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> Implant Medics and their Cost/rating, Am I missing some errata?
Uli
post Mar 7 2012, 09:53 PM
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Since the search function did not provide any conclusive results: Is the nanoware's cost 10% of the implant's cost * the rating or is here a greater error at work? And are there any official statements (or magical German errata solutions) for this matter?
Speaking of Implant Medics: Do you think stun damage heals on a full body cybernetic prothesis or would IM be needed for that, too?

Thanks for your responses! (IMG:style_emoticons/default/smile.gif)
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Yerameyahu
post Mar 7 2012, 10:22 PM
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Oh, I see: rating (1-6) doesn't seem to matter, because the listed cost is just "5% of implant cost". :/ Sorry, no idea there. 5% of implant cost * Rating seems reasonable and simple.

As for stun/etc.: implant medics only affect implant damage, which is basically independent of Condition Monitor damage. There is no such thing as 'stun damage on a cyberlimb', AFAIK?
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Tymeaus Jalynsfe...
post Mar 7 2012, 11:06 PM
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QUOTE (Yerameyahu @ Mar 7 2012, 03:22 PM) *
Oh, I see: rating (1-6) doesn't seem to matter, because the listed cost is just "5% of implant cost". :/ Sorry, no idea there. 5% of implant cost * Rating seems reasonable and simple.

As for stun/etc.: implant medics only affect implant damage, which is basically independent of Condition Monitor damage. There is no such thing as 'stun damage on a cyberlimb', AFAIK?


Rating Does matter... And I think they just forgot to include the Rating in the Cost, is all. I agree with Yerameyahu in that the cost should probably read "5% of Implant Cost x the Rating of the Implant Medics."
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Yerameyahu
post Mar 8 2012, 12:17 AM
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I meant 'doesn't matter for the listed cost'. (IMG:style_emoticons/default/wink.gif)
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Tymeaus Jalynsfe...
post Mar 8 2012, 01:40 AM
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QUOTE (Yerameyahu @ Mar 7 2012, 05:17 PM) *
I meant 'doesn't matter for the listed cost'. (IMG:style_emoticons/default/wink.gif)


Gotcha... They should. (IMG:style_emoticons/default/smile.gif)
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Uli
post Mar 8 2012, 08:11 AM
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Thanks so far, that appears to be a workable solution.

QUOTE (Yerameyahu @ Mar 7 2012, 11:22 PM) *
As for stun/etc.: implant medics only affect implant damage, which is basically independent of Condition Monitor damage. There is no such thing as 'stun damage on a cyberlimb', AFAIK?

But if a character has a full body prothesis practically all damage is implant damage... so?
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Yerameyahu
post Mar 8 2012, 11:58 AM
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Nope. Implant damage is basically an optional rule, and totally separate from 'character damage' (Condition Monitor).
QUOTE
Should a particular implant become damaged or disabled in some way—perhaps through a called shot attack, infection with gremlins, intruder nanites, a simple glitch, or as the result of the severe wounds rule—then it must repaired to get it working again (unless the gamemaster rules that it has been completely ruined and must be replaced).
AFAIK, SR4 doesn't even have scalar implant damage; it's either damaged or not, and it may or may not be partially functional.
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snowRaven
post Mar 8 2012, 10:36 PM
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Yeah, Shadowrun has never really bothered to detail how a quadruple cyberlimb/cybertorso/cyberhead character's wound boxes differ from a meatbag's boxes...

By RAW, you have to say that cyberlimbs heal naturally or don't get damaged at all, basically.
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Yerameyahu
post Mar 8 2012, 11:04 PM
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Try to ignore the silliness and just enjoy the game, Uli. (IMG:style_emoticons/default/biggrin.gif) The alternative is hit locations (very least, hit probability) and lots of surgery.
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