Reaction?) + 1 (Improved Physical Ability) + 3 (Synthacardium) for 21 dice (or 13 with Reaction - still pretty sizable).

Amidoinitrite?

This post has been edited by PresentPresence: Nov 4 2010, 03:41 AM
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Yerameyahu
post Nov 4 2010, 03:42 AM
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Yeah, AFAIK, Tacnets do not share senses.

You can have a Geas for 'on P4MO'? That's… interesting. :/

Separate items of worn armor don't stack, unless specified (FFBA, PPP, etc.).

Dodging uses Reaction.

Improved Ability is pre-split, and subject to 'max augmented skill' limits (not a problem with 6 and 2).

… Do you really want to be so completely minxmaxed? (IMG:style_emoticons/default/smile.gif) I hope it's a just proof of concept, or your GM will eat you.
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