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> Newish Player Need Equipment Help For Stealth Char
CrystalBlue
post Aug 16 2005, 04:13 PM
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Thank you. So if we calculate that, I believe...

Full form-fitting body armor = 4/1
Secure Longcoat = 4/2
RTH = 2/4

The way I do armor is, if you layer more then once, you only take the top two ratings or you divide the third lowest by 4 and round acourdingly. So if we do that...

Ballistics = 4 + (4/2) + (2/4)
Impact = 4 + (2/2) + (1/4)

Maximum...I'd give you a 7/5 for armor. However...your penalties calculation is now...

And looking at the FFBA, you're right. There are no penalties for wearing it. You still must do the layering armor calculation, so you still only get 7/5, but there are no penalties when it's calculated.

And all of my guards of specilizations in their prefered weapon, up to 5 at the least. And all their sidearms are always specilized to 4.

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Leviathan
post Aug 16 2005, 04:16 PM
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You only start taking penalties to your quickness if your ballistic or impact armour rating is higher than your quickness, correct?
Full form fitting is excempt from this rule, as is my helmet, thats how I'm getting the high armour rating. At the very least, the way he's currently working, the GM isn't giving me any penalties to my skills or etc.

Also, for the person who suggested Spell Shroud, I have no idea what that does, and I shall admit I have *no* idea how the magic system works, one person in my group suggested that metamagic after I initiate is really useful, but I can't make head nor tail of the rules for it...

To those person who have suggested that the enemies are overpowered, well, the last lot *was* a raid on two ships owned by Cross, and we were fighting their guards.
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Leviathan
post Aug 16 2005, 04:19 PM
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SO the way I have me armour calculated (I may be totally wrong here)

Form Fitting - 4/1 (ignored for layering and penalties purposes)
Secure Longcoat - 4/2
Rapid Transit - 2/4
Helmet - 0/2 (ignored for layering and penalties purposes)

Ballistic: 4 (SL), +1 (RT) +4 (FF) = 9
Highest rating, 5, no quickness penalty

Impact: 4 (RT) +1 (SL) +1 (FFA) +2 (Helmet) = 8
Highest rating, 5, no quickness penalty
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Velocity
post Aug 16 2005, 04:20 PM
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QUOTE (mmu1)
That still doesn't fix the issue of security guards with 6s in combat skills...

No kidding--unless I'm mistaken, the Red Samurai benchmark around 6 in their Unarmed Combat skill.
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CrystalBlue
post Aug 16 2005, 04:20 PM
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Yes, I edited my post. Sorry.

And with mega-corp sec guards? Depends on how good, but I'd give them maximum specilization, 7, in their prefered weapon. And they should at least have an unarmed skill of 3, maybe 4. Ans these guys wear medium or heavy sec armor, so you getting through it is going to be hard. Consider yourself lucky if you can kill one by yourself.
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CrystalBlue
post Aug 16 2005, 04:22 PM
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Go back to page 285, read how you calculate layered body armor, then come back. You having 9/8 is close to impossible. And the first number listed is always ballistics.
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mmu1
post Aug 16 2005, 04:26 PM
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QUOTE (Leviathan)
SO the way I have me armour calculated (I may be totally wrong here)

Form Fitting - 4/1 (ignored for layering and penalties purposes)
Secure Longcoat - 4/2
Rapid Transit - 2/4
Helmet - 0/2 (ignored for layering and penalties purposes)

Impact: 4 (SL), +1 (RT) +4 (FF) = 9
Highest rating, 5, no quickness penalty

Ballistic: 4 (RT) +1 (SL) +1 (FFA) +2 (Helmet) = 8
Highest rating, 5, no quickness penalty

Actually, even if your GM allows the stacking of more than 2 layers of armor (things like forearm guards and helmets aside) you only use the full rating for the best piece of armor in each category - everything else gets halved.

And you add the armor values before you halve them for layering to determine whether you get Quickness-related penalties - but in this case, you'd have 4+2 = 6, still not more than 7...
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Leviathan
post Aug 16 2005, 04:29 PM
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*facepalms* I put impract and ballistic around the wrong way, shall edit now.

Oh, also, I believe most of the guards all had smartlinks too

mmu1 - if you read my calculations, I *have* halved all values below the best armour.
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mmu1
post Aug 16 2005, 04:29 PM
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QUOTE (CrystalBlue)
Yes, I edited my post. Sorry.

And with mega-corp sec guards? Depends on how good, but I'd give them maximum specilization, 7, in their prefered weapon. And they should at least have an unarmed skill of 3, maybe 4. Ans these guys wear medium or heavy sec armor, so you getting through it is going to be hard. Consider yourself lucky if you can kill one by yourself.

Are we talking about security guards, or elite HTR teams?
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mmu1
post Aug 16 2005, 04:32 PM
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QUOTE (Leviathan)
mmu1 - if you read my calculations, I *have* halved all values below the best armour.

It doesn't matter that both the SL and the FFBA have a rating of 4 - only one is considered "highest", the other one gets halved. Your ballistic armor should be either 4(SL)+1(RT)+2(FFBA) or 4(FFBA)+1(RT)+2(SL). Both your armor values should be at 7.

Unless that's how your GM does the math for the NPCs as well, then you'd be handicapped by actually following the rules as written.
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Slacker
post Aug 16 2005, 04:32 PM
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QUOTE (Leviathan)
*facepalms* I put impract and ballistic around the wrong way, shall edit now.

Oh, also, I believe most of the guards all had smartlinks too

mmu1 - if you read my calculations, I *have* halved all values below the best armour.

You aren't halving the form-fitting body armor.
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Velocity
post Aug 16 2005, 04:39 PM
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QUOTE (mmu1 @ Aug 16 2005, 12:12 PM)
That still doesn't fix the issue of security guards with 6s in combat skills...

QUOTE (Velocity)
No kidding--unless I'm mistaken, the Red Samurai benchmark around 6 in their Unarmed Combat skill.

QUOTE (CrystalBlue)
And with mega-corp sec guards? Depends on how good, but I'd give them maximum specilization, 7, in their prefered weapon. And they should at least have an unarmed skill of 3, maybe 4. Ans these guys wear medium or heavy sec armor, so you getting through it is going to be hard. Consider yourself lucky if you can kill one by yourself.

Well, clearly there's a difference of opinion here regarding the skill level of the average security guard (which is, I believe, what we're talking about).

My Jane Doe guard usually benchmarks around 3 or 4 in all their skills. If they've got some experience (the supervisor, for example), I'll give them a specialization with their chosen weapon.

Again, if the published stats for Red Samurai are anything to go by, elite squads of death-dealing special ops should average 6-8 in their combat skills.
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CrystalBlue
post Aug 16 2005, 04:40 PM
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Well, I do give my mega-corp sec guards a specilization of 5 in their weapon. So, they would have SMG's 3/5 with an H&K, maybe. Why do I do this? I consider sec guards as the ones that are called when normal guards can't hold. HTR teams, I usually give more abilities to, as well as cyberware. That's the way I go.
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Leviathan
post Aug 16 2005, 04:42 PM
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According to my GM, FFBA isn't halved either

Anyways, mind if we pull the thread back towwards the topic's intention? :)

What do you think of the equipment to-get list I posted a bit ago?
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Velocity
post Aug 16 2005, 04:46 PM
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QUOTE (CrystalBlue)
Well, I do give my mega-corp sec guards a specilization of 5 in their weapon. So, they would have SMG's 3/5 with an H&K, maybe. Why do I do this? I consider sec guards as the ones that are called when normal guards can't hold. HTR teams, I usually give more abilities to, as well as cyberware. That's the way I go.

Oooh... I see. Okay, apologies--I misunderstood what you were saying. When I say "security guard," I'm referring to the average, first-line-of-defense, bottom-of-the-pay-scale, nightstick-swinging, round-walking guard. I think we actually agree. :)
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Velocity
post Aug 16 2005, 04:49 PM
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QUOTE (Leviathan)
What do you think of the equipment to-get list I posted a bit ago?

I'd add: maglock passkeys, gas detector / spectrometer, gas mask, plastique, a narcojet pistol, assortment of nonlethal grenades.
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Slacker
post Aug 16 2005, 04:49 PM
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QUOTE (Leviathan)
According to my GM, FFBA isn't halved either

Interesting. I have never heard of anybody else with that interpretation. I've always heard it interpreted that FFBA is halved as normal armor because it is another layer of armor, it just it works differently regarding the penalities because its design to not hinder movement.
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CrystalBlue
post Aug 16 2005, 04:49 PM
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Well...if you're intent on using what you have and your GM wants to ignore layering rules, then I don't think there's anything you shouldn't get. Go get some light sec armor, get yourself a nice SMG or AR, pack on a few grenades, and go in Solid Snake style.

I'm sorry, but either your GM seems to like to throw way too much at you, or you're just not thinking. I can throw my unarmored decker into a few situations and get out alive. I just think you need to learn more tactics and strategy and rely less on your weapon. A soldier isn't as good as their weapon.
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Leviathan
post Aug 16 2005, 04:56 PM
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QUOTE (CrystalBlue @ Aug 16 2005, 11:49 AM)
Well...if you're intent on using what you have and your GM wants to ignore layering rules, then I don't think there's anything you shouldn't get.  Go get some light sec armor, get yourself a nice SMG or AR, pack on a few grenades, and go in Solid Snake style.

I'm sorry, but either your GM seems to like to throw way too much at you, or you're just not thinking.  I can throw my unarmored decker into a few situations and get out alive.  I just think you need to learn more tactics and strategy and rely less on your weapon.  A soldier isn't as good as their weapon.

What precisely is so bad about the weaponry I use? I have a nonlethal shock glove, armour that doesn't hinder movement, switchable camo, a silenced pistol and a slightly bigger gun for if things go wrong. Seems sensible to me.

And he's *not* ignoring layering rules, just interpreting them differently to you.

My tactics at the moment seem to be
"Sneak through the area, motion sense tells me theres guards round the corner, slip around the corner and sneak up on them"
"they spot you"
"drek, I shoot out the lights and hope they dont have thermo"


Velocity Yeah, have to add some grenades in there, what are maglock passkeys?
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Velocity
post Aug 16 2005, 04:59 PM
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QUOTE (Leviathan)
Yeah, have to add some grenades in there, what are maglock passkeys?

They're like skeleton keys for maglocks. I'm at work and don't have access to my books, but they're in there somewhere.
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Crusher Bob
post Aug 16 2005, 04:59 PM
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They might have been re-named to maglock sequencers, I'm not sure. In any event, they are in the main book, somewhere in the equipment section, iirc.

Do you already have a heads up display computer, with a built in GPS and intertial navigation system? That way, you develop a map of the building as you move through it. Adding a few micro sensor 'drones' you can leave behind, then running them in captain's chair mode (and integrating their sensor data into your real time HUD map will be a great help in avoiding patrols.)

Add some remote data taps for your decker and some specialty attack agents to insert into a rigger building security network.
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Leviathan
post Aug 16 2005, 05:05 PM
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QUOTE (Crusher Bob)
They might have been re-named to maglock sequencers, I'm not sure. In any event, they are in the main book, somewhere in the equipment section, iirc.

Do you already have a heads up display computer, with a built in GPS and intertial navigation system? That way, you develop a map of the building as you move through it. Adding a few micro sensor 'drones' you can leave behind, then running them in captain's chair mode (and integrating their sensor data into your real time HUD map will be a great help in avoiding patrols.)

Add some remote data taps for your decker and some specialty attack agents to insert into a rigger building security network.

*Blinks and looks slightly glazed*
well, sound like a damned professional setup, of course I have no idea what most of it is, I currently have a practically medieval level of technology, though I do have eidetic memory and direction sense, so at least I dont get lost ;).

We dont currently have a decker, though we do have a rigger.

What would the cost setup of that system be?
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Slacker
post Aug 16 2005, 05:11 PM
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QUOTE (Leviathan)
My tactics at the moment seem to be
"Sneak through the area, motion sense tells me theres guards round the corner, slip around the corner and sneak up on them"
"they spot you"
"drek, I shoot out the lights and hope they dont have thermo"


Velocity Yeah, have to add some grenades in there, what are maglock passkeys?

A better tactic might be to lure them to where you have setup an ambush. Or failing that, have a flashpak set off to give them vision modifiers instead of wasting your shot(s) on lights, when they are surpirsed (and thus can't use combat pool).

Maglock passkeys should be around p.294 in BBB, same as keypad sequencers.
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Leviathan
post Aug 16 2005, 05:16 PM
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QUOTE (Slacker)
QUOTE (Leviathan @ Aug 16 2005, 11:56 AM)
My tactics at the moment seem to be
"Sneak through the area, motion sense tells me theres guards round the corner, slip around the corner and sneak up on them"
"they spot you"
"drek, I shoot out the lights and hope they dont have thermo"


Velocity Yeah, have to add some grenades in there, what are maglock passkeys?

A better tactic might be to lure them to where you have setup an ambush. Or failing that, have a flashpak set off to give them vision modifiers instead of wasting your shot(s) on lights, when they are surpirsed (and thus can't use combat pool).

Maglock passkeys should be around p.294 in BBB, same as keypad sequencers.

Cool, thanks. Where are flashpacks?
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Slacker
post Aug 16 2005, 05:17 PM
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Flashpaks are around pg. 283 in BBB, with the rest of the grenades.
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