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> Best armor for 3 body, Sick of getting shot
Draco18s
post Aug 25 2011, 08:13 PM
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QUOTE (Tymeaus Jalynsfein @ Aug 25 2011, 04:07 PM) *
*Shakes Head*


He wasn't even using FFBA, PPP, or softweave.
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Miri
post Aug 25 2011, 08:14 PM
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QUOTE (Draco18s @ Aug 25 2011, 01:21 PM) *
And I knew a character who survived a suicide bomber (mook ran up, popped the pin on a 'nade, and hugged him). Took 0 boxes of damage (no Edge).


Core Rules (325 4A) says "When attached directly to a target, the targets armor is halved, otherwise the explosive has an AP of 0" If that mook hugged him with the grenade between the two of em.. (grenade sammich!) well.. that must have been one awesome roll.
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Draco18s
post Aug 25 2011, 08:16 PM
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QUOTE (Miri @ Aug 25 2011, 04:14 PM) *
Core Rules (325 4A) says "When attached directly to a target, the targets armor is halved, otherwise the explosive has an AP of 0" If that mook hugged him with the grenade between the two of em.. (grenade sammich!) well.. that must have been one awesome roll.


Well, that didn't occur. I don't think anyone remembered that little tidbit.
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Chimera
post Aug 25 2011, 08:39 PM
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<--The GM.

No softweave (IMG:style_emoticons/default/smile.gif)

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Traul
post Aug 25 2011, 08:42 PM
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QUOTE (Miri @ Aug 25 2011, 09:14 PM) *
Core Rules (325 4A) says "When attached directly to a target, the targets armor is halved, otherwise the explosive has an AP of 0" If that mook hugged him with the grenade between the two of em.. (grenade sammich!) well.. that must have been one awesome roll.

Does the mook count as tamping?
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yesferatu
post Aug 25 2011, 08:46 PM
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QUOTE (Chimera @ Aug 25 2011, 02:39 PM) *
<--The GM.

No softweave (IMG:style_emoticons/default/smile.gif)



Oh, I see how it is.
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suoq
post Aug 25 2011, 09:46 PM
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QUOTE (Chimera @ Aug 25 2011, 03:39 PM) *
<--The GM.

No softweave (IMG:style_emoticons/default/smile.gif)

Synergist longcoat (4/2) (personal preference. You can get 4/3 with various suit partials)
FFBA half (4/1)@(2/1) encum
PPP forearm and shin optional (0/2)
Non-conductivity depending on campaign.
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Dakka Dakka
post Aug 25 2011, 09:50 PM
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QUOTE (Elfenlied @ Aug 25 2011, 10:10 PM) *
Get a quickened armor spell.
You wouldn't want to do that. It is a huge "shoot me first, I'm a mage" sign. If you want to go the route of quickened spells, get Increase BOD and/or Combat Sense. They still have their own problems though.
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Adarael
post Aug 25 2011, 10:05 PM
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I dispute that. Not that it's a huge "shoot me first" sign, but that it matters too much once you start rocking that kinda stuff.

Cuz if you play by raw, FFBA + Armor + Armored Jacket = Happy Times. 18 ballistic armor is a GIANT middle finger to most anything that comes your way. It's not subtle, but I figure if it's time for all the armor you can slam on, subtlety isn't on your list of top priorities.
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Traul
post Aug 25 2011, 10:33 PM
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If it's Quickened, you wear that sign all the time, not only when you need the armor.
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Dakka Dakka
post Aug 25 2011, 10:42 PM
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QUOTE (Adarael @ Aug 26 2011, 12:05 AM) *
I dispute that. Not that it's a huge "shoot me first" sign, but that it matters too much once you start rocking that kinda stuff.

Cuz if you play by raw, FFBA + Armor + Armored Jacket = Happy Times. 18 ballistic armor is a GIANT middle finger to most anything that comes your way. It's not subtle, but I figure if it's time for all the armor you can slam on, subtlety isn't on your list of top priorities.
Hmm which opponent would appear to be the bigger threat? The one wearing an armor jacket, gloves and a hood or the one with an armor jacket and a "glowing field of magical energy around" (BBB p. 210)
Unless someone else starts casting obvious magic the force field will indicate the mage. Everybody knows that mages are the biggest threat and need to be dealt with first. Even if there is another possible mage, fire may still be concentrated on the guy in the glowing force field.

The other options for quickened spells I mentioned do not have this drawback.
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Kirk
post Aug 25 2011, 10:51 PM
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QUOTE (Dakka Dakka @ Aug 25 2011, 05:42 PM) *
Hmm which opponent would appear to be the bigger threat? The one wearing an armor jacket, gloves and a hood or the one with an armor jacket and a "glowing field of magical energy around" (BBB p. 210)
Unless someone else starts casting obvious magic the force field will indicate the mage. Everybody knows that mages are the biggest threat and need to be dealt with first. Even if there is another possible mage, fire may still be concentrated on the guy in the glowing force field.

The other options for quickened spells I mentioned do not have this drawback.

Which raises the obvious temptation of putting quickened armor on the CQC specialist.
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Traul
post Aug 25 2011, 10:59 PM
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QUOTE (Kirk @ Aug 25 2011, 11:51 PM) *
Which raises the obvious temptation of putting quickened armor on the CQC specialist.

Why quicken it?
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Dakka Dakka
post Aug 25 2011, 10:59 PM
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Yup and for the mage to run around with an assault rifle.
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Kirk
post Aug 25 2011, 11:03 PM
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QUOTE (Traul @ Aug 25 2011, 06:59 PM) *
Why quicken it?

So that even if the bad guys get the drop on us they think that's the mage.
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whatevs
post Aug 26 2011, 03:03 AM
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Has anyone mentioned ffba + heavy armored clothing? It's my goto set for faces/mages.
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Seerow
post Aug 26 2011, 03:04 AM
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QUOTE (whatevs @ Aug 26 2011, 04:03 AM) *
Has anyone mentioned ffba + heavy armored clothing?


Heavy armored clothing?
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whatevs
post Aug 26 2011, 03:08 AM
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QUOTE (Seerow @ Aug 26 2011, 03:04 AM) *
Heavy armored clothing?


Yeah, in arsenal. Globetrotter victory or something (dont have the book handy)
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Seerow
post Aug 26 2011, 03:09 AM
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QUOTE (whatevs @ Aug 26 2011, 04:08 AM) *
Yeah, in arsenal. Globetrotter victory or something (dont have the book handy)


Oh okay. I know there's a lot of armored suits and stuff in arsenal, I thought you were referring to an item with the name 'heavy armored clothing', which I had never heard of. My group favors the Synergist business suits, everyone in the group has a set for meets or places where general armor is not admissible. Because a group of 5 guys with identical business suits is great.
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whatevs
post Aug 26 2011, 03:15 AM
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QUOTE (Seerow @ Aug 26 2011, 03:09 AM) *
Oh okay. I know there's a lot of armored suits and stuff in arsenal, I thought you were referring to an item with the name 'heavy armored clothing', which I had never heard of.


I got the idea from canray's 'pup the dog shaman' post a while back. He used that terminology and it kind of stuck in my brain that way. Also too lazy to get the book out and be specific, so my bad.
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Marwynn
post Aug 26 2011, 03:19 AM
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Wear that Urban Explorer Jumpsuit (without the helmet which oddly enough is encumbering... it's essentially a thick hat) and have it covered with Ruthenium polymer coating. It also costs as much as the Chameleon suit and has better Impact armour. Imagine that.

Ta-da you have everyday inconspicuous wear plus the ability to pull up a hood and go invisible. Hey, if they can't see you they can't shoot you. That's fairly defensive.

Otherwise, Form-Fitting Body suit with something that gives you only 3 protection. Like the Globetrotter Camo Vest 3/3. With FFBS you get 9/5 and you can use SecureTech pieces to bump that up to 9/7 before being encumbered.

Make sure that Camo vest is nighttime urban...
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Elfenlied
post Aug 26 2011, 08:06 PM
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QUOTE (Dakka Dakka @ Aug 25 2011, 09:50 PM) *
You wouldn't want to do that. It is a huge "shoot me first, I'm a mage" sign. If you want to go the route of quickened spells, get Increase BOD and/or Combat Sense. They still have their own problems though.


I don't think so, since only people with Astral sight will actually see the spell. And those will figure out that you're not the mage (unless of course the character in question actually is.
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hermit
post Aug 26 2011, 09:21 PM
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QUOTE
The rules problem lies in the fact that in order to resist damage you roll body + armor and body limits armor (each point of body gives 2.5 dice worth of damage resistance dice, not counting extra cheese, which makes it closer to 1 point of body is 4 dice: the more damage resistance you have, the more you get!).

One of SR4's core rules problems, IMO. Can be fixed by making encumbrance dependent on, say, Strength and Agility, for instance. And no, Body does nto need to be upped in value in compensation; it's valuable enough as is, especially for orks and trolls. And no, armor should be a way to somewhat even the odds for characters, enabling the body 2 hacker to survive any damage dealt, not to turn trolls into walking MBTs.
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Doc Byte
post Aug 26 2011, 09:32 PM
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QUOTE (Neraph @ Aug 25 2011, 07:02 PM) *
Segway Terrier or a Horseman with a Rigger Coccoon. There's 20 armor right there.

EDIT: I'm sorry - 24 for the Horseman and 21 for the Terrier.


-->

QUOTE (Doc Byte @ Sep 17 2009, 02:11 PM) *
Daihatsu-Caterpillar Horseman with advanced cargo module converted mech military version {6 Slots}
Light recon and support verhicle for urban environments

Handling: 3
Accel: 6 / 13
Speed: 48
Pilot: 2
Body: 6
Armor: 12
Sensor: 4

- Full Mechanical Arm {1} [15 Slots]
- Submachine Gun [10] (6 Slots)
- Firing Selection Change to FA (1)
- Gas-Vent System 2 (1)
- Electronic Firing (2)
- Smartlink (1)
- Improved Range Finder (1)
- Sound Suppressor [3]
- External Clip Port [1]

- Full Mechanical Arm {1} [16 Slots]
- Increased Capacity 1
- Grenade Launcher [15] (6 Slots)
- Firing Selection Change to SA (1)
- Electronic Firing (2)
- Smartlink (1)
- Improved Range Finder (1)
- Camera Upgrade Ultrasound (1)
- Airburst Link (-)
- External Clip Port [1]

- Rigger Adaptation {1}
- Chameleon Coating {1}
- Armor 12 {1}
- ECM 6 {1}
- Smoke Projector {1} overmodified in cargo space


- Sensors (12 Slots)
- Microphone 3 (Audio Enhancement 3, Select Sound Filter 3, Spatial Recognizer) (1)
- Front Camera 6 (Low-Light Vision, Thermographic Vision, Flare Compensation, Smartlink, Vision Magnification, Image Link) (1)
- Back Camera 6 (Low-Light Vision, Thermographic Vision, Flare Compensation, Smartlink, Vision Magnification, Image Link) (1)
- Front Laser Range Finder (1)
- Back Laser Range Finder (1)
- Front Motion Sensor (1)
- Back Motion Sensor (1)
- Radar 6 (5)

- Equipment
- Pilot upgrade to 2
- Smart Tires


Costs: 72.600


>>> http://forums.dumpshock.com/index.php?showtopic=27149


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CanRay
post Aug 26 2011, 09:33 PM
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Surprised I haven't suggested this one yet.

DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOODGE!!!
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