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> Shadowrun 4: Combat & Gear
Knarfy
post Aug 29 2005, 07:45 AM
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Basicly, the Idea is to wieght the number of dice so that your rolling your best attack versus their weakest defense. On the first simple action, what it really boils down to, is "Im spending twice as much ammo, and losing one die off of my attack pool, to make you lose one die off of your (much smaller, assuming they are not using total defense) defense pool.

On the second simple action, it becomes "Im spending twice as much ammo, and losing one die off of my attack pool to make you lose three dice from your defense pool"

Even if they avoid all your shots by making a full defense, thats ok, because your target is suppressed.

Now, of course if you have burst fire weapons, and your already penalizing their defense roll, all the better :)

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Triggerz
post Aug 29 2005, 10:11 AM
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Yeah, I understand the strategy you propose. I'm just not entirely sure why the defense penalty would make sense if you're attempting to get out of the line of fire of a single guy who happens to be shooting 4 rounds at you in the same initiative pass. As I said, defense penalties for more rounds in full-auto or burst-fire make sense because you're only rolling one test for a group of rounds. With 4 shots from a SA, you already get 4 attack test, so I think the defense penalty might be a bit too big. The same 4 rounds from 4 different opponents though, I'd make it tougher to dodge since it's not as easy to find a way out of 4 different lines of fire as it is to get your ass out of one. What you said is 100% consistent with what I read of the rules on this board. I just think I'd apply the 1-die defense penalty only when a second opponent starts shooting at you, and then a 2-dice penalty for a third, and so on. The 1-die penalty every defense test looks to me like it might make pistols too powerful relative to burst-fire and full-auto weapon.

I'm not trying to ruin your fun, by the way, Knarfy: I play an ambidextrous adept and I love using two pistols for those special situations when you have more goons than is healthy all trying to give you some tough love. I'm just trying to find rules - or interpretations of the rules - that make sense to me.
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6thDragon
post Aug 29 2005, 04:20 PM
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I noticed that Wired Reflexes gives +1 to initiative and +1 initiative pass per level in SR4. What are the new effects of Reaction Enhancers? Since they go up to level 6 in SR3, or will they just go up to level 3 in SR4 at +1 initiative per level? Also, do you know how the essence costs are in SR4? I'm curious because I know several characters in my group have maxed out bio and cyber and have no room at all left. Maybe they'll just have to drop a piece or two when converting.
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Aku
post Aug 29 2005, 08:43 PM
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well 6th, from what i've HEARD, it seems like MOST things are atleast slightly cheaper or the same in essence cost, so they may actually wind up with a slightly renewed spirit...
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hobgoblin
post Aug 29 2005, 09:07 PM
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i wonder, is this realy the right thread to have a discussion on two weapon ranged combat and how to twink it?

i thought this was a Q&A thread :P
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Triggerz
post Aug 30 2005, 12:11 AM
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Yeah, hob, you're right. I usually start with a question, but I can sometimes get carried away. ;-) I'll start another thread for that when I have some more time (unless someone else does it in the meantime).
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TheNarrator
post Aug 31 2005, 03:37 AM
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What's the penalty to default to a related skill?

In other words, if I have Automatics 5 but no Pistols and want to fire an Ares Predator, what do I roll?
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hahnsoo
post Aug 31 2005, 07:42 PM
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QUOTE (TheNarrator @ Aug 30 2005, 10:37 PM)
What's the penalty to default to a related skill?

In other words, if I have Automatics 5 but no Pistols and want to fire an Ares Predator, what do I roll?

You can't. There is no defaulting to a related skill (You should have bought the skill group); you can only default to an attribute, at a -1 penalty. I suppose some GMs can be lenient and let you waive the -1 defaulting penalty for certain tasks if you have a related skill.
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TheNarrator
post Sep 1 2005, 01:12 AM
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QUOTE (hahnsoo)
QUOTE (TheNarrator @ Aug 30 2005, 10:37 PM)
What's the penalty to default to a related skill?

In other words, if I have Automatics 5 but no Pistols and want to fire an Ares Predator, what do I roll?

You can't. There is no defaulting to a related skill (You should have bought the skill group); you can only default to an attribute, at a -1 penalty. I suppose some GMs can be lenient and let you waive the -1 defaulting penalty for certain tasks if you have a related skill.

Ouch. Harsh. :(

And here I was all happy that Unarmed Combat finally got to be in the same group with the other melee skills. It seems a bit silly to me to not have some sort of defaulting option: there's definitely basic principles from unarmed combat that can be applied to a knife fight, even if you won't be as good at it as people who trained in knife fighting. And now we suddenly have people with "SWAT team member" level training in automatic weapons who can't use a pistol with any competence?

But I guess they felt it was necessary to avoid people saying, "Why bother with the skill group when I can just get one skill in the group at a slightly higher level?"

Still... damn.
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hobgoblin
post Sep 1 2005, 11:31 AM
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QUOTE (hahnsoo)
QUOTE (TheNarrator @ Aug 30 2005, 10:37 PM)
What's the penalty to default to a related skill?

In other words, if I have Automatics 5 but no Pistols and want to fire an Ares Predator, what do I roll?

You can't. There is no defaulting to a related skill (You should have bought the skill group); you can only default to an attribute, at a -1 penalty. I suppose some GMs can be lenient and let you waive the -1 defaulting penalty for certain tasks if you have a related skill.

hmm, so baseing a char on pure stats are out :P
but getting high stats and a baseline of skills and presto ;)

for some reason i find it kinda realistic as some people have a bad habbit of training and training while others just get the basics down and then fly from there :P

but this belongs in a diffrent thread so ill shut up now and go look for that thread ;)
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SirBedevere
post Sep 3 2005, 03:34 PM
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Is there any new nanoware in the SR4 book?
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Rotbart van Dain...
post Sep 3 2005, 03:41 PM
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Yes and No.

There is only NanoTech (NanoPaste Trodes, Disguise, etc.), no NanoWare.
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Fortune
post Sep 4 2005, 06:39 AM
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A couple of things I noticed in passing ...

QUOTE (SR4 pg. 149)
Ballistic Armor
Ballistic armor protects against projectiles that deliver large amounts of kinetic energy to a small area in short amounts of time, such as bullets, bolts, and arrows.


and ...

QUOTE (SR4 pg. 154)
Electrical Damage
Electrical damage is treated as Stun damage ...

Electronic equipment, vehicles, and drones can also be affected by Electricity damage. They never suffer Stun damage, but they do roll Body + Armor (drones and vehicles) or Armor x 2 (other objects) to resist secondary effects. If they achieve equal or more hits than the attack, they are unaffected. Otherwise, they cease to function for a number of Combat Turns equal to 2 + net hits scored on the attack test (and may need to reboot after that).

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Aku
post Sep 4 2005, 11:54 AM
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Fortune, on the first one, arent there crossbows in the Sr4 book didnt the elf chicky have one from that cover art?) if so, than it would use bolts, and the arrows are for the "regular" bows.

if you're not saying it shouldnt be there, then i donno what you're pointing out :)
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Bull
post Sep 4 2005, 12:47 PM
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I think what he's pointing out is that Ballistic armor idoesn't really protect against slashing and piercing damage. If it protects against arrows and crossbow bolts, it should likewise protect against swords and knives.

Bull
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Fortune
post Sep 4 2005, 01:50 PM
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Yeah, Bull got it.

In previous editions of SR, arrows and bolts were opposed by Impact Armor. I almost missed the change in SR4, since I wasn't expecting it.
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Aku
post Sep 4 2005, 02:27 PM
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well, could it be a typo? do weapons still have damage types? if so, check the weapons entry ands ee what sort of damage they do, wouldnt that fix it?
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Fortune
post Sep 4 2005, 02:42 PM
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All it mentions is that arrows and bolts do physical (P) damage.

I don't see how it could be a typo. I copied the entry for Ballistic Armor above, and I can't find any other mention (so far) that contradicts it.
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hobgoblin
post Sep 4 2005, 03:59 PM
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ok, so how big a diffrence is there in terms of stopping a sword vs a arrow?

its allmost as if it would better if they classified the weapons as cutting or blunt. with cutting being resisted by ballistic armor vs implact resisting blunt.
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Austere Emancipa...
post Sep 4 2005, 04:11 PM
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QUOTE (hobgoblin)
so how big a diffrence is there in terms of stopping a sword vs a arrow?

A significant one (if you compare velocity and impulse), but arguably not as big as between stopping a deforming bullet and a broadhead arrow. Although, if we're talking about an actual medieval cut-and-thrust sword instead of the "razor-sharp" crap you often see in fiction, the sword is extremely unlikely to do any cutting and the point is likely too wide to stab through the weave either.

All this is making some assumptions about how common forms of soft body armor in the 2060s and 2070s works. Even now IRL you've got plenty of armored vests available which are rated against stabbing and cutting as well as handgun threats, a major development over the past 5-10 years AFAIK. However, that balance could shift massively in 60 years. On the other hand, the technological developments that would have to happen for such shifts to occur would necessarily mean that new body armor will provide better and better protection against muscle-powered weaponry which has strict design restrictions (i.e. melee weapons).

This post has been edited by Austere Emancipator: Sep 4 2005, 04:15 PM
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warrior_allanon
post Sep 4 2005, 04:57 PM
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anyone know anything about layering armor, i know it doesnt layer like SR3, but how does layering work for SR4
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Autarkis
post Sep 4 2005, 05:00 PM
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Doesn't really. If you layer armor, only the HIGHER of the Impact or Ballistic rating works. And when determining penalties, you add the totals for Impact together and the totals of Ballistic together and take the higher.
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warrior_allanon
post Sep 4 2005, 06:57 PM
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please tell me your joking.....this is something they had finally gotten right in SR3, i mean please, layering armor, the way SR3 is is realistic, to much and your slowed down, but you do it right and you can still move and be pretty well protected against anything normal that they throw at you,
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Bull
post Sep 4 2005, 07:16 PM
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QUOTE (warrior_allanon)
please tell me your joking.....this is something they had finally gotten right in SR3, i mean please, layering armor, the way SR3 is is realistic, to much and your slowed down, but you do it right and you can still move and be pretty well protected against anything normal that they throw at you,

That may be WHY they went to this. Well, that and because of how the new armor rules work for both damage resistance and possible converting physical to stun damage.

In SR3 it was ridiculoously easy to be bulletproof. Hell, an armor jacket and soome decent form fitting, and you could get shot with a Predator point blank and laugh, and that was some basic armor.

Bull
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evil1i
post Sep 5 2005, 02:41 AM
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QUOTE (warrior_allanon)
i mean please, layering armor, the way SR3 is is realistic, to much and your slowed down, but you do it right and you can still move and be pretty well protected against anything normal that they throw at you,

except SR3 based whether you were slowed by armour layering on quickness which was stoopid. It meant that your bog standard elf could wear more armour than an orc or troll! Whilst a quick and agile person (eg high quickness in SR3) may still be quicker than a lumbering oaf (low quickness in SR3) whilst wearing the same amount of armour it is only because they were starting from a higher mark. For a real world example compare myself and my best friend (in SR3 terms).

me: 5'10" 105Kgs Str 4 Qui 3
friend: 6" 72Kgs Str 4 Qui 5 (possibly 6)

We are both historical re-enactment nuts and have some very similar armour:

me: Chain Maille Hauberk + Scale Cuirass + Spangenhelm with chain aventail (about 20Kgs all up)
friend: Chain Maille Hauberk + Metal Lamellar + Spangenhelm + Chain Coif (about 18Kgs all up simply due to the fact his chain hauberk is smaller)

Now lets say this equates to wearing an armour jacket + a lined coat.

Now according to SR3 rules I would hardly be able to move with that lot whereas my friend would only be slowed down a little bit. Whereas if we used Strength as the determining factor in layering armour both myself and my friend would be slowed down equally by the armour we carry because we are of a similar strength. He would still be quicker than me but no more than mormal.

It looks like they have simplified the armour which may or may not help the min-maxers
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