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> Shadowrun 4: Combat & Gear
hahnsoo
post Aug 23 2005, 06:39 PM
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QUOTE (Blacken)
You call this a clean dice system?

Friend, the men in white suits are just a phone call away.

Hey, as long as I only have to roll d6's, it's clean in my book. :)
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hobgoblin
post Aug 23 2005, 06:41 PM
Post #127


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QUOTE (Blacken)
You call this a clean dice system?

Friend, the men in white suits are just a phone call away.

heh, compared to what was before, yes ;)
not as clean as the one in blue planet tho :P
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maeel
post Aug 23 2005, 06:55 PM
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QUOTE

QUOTE (SirBedevere)
I don't know if this is the right thread, but are the vehicles stats in SR4 the same as those in SR3. Not about particular vehicles, but do they still have Bod, Handling, Armour, Top Speed etc. 


Handling goes in the opposite direction now though, right?

How about Body, is it used for determining the boxes in the vehicles condition monitor? What is the formula? Are penalties to using the vehicles accumulated with vehicle damage?


nah, not precisely, our beloved citymaster has a handling of -1, so basically you can say that handling 4 becomes handling 0, handling 3 becomes handling +1, while handling 5 becomes handling -1; handling rating is added to reaction far dodging attacks against vehicles..

QUOTE
I'll have to get back to you on that. The Rigging rules are completely abstract and there are some enormous differences. I can tell you that when you are shot at, you defend using Reaction (just like in regular ranged combat) + Handling, and if you are using the Rigging equivalent of Full Defense, you also get your Vehicle skill added. Drones use Pilot (their AI software) + Handling.


other stats have been changed as well, original amor ratings seems to have been doubled, body seems to have been changed completely body bike 2 --> 4, body medium transport 5 --> 16. There are now two acceleration ratings, probably for accelerating and breaking.
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blakkie
post Aug 23 2005, 07:00 PM
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That's what i mean, higher Handling is better and lower Handling is worse (opposite of SR3). Didn't know about the possibility of assigning a negative value to the Handling stat.

So how does vehicle Body figures into the Condition Monitor? And penalties for damage?
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hahnsoo
post Aug 23 2005, 07:03 PM
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QUOTE (blakkie)
So how does vehicle Body figures into the Condition Monitor? And penalties for damage?

Identical to characters (8 +1 per Body/2, round up).
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Shadow_Prophet
post Aug 23 2005, 07:11 PM
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QUOTE (hahnsoo)
QUOTE (6thDragon @ Aug 23 2005, 10:30 AM)
I noticed that specialization give +2  to the skill when making rolls.  What is the karma/build point cost for this and are there any drawbacks?  Like in SR3 you could take Edged Weapons 6 or Edged Weapons 5--katana (6) and it cost less to improve a specialization.

It costs 2 Build Points (1 for Knowledge skills) or 2 Karma to "create" specialization. You may not make a specialization on a skill that's in a skill group. A specialization does not lower the skill it is enhancing, but it simply adds a +2 to the base skill. You may only have one specialization per skill, and any new specializations on a skill overwrites the old one (GM discretion). You can't improve specializations.

Hrm, may house rule that so that it just gives you extra dice depending on how many points you put into it (a value that i'd probably have to tweak). Would give a bit more expandability on a character. Not 100% sure if i'll do this or not. But I think it might help the 'max human ability' thing people are complaining about...though probably not.
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Milo Simpkin
post Aug 23 2005, 07:49 PM
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Forgive me if this has been asked, but is there more variation between weapon types now? I mean before they gave us a whole load of pistols, a whole load of smg's etc. And to be honet most of them were pointless. Do they have it so that various heavy pistols shine in different ways?

And do they still have concealabilities and are they split against visual perception, pat downs and MADs?
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tisoz
post Aug 23 2005, 07:53 PM
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I saw a new piece of gear, the injection arrow/bolt. Does damage as regular arrow/bolt then if it actually inflicts 1 point of damage, delivers a dose of chemical substance that was loaded. Available at chargen.

Ares super Squirt now availability 4. A MMG available at chargen. Monowhip avialable at chargen and uses same skill as polearms, Exotic Melee Weapon Skill.

The Fichetti Pain Inducer is a microwave gun, quite available at chargen.

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Milo Simpkin
post Aug 23 2005, 07:55 PM
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QUOTE (tisoz)
Monowhip avialable at chargen and uses same skill as polearms, Exotic Melee Weapon Skill.

So is the Exotic Melee Weapon skill one skill that covers all the weapons or a whole load of skills that you take individually for each weapon. Kinda seems a bit weird that whips and polearms are the same skill.

Hehe...i don't suppose there's an Exotic Weapon (Improvised) or Improvised Weapon speciality for all those Jackie Chan wannabes? ;)
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hahnsoo
post Aug 23 2005, 07:58 PM
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QUOTE (tisoz @ Aug 23 2005, 02:53 PM)
Monowhip avialable at chargen and uses same skill as polearms, Exotic Melee Weapon Skill.

Well, this is to say, they use the Exotic Melee Weapon skill, but two separate skills much be purchased to use each of them. I.E to use the monowhip, you need Exotic Melee Weapon - Monowhip or simply Whips if your GM is kind, and to use a polearm you need Exotic Melee Weapon - Polearm.

Reference- p112
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TheJackal
post Aug 23 2005, 08:03 PM
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QUOTE (Milo Simpkin)
QUOTE (tisoz @ Aug 23 2005, 02:53 PM)
Monowhip avialable at chargen and uses same skill as polearms, Exotic Melee Weapon Skill.

So is the Exotic Melee Weapon skill one skill that covers all the weapons or a whole load of skills that you take individually for each weapon. Kinda seems a bit weird that whips and polearms are the same skill.

Hehe...i don't suppose there's an Exotic Weapon (Improvised) or Improvised Weapon speciality for all those Jackie Chan wannabes? ;)

You have to specify what weapon you're taking Exotic Weapon Skill for, it's not a broad spectrum skill. It would basically boil down to having the Monowhip Skill, and you can't specialize.
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Nikoli
post Aug 23 2005, 08:05 PM
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No spec for exotics, ouch.
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tisoz
post Aug 23 2005, 08:24 PM
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Sorry, I was going through the gear section and they were categorized together, and I remembered seeing an Exotic Melee Weapon skill.

sorry,
damn, stupid, lucky bastard
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hobgoblin
post Aug 23 2005, 08:35 PM
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QUOTE (tisoz)
The Fichetti Pain Inducer is a microwave gun, quite available at chargen.

:rotfl: i wonder how late that was put in ;)

btw, is stun overflow still?

and do this gun do stun or physical (or maybe i have a techie overload it :cyber: )
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Rotbart van Dain...
post Aug 23 2005, 08:47 PM
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So basically, when it comes to 'exotic' things, SR4 produces a worse cluster-frag in skills than SR3?

Well, at least this one is easily fixable... just make 'exotic' broadband. ;)
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tisoz
post Aug 23 2005, 09:34 PM
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QUOTE (hobgoblin @ Aug 23 2005, 02:35 PM)
and do this gun do stun or physical (or maybe i have a techie overload it :cyber: )

It does special damage and has special rules. Non-lethal weapon creates intense pain like the target is on fire (or maybe in a microwave getting cooked?)... treat as a toxin attack with power 8... target resisits with Body + half armor rounded up... If the modified power exceeds the target's willpower, the target must spend her (only works on girls apparently ;)) next action phase doing whatever it takes to get away from the pain. (They say usually means running away, but if this weapon is new and she feels like she is on fire, wouldn't she strip?).

The attacker can continue to hold the beam on the target (even though it is listed as SS, I guess it is sustainable) with a complex action (I am not gong to bring it up). If the target cannot flee (or is busy stripping ;) she is incapacitated with pain and suffers a dice pool modifier equal to the modified power on all tests for as long as the beam is trained on her.

How about a monofilament chainsaw for 300 nuyen. It even has a pcture. Unwieldy as a melee weapon so -2 modifier to its own Exotic melee weapon skill, reach 1, 5P, -2AP. When used as intended against barriers, double its DV.

Grapple gun uses Exotic ranged weapon, does 5S, doesn't give how much weight the internal winch is capable of lifting, gives pulling up small loads as an example.
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mfb
post Aug 23 2005, 10:35 PM
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how are movement rates handled?
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6thDragon
post Aug 23 2005, 10:38 PM
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Don't know if someone else has asked this yet. How do wound modifiers work if everyone has different amounts of boxes in the damage tracks?
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hahnsoo
post Aug 23 2005, 10:42 PM
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QUOTE (6thDragon)
Don't know if someone else has asked this yet. How do wound modifiers work if everyone has different amounts of boxes in the damage tracks?

Damage boxes/3 round down. Thus, 1 or 2 boxes of damage give no effect. 3 to 5 boxes of damage give -1 dice to all actions (including Initiative). 6 to 8 boxes give -2, and it keeps climbing as high as the damage track will allow.
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Alvorn
post Aug 23 2005, 11:35 PM
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QUOTE (Bull)
QUOTE (Alvorn @ Aug 23 2005, 01:31 AM)
I wonder if the person defending has to split their dice pools too when defending...

Nope. So you are going to want to either have lots of dice or for them to have lots of penalties going into an attack like this.

Firearms is a little easier, so long as they aren't Dodging, since they only get Reaction to defend with.

Either way, it's a lot harder to wield two weapons than one, and it shows.

Bull

So basically you don't want to take 2 weapons in against an opponent if they ony have one. Is that the case ?

Hmm seems a bit dumb though. Unarmed combat you assume to be 2 fist 2 feet, no penalties. Stick a knife in either hand and BANG your penalized. Hmm I'll wait to see the proper rules, but this may be my first house rule tweak.
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hahnsoo
post Aug 23 2005, 11:44 PM
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QUOTE (Alvorn)
So basically you don't want to take 2 weapons in against an opponent if they ony have one. Is that the case ?

Hmm seems a bit dumb though. Unarmed combat you assume to be 2 fist 2 feet, no penalties. Stick a knife in either hand and BANG your penalized. Hmm I'll wait to see the proper rules, but this may be my first house rule tweak.

It doesn't work that way, really. You can stick a knife in each hand or have a spur in each arm. You just don't have to use both at the same time. It's not like you have the penalty instantly... hell, I don't even see any rules for using two melee weapons at the same time, just two firearms.
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Alvorn
post Aug 24 2005, 12:43 AM
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No mention of 2 weapon fighting ? Not even a skill or a quality ( or what ever they are called now ) ?
I complete agree with an understand split the dice for fireing 2 guns at the same time.
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tisoz
post Aug 24 2005, 12:45 AM
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QUOTE (mfb)
how are movement rates handled?

Each race has a walking rate and running rate in m/Combat Turn. It is not dependent on Attribute.

Characters may attempt to increase their running distance by spending a simple action and making a running + strength test. Each hit adds 2m to running rate.
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Jürgen Hubert
post Aug 24 2005, 09:25 AM
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QUOTE (hahnsoo)
Damage boxes/3 round down. Thus, 1 or 2 boxes of damage give no effect. 3 to 5 boxes of damage give -1 dice to all actions (including Initiative). 6 to 8 boxes give -2, and it keeps climbing as high as the damage track will allow.

I like this. Under the old rules, characters without damage compensators were initially afraid of getting even the smallest wound, since even a Light wound made a huge difference to target numbers. At higher wound levels, on the other hand, another Light would hardly made a difference.

Now the wound modifiers are a bit more spread out, which is a good thing IMO.
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6thDragon
post Aug 24 2005, 02:01 PM
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QUOTE (Jürgen Hubert)
QUOTE (hahnsoo @ Aug 23 2005, 10:42 PM)
Damage boxes/3 round down.  Thus, 1 or 2 boxes of damage give no effect. 3 to 5 boxes of damage give -1 dice to all actions (including Initiative). 6 to 8 boxes give -2, and it keeps climbing as high as the damage track will allow.

I like this. Under the old rules, characters without damage compensators were initially afraid of getting even the smallest wound, since even a Light wound made a huge difference to target numbers. At higher wound levels, on the other hand, another Light would hardly made a difference.

Now the wound modifiers are a bit more spread out, which is a good thing IMO.

I completely agree, I can remember many times when I've used lots of karma just to avoid a light wound because of the difference it would make on my target numbers. But only a -2 for 8 boxes. That seams a little light, but maybe they are trying to down play wound modifiers compared to SR3.
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