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> Unarmed Combat, Just making sure I'm reading this right
Luke Hardison
post Dec 30 2010, 02:41 AM
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For background on asking this question: I've been playing SR since 2nd E was relatively new and spent a lot of time in 2nd and 3rd, but I haven't messed around with 4th until about two or three weeks ago. I started reading through the main rulebook and creating a character as I go along, and I've finally finished through the Combat chapter and tried a few scenarios today, which brings me to my questions.

First, am I reading right that the opposed combat test now only gives the option for the attacker to score damage during melee combat? If the defender scores more net hits, then there's no damage? No risk for the attacker? I guess that's not that big a deal, just a new paradigm for me.

Also, does the base damage for melee combat seem exceptionally low for anyone else? I was trying to create an infiltration specialist who specialized in ambushing, but with a base damage unarmed of 2 (as human, could only make it 3 naturally, 5 max with enhancements) I would have to score 8 hits more than the target managed on their damage resistance check to take out an average, unenhanced human guard. That's after I successfully ambushed the target. That would mean, on average, needing 27 or 30 dice to throw on the test, depending on the body and armor of the target. Since the Professionality Rating 2 guards get 3 and 4, then it's 30 dice.

That seems like an unrealistically huge investment for something as simple as a sneak attack to take out a guard. With a shock glove, my average needed pool drops to 18, which still seems like a ton of dice for a task that should be fairly simple.

In 3rdE I would have needed 4 net successes left over after the opposed melee test and soak test. Not easy, but not 30 dice.

Am I doing something wrong? Is this just the other side of balancing melee trolls with STR 15?

I think it might be fair to add the net hits from the infiltration test to the attack: the more stealthy, the better an advantage for the sneak attack. But even that would make it really hard to reach 30 dice for every single sneak attack just to drop a goon security guard. Suggestions?
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Glyph
post Dec 30 2010, 02:52 AM
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Unarmed combat is indeed no longer an opposed dice contest where the defender can damage the attacker. Also, full defense is much more effective. The main thing this changes, from SR3, is that now initiative passes matter to a melee specialist again.

In SR4, unarmed combat is brutally effective for characters that devote a lot of resources to specialize in it, but for everyone else, it is what you do when you are stuck without your guns or knives. Still, taking out a security guard can be done if you surprise him. Since you are rolling unopposed, and he only gets a soak roll, make a called shot for more damage. Essentially, you subtract 4 dice from your to hit roll, but get +4 damage. Shock gloves are still usually a better way to go, or a monofilament whip if you don't mind taking out a guard more lethally.
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Luke Hardison
post Dec 30 2010, 03:09 AM
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Ah, I didn't remember that called shot was so effective. That would help greatly, brings down the average number of dice for the scenario to 18 unarmed, or 6 with the shock glove (after the called shot). Thank you.
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Manunancy
post Dec 30 2010, 07:23 AM
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If you're trying do remove a guard discretely, I'd advise against the monowhip : a one hit kill with monowhip tends to leave behind two pieces of guard to carry away and a bucketfull of body fluids splashed around. Wich makes it quite obvious the missing guard didn't sneak out for a smok or pee...
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Aerospider
post Dec 30 2010, 08:19 AM
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Your best option for a quick and silent execution at close-quarters is probably the monofilament garotte. It's in Arsenal (highly recommended) and works like subduing (but not exactly), except you're inflicting a base damage of 8P per initiative pass regardless of Strength. Surprise is mandatory, it costs two grand and you'd need the Restricted Gear quality, but it's definitely my favourite assassin's tool.
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MikeKozar
post Dec 30 2010, 09:10 AM
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Also, consider spending a point of Magic as a Physical Adept on Critical Strike. At .25 Magic per +1 damage, you can get +4 damage pretty easily, and +8 if you really want to be a nightmare. Lots of the Adept powers start to get really scary when stacked; consider Combat Sense, which trades .5 Magic for +1 to your Dodge pool. An adept with Magic 5 could easily be punching for 10S and getting 10 dice to dodge gunfire without going full defense.
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Jareth Valar
post Dec 30 2010, 09:23 AM
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QUOTE (MikeKozar @ Dec 30 2010, 04:10 AM) *
Also, consider spending a point of Magic as a Physical Adept on Critical Strike. At .25 Magic per +1 damage, you can get +4 damage pretty easily, and +8 if you really want to be a nightmare. Lots of the Adept powers start to get really scary when stacked; consider Combat Sense, which trades .5 Magic for +1 to your Dodge pool. An adept with Magic 5 could easily be punching for 10S and getting 10 dice to dodge gunfire without going full defense.


IIRC, doesn't Magic also limit the ranks you can have in a power?

In that case, Magic 5, you would get at most +5DV (5 ranks=1.25) and +5 Dodge Pool (5 ranks=2.5) for 3.75 Power Points. Still, nothing to scoff at, but not as impressive either.
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Ascalaphus
post Dec 30 2010, 09:46 AM
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I've seen Critical Strike in action. It delivers.

Also note that you can still attack multiple close combat enemies with just one complex action, as long as they're all within 1m of each other. An adept in my group used that to great effect; he had Critical Strike 6, so if he hit the guy usually went down.
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Daishi
post Dec 30 2010, 09:52 AM
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For a melee specialist, one should look at the Martial Arts section in Arsenal. That introduces a great deal of power and flexibilty for the melee goon. 15 BP for mixed Martial Arts Qualities can net an additional +3 DV for unarmed. Also, if you don't mind the lethality, bone lacing will also quickly up the DV. Even mundane humans can become melee monstrosities with a bit of focus.
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Aerospider
post Dec 30 2010, 10:58 AM
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QUOTE (Daishi @ Dec 30 2010, 09:52 AM) *
For a melee specialist, one should look at the Martial Arts section in Arsenal. That introduces a great deal of power and flexibilty for the melee goon. 15 BP for mixed Martial Arts Qualities can net an additional +3 DV for unarmed. Also, if you don't mind the lethality, bone lacing will also quickly up the DV. Even mundane humans can become melee monstrosities with a bit of focus.

AFB right now, but I'm fairly sure you can't use more than one martial art (and thereby more than martial art's advantages) in the same attack. I'd certainly have misgivings as GM if a player wanted to use two different disciplines simultaneously for cumulative bonuses.
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Kagetenshi
post Dec 30 2010, 12:20 PM
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QUOTE (Glyph @ Dec 29 2010, 09:52 PM) *
The main thing this changes, from SR3, is that now initiative passes matter to a melee specialist again.

Please don't spread misinformation, winning ties is big.

~J
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Tymeaus Jalynsfe...
post Dec 30 2010, 02:20 PM
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QUOTE (Aerospider @ Dec 30 2010, 03:58 AM) *
AFB right now, but I'm fairly sure you can't use more than one martial art (and thereby more than martial art's advantages) in the same attack. I'd certainly have misgivings as GM if a player wanted to use two different disciplines simultaneously for cumulative bonuses.


You would be wrong. You can indeed stack applicable bonuses gained from seperate Martial Arts Qualities, if the Multiple Martial Arfts grant the same bonuses. Fortunately, you may only stack to a +3 DV for damage (stated in the rules section), however.
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stu_pie
post Feb 23 2011, 12:38 AM
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QUOTE (Tymeaus Jalynsfein @ Dec 30 2010, 02:20 PM) *
You would be wrong. You can indeed stack applicable bonuses gained from seperate Martial Arts Qualities, if the Multiple Martial Arfts grant the same bonuses. Fortunately, you may only stack to a +3 DV for damage (stated in the rules section), however.


Where is this rule? I thought if you could get +4 (example if you took Boxing and Muay thai both give you +2 to unarmed combat Dv)
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stu_pie
post Feb 23 2011, 12:43 AM
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QUOTE (Tymeaus Jalynsfein @ Dec 30 2010, 02:20 PM) *
You would be wrong. You can indeed stack applicable bonuses gained from seperate Martial Arts Qualities, if the Multiple Martial Arfts grant the same bonuses. Fortunately, you may only stack to a +3 DV for damage (stated in the rules section), however.


Where is this rule? I thought if you could get +4 (example if you took Boxing and Muay thai both give you +2 to unarmed combat Dv)
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Ramorta
post Feb 23 2011, 12:45 AM
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QUOTE (stu_pie @ Feb 22 2011, 08:38 PM) *
Where is this rule? I thought if you could get +4 (example if you took Boxing and Muay thai both give you +2 to unarmed combat Dv)


Its in the Arsenal errata. After people had +6/7 to DV, it needed to be changed.
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Whipstitch
post Feb 23 2011, 05:50 AM
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Silent takedowns are a tricky thing in SR4, even with weapons. Contact and Injection vector toxins like narcoject are powerful and at first blush look like a good candidate in the quest for the perfect takedown, but even Immediate speed toxins only apply their damage at the end of the combat turn. That means a bit depends on how your GM handles Surprise situations. If your GM thinks that a mook shouldn't be able to call out for help because that would be a reaction made in response to the Surprising Attacker, you'll be fine. If your GM looks at that "May take actions not specifically directed at any surprising characters" bit and decides that it means the defender can yelp because they will at least realize they're taking damage (but not from whom or even, where/how, exactly), then, well, you might be in a world of drek. Personally, I handle it the former way since otherwise the stealthy takedown is nigh impossible if the target isn't knocked silly by the end of the first pass.
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stu_pie
post Feb 23 2011, 12:49 PM
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Only way my group found to do quick "stealth" take downs was Adept with elemental strike sound, bypass armour and deals stun mixed with good str or/and crt strike made for a pretty affective KO.
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Mardrax
post Feb 23 2011, 12:56 PM
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Some people will take exception to the combination of Sound attacks and spells.

Also, if you're looking for stealth takedown viability, the combination of Set Up and Finishing Move maneuvers from Arsenal is good for adding dice to it.
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Elfenlied
post Feb 23 2011, 01:13 PM
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One option for stealthy takedowns is subdual combat. It deals stun dmg=Strengh, insteat of S/2 per complex action, assuming you can establish the grapple. Shouldn't be that difficult vs the average guard.
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Tymeaus Jalynsfe...
post Feb 23 2011, 01:58 PM
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QUOTE (stu_pie @ Feb 23 2011, 05:49 AM) *
Only way my group found to do quick "stealth" take downs was Adept with elemental strike sound, bypass armour and deals stun mixed with good str or/and crt strike made for a pretty affective KO.


If you are using Elemental Strike - Sound, you are no longer being stealthy. (IMG:style_emoticons/default/smokin.gif)
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Makki
post Feb 23 2011, 03:09 PM
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QUOTE (Tymeaus Jalynsfein @ Feb 23 2011, 08:58 AM) *
If you are using Elemental Strike - Sound, you are no longer being stealthy. (IMG:style_emoticons/default/smokin.gif)


that's what most people rule. it's bypassing armor for the cost of a sonic boom
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Eratosthenes
post Feb 23 2011, 03:29 PM
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If you're going non-magic, go with a cyberarm with greatly enhanced strength (custom modification + enhancements). Should be able to get to Strength 9 (5P unarmed damage) easily enough.

Called shot, martial arts maneuvers should easily put this up to well over 10P damage.

Grappling with the cyberarm (sneak up behind, grab their neck/head/southern "vitals") then does 9S damage per combat turn.

Implant a magnetic system (from Augmentation) for a built-in shock glove.
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stu_pie
post Feb 23 2011, 04:03 PM
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QUOTE (Makki @ Feb 23 2011, 03:09 PM) *
that's what most people rule. it's bypassing armor for the cost of a sonic boom



I guess that makes sense, we always played it more as vibrations rather then "sonic boom" as such (bit more Kung Fu film element). But couldnt really complain if GM says "sound" attack makes sound, but there are other elements that do simular effects. I was more pointing out elemental strike is way forward for stealthy striking as you can pour on DV with other adept powers (IMO)

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Tanegar
post Feb 23 2011, 10:00 PM
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QUOTE (Eratosthenes @ Feb 23 2011, 10:29 AM) *
Implant a magnetic system (from Augmentation) for a built-in shock glove.

Why not just take a shock hand? Same damage, no 60-second cooldown.
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Thanee
post Feb 23 2011, 10:28 PM
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Yeah, Unarmed Combat damage can be quite ridiculous, really. Much higher than Armed Combat damage. (IMG:style_emoticons/default/grinbig.gif)

Strength / 2
+ 3 from Martial Arts
+ 3 from Bone Density Augmentation or Bone Lacing
+ <MAGIC> from Critical Strike

With Elemental Strike (also an Adept Power), you can also halve the target's armor rating (usually).

For an Adept with some Cyber-/Bioware, it can easily get into the double digits, even with a starting character.

But, of course, it requires quite a few resources to be thrown that way.

Bye
Thanee
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