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Aug 16 2005, 04:13 PM
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#26
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Moving Target ![]() ![]() Group: Members Posts: 284 Joined: 16-June 05 Member No.: 7,450 |
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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Aug 16 2005, 04:16 PM
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#27
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Moving Target ![]() ![]() Group: Members Posts: 145 Joined: 6-May 04 Member No.: 6,305 |
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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Aug 16 2005, 04:19 PM
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#28
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Moving Target ![]() ![]() Group: Members Posts: 145 Joined: 6-May 04 Member No.: 6,305 |
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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Aug 16 2005, 04:20 PM
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#29
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 26-July 03 From: Montréal, QC, Canada Member No.: 5,029 |
No kidding--unless I'm mistaken, the Red Samurai benchmark around 6 in their Unarmed Combat skill. |
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Aug 16 2005, 04:20 PM
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#30
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Moving Target ![]() ![]() Group: Members Posts: 284 Joined: 16-June 05 Member No.: 7,450 |
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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Aug 16 2005, 04:22 PM
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#31
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Moving Target ![]() ![]() Group: Members Posts: 284 Joined: 16-June 05 Member No.: 7,450 |
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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Aug 16 2005, 04:26 PM
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#32
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 |
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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Aug 16 2005, 04:29 PM
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#33
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Moving Target ![]() ![]() Group: Members Posts: 145 Joined: 6-May 04 Member No.: 6,305 |
*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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Aug 16 2005, 04:29 PM
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#34
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 |
Are we talking about security guards, or elite HTR teams? |
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Aug 16 2005, 04:32 PM
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#35
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 |
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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Aug 16 2005, 04:32 PM
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#36
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
You aren't halving the form-fitting body armor. |
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Aug 16 2005, 04:39 PM
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#37
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 26-July 03 From: Montréal, QC, Canada Member No.: 5,029 |
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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Aug 16 2005, 04:40 PM
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#38
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Moving Target ![]() ![]() Group: Members Posts: 284 Joined: 16-June 05 Member No.: 7,450 |
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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Aug 16 2005, 04:42 PM
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#39
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Moving Target ![]() ![]() Group: Members Posts: 145 Joined: 6-May 04 Member No.: 6,305 |
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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Aug 16 2005, 04:46 PM
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#40
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 26-July 03 From: Montréal, QC, Canada Member No.: 5,029 |
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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Aug 16 2005, 04:49 PM
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#41
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 26-July 03 From: Montréal, QC, Canada Member No.: 5,029 |
I'd add: maglock passkeys, gas detector / spectrometer, gas mask, plastique, a narcojet pistol, assortment of nonlethal grenades. |
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Aug 16 2005, 04:49 PM
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#42
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
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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Aug 16 2005, 04:49 PM
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#43
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Moving Target ![]() ![]() Group: Members Posts: 284 Joined: 16-June 05 Member No.: 7,450 |
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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Aug 16 2005, 04:56 PM
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#44
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Moving Target ![]() ![]() Group: Members Posts: 145 Joined: 6-May 04 Member No.: 6,305 |
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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Aug 16 2005, 04:59 PM
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#45
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 26-July 03 From: Montréal, QC, Canada Member No.: 5,029 |
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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Aug 16 2005, 04:59 PM
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#46
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 |
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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Aug 16 2005, 05:05 PM
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#47
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Moving Target ![]() ![]() Group: Members Posts: 145 Joined: 6-May 04 Member No.: 6,305 |
*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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Aug 16 2005, 05:11 PM
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#48
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
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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Aug 16 2005, 05:16 PM
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#49
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Moving Target ![]() ![]() Group: Members Posts: 145 Joined: 6-May 04 Member No.: 6,305 |
Cool, thanks. Where are flashpacks? |
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Aug 16 2005, 05:17 PM
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#50
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
Flashpaks are around pg. 283 in BBB, with the rest of the grenades.
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