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noneuklid
50 BP nu nuyen.gif

Synaptic Booster 2: 160,000, .5 Ess
Suprathyroid Gland: 45,000, .35 Ess
Muscle Replacement 2 Alpha: 20,000 1.6 Ess
Cybereyes 4: 1,500 .5 Ess
Plastic Bone Lacing: 5,000 .5 Ess

Money left over: 18,500.
Essence: 2.55/6, with up to .9 more bioware at half cost (else all cyberware is at half cost).

+2 Body, +3 Strength, +3 Agility, +2/3 (debatable) Reaction, +2 Initiative Passes, physical damage unarmed, and whatever you install into your eyes:

Easily far more than any Adept's gonna get with their 65 BP in Magic.

I say unto thee, OneTrikPony, go forth and spend thy Build Points in Willpower and Edge, and pick up Magic Resistance. Say I also, be an Ork, and average thy physical attributes around 4 (7). And further I say: Use thy first action each round as defense, take a specialization in Dodge (ranged), and get thyself Flashbang and HE grenades, thusly thou willst be well-protected against many of the surreptious tricks of mages. And last unto thee I say, nuketh one for the team. May thy Ingram smoke with holy fire, and legions of thy enemies fall into smoking ruin.
Marmot
Amen.
Kesslan
Yeah, SR has some nice counters to magic that often get overlooked I think. Now, where hast thou placed the holiest of hand grenades?
Jack Kain
Doesn't the gland have an availibility over 12?
noneuklid
You mean the combination electro-fragmentation flashbang grenade, that does 12P(e) with AP -3? My GM banned it. This wouldn't be so bad, except I'm the GM.

Stupid availability. The gland's avail is 20F. Oh well. It's a bit messier, but you can use aluminum bone lacing and Muscle Aug/Toner 2 each instead. You actually end up saving some nuyen and don't need the +10% lifestyle cost, but you do lose a few bonus stat points. Still, you could use the saved nuyen for Platelet Factories, skillwires, a reflex recorder or something along those lines, which would more or less compensate.
Lord Ben
Yeah, a couple sessions into the game and my Orc sammie has 13/9/9/12 in his physical attributes without too much trouble. Some XP for social skills and the rest of my XP has gone into 5 edge and I have 4 willpower too.
Glyph
If you take the magic resistance quality, a high Edge, and decent Body and Willpower (the former being something a sammie will generally have anyways), then you will probably have better luck resisting that spell than the mage will have resisting the narrow burst from your Ares Alpha.

Nothing really "broken" about that build. Most sammies will have Attribute-boosting, initiative-increasing, and damage-soaking 'ware.

Solid advice, too, except the bit about using full defence for your first action. Why? Use that first action to attack, since you are likely to go before the mage. Full defence can be called as an Interrupt Action, so fill the air full of lead, then use full defence when the mage's action comes up.
Jack Kain
The problem with magic resistance on the street samurai is combined with his low essence,
Heal Spell.
Kesslan
QUOTE (Jack Kain)
The problem with magic resistance on the street samurai is combined with his low essence,
Heal Spell.

To some thats a very minor issue. Granted some of my runners have been saved by heal spells. But it isnt a streatch for a good medic and a handy dandy high end first aid kit to come to the rescue as well. You just dont recover as quickly is all.
OneTrikPony
um, what's the range modifyer for manabolts and stunn bolts and how do i dodge them?

Also spend some of that essence you saved on an ultrasound system.

Don't buy plastic bone lace when you can carry an extendable baton. buy bonlelace for the armor.
(until they nerf that and FAQ that it's not cumulative with worn armor or dermal mods.)

Personaly I tend to spend all my essence right up front there's no point in saving it except for just enough to have that Pain Editor installed. Atleast you can be immune to stunbolt and tazers. You get a bonus to will also.

[edit] I'm not quite sure I'm sold on the concept but I might save some ее and only buy one IP in favor of anything else that will raise my reaction. I'm starting to look at the Adrenal Pump again. My theory is that if I ever do face a mage that I can see I want to be sure of going first.
Jack Kain
QUOTE (OneTrikPony @ Dec 9 2006, 12:42 AM)
um, what's the range modifyer for manabolts and stunn bolts and how do i dodge them?

Also spend some of that essence you saved on an ultrasound system.

Don't buy plastic bone lace when you can carry an extendable baton. buy bonlelace for the armor.
(until they nerf that and FAQ that it's not cumulative with worn armor or dermal mods.)

Personaly I tend to spend all my essence right up front there's no point in saving it except for just enough to have that Pain Editor installed. Atleast you can be immune to stunbolt and tazers. You get a bonus to will also.

You can't dodge stunbolt or manabolt there direct combat spells which go strait to the damage resistance test.

I tend to pay alot of essence up front. After all you can upgrade ware later to get an essence hole to fill in later.
My street samurai had his rating alpha 2 wired reflexs removed and replaced with synaptic boosters rating 2. It generated a .95 essence hole to be filled with other ware. (would have been higher but the bioware switch from half cost to full)
Kesslan
QUOTE (Jack Kain)
QUOTE (OneTrikPony @ Dec 9 2006, 12:42 AM)
um, what's the range modifyer for manabolts and stunn bolts and how do i dodge them?

Also spend some of that essence you saved on an ultrasound system.

Don't buy plastic bone lace when you can carry an extendable baton. buy bonlelace for the armor.
(until they nerf that and FAQ that it's not cumulative with worn armor or dermal mods.)

Personaly I tend to spend all my essence right up front there's no point in saving it except for just enough to have that Pain Editor installed. Atleast you can be immune to stunbolt and tazers. You get a bonus to will also.

You can't dodge stunbolt or manabolt there direct combat spells which go strait to the damage resistance test.

Quite so, I've my runner chars have some pretty nasty runins with those spells. And considering I dont generally play orks or trolls (I actually usually play a human) my body dice often dont soak it too well
Glyph
Manabolt and stunbolt are LOS, resisted by Willpower alone (plus Magic Resistance, if any; plus counterspelling - a mage on your side is good to have; plus Edge, if you spend it - which is why a high Edge is nice to have). However, they DO suffer from visual modifications - smoke, strobes, and chameleon or ruthenium sneak suits are your friends. Keep in mind that the mage's total (not net) successes are limited to the force of the spell, and that if you get more successes, the spell completely fails.
OneTrikPony
QUOTE
You can't dodge stunbolt or manabolt there direct combat spells which go strait to the damage resistance test.


indifferent.gif yup

your ork or troll isn't going to soak it any better. Its a willpower test. raw will just those 3-5 little willpower dice with nothing helping them but edge or some magic resistance. Maybe the party mage will give you some counter spelling if you can stand to be in his LOS.

[edit] too tired to type fast. Sigh... who ever rolles less than a force 5 manabolt the drain is flat half force (rounded down)
Jack Kain
QUOTE (Glyph @ Dec 9 2006, 12:51 AM)
Manabolt and stunbolt are LOS, resisted by Willpower alone (plus Magic Resistance, if any; plus counterspelling - a mage on your side is good to have; plus Edge, if you spend it - which is why a high Edge is nice to have).  However, they DO suffer from visual modifications - smoke, strobes, and chameleon or ruthenium sneak suits are your friends.  Keep in mind that the mage's total (not net) successes are limited to the force of the spell, and that if you get more successes, the spell completely fails.

So?
If you get more succuss's on the reaction roll againts indirect combat spells you negate that two because you dodge out of the way.

The problem is direct combat spells are harder to resist then elemental and have less drain. So its perfectly fine for a mage to maximum overcast a direct combat spell.
OneTrikPony
when do you get a reaction roll? It's a direct combat spell.

the mage says: "i cast manabolt at the sammi"
the Dm says: " are you overcasting?"
The mage says: "of course not! I told you i was casting at the sammi. I got 5 hits on 14 dice"
The sammi says: "Damnit I'm allready out of edge! I got 2 hits on my will + pain editor test"
the Dm says: "you take 8 points of damage."
The Sammi says: "I shoot the mage where is he?"
the Dm says: "He's invisible do you want to use the blind fire rules?"
Kesslan
QUOTE (Glyph)
Manabolt and stunbolt are LOS, resisted by Willpower alone (plus Magic Resistance, if any; plus counterspelling - a mage on your side is good to have; plus Edge, if you spend it - which is why a high Edge is nice to have). However, they DO suffer from visual modifications - smoke, strobes, and chameleon or ruthenium sneak suits are your friends. Keep in mind that the mage's total (not net) successes are limited to the force of the spell, and that if you get more successes, the spell completely fails.

AH right sorry was thinking of elemental. Bleh. Been a while since Ive had a chance to actually play SR much less have to deal with spells. For some erason I was thinking Manabolt was body not will. *shrug* BUt yeah either way it's nasty.

As for reaction rolls. You dont get one. If it's the mages pass and he can see you. Your SOL if he gets the spell off.
ShadowDragon
QUOTE (OneTrikPony)
when do you get a reaction roll? It's a direct combat spell.

the mage says: "i cast manabolt at the sammi"
the Dm says: " are you overcasting?"
The mage says: "of course not! I told you i was casting at the sammi. I got 5 hits on 14 dice"
The sammi says: "Damnit I'm allready out of edge! I got 2 hits on my will + pain editor test"
the Dm says: "you take 8 points of damage."
The Sammi says: "I shoot the mage where is he?"
the Dm says: "He's invisible do you want to use the blind fire rules?"

Good thing ultrasound beats invisibility.

SR is also a team game. That sammy should get his friend's counterspelling added.
Thanee
QUOTE (noneuklid)
Synaptic Booster 2: 160,000, .5 Ess
Suprathyroid Gland: 45,000, .35 Ess
Muscle Replacement 2 Alpha: 20,000 1.6 Ess
Cybereyes 4: 1,500 .5 Ess
Plastic Bone Lacing: 5,000 .5 Ess
Money left over: 18,500.

I think you meant broke, not broken, right? smile.gif

Bye
Thanee
Kesslan
QUOTE (Thanee)
I think you meant broke, not broken, right? smile.gif

Bye
Thanee

What NR char doesnt start out broke? WEll cept the guy that starts with the high or luxury lifestyle. Unless your starting out with a custom startup where the GM givse you more starting money than usual. Every runner comes out of CG short on cash. It's an added incentive to actually go game.. and you know.. take runs biggrin.gif
ElFenrir
QUOTE

What NR char doesnt start out broke? WEll cept the guy that starts with the high or luxury lifestyle. Unless your starting out with a custom startup where the GM givse you more starting money than usual. Every runner comes out of CG short on cash. It's an added incentive to actually go game.. and you know.. take runs biggrin.gif



What he said. biggrin.gif Im almost perpetually short on cash for characters. Even my underpowered 40 something ex corp worker stressed out Bliss addict with 2's in most of his attributes. Buying those computers, electronics and poisons cost a lot of cash. But, you run to live, don't ya?

As for the sammy, nice idea. As for mages, well, manabolt and stunbolt are just nasty to non-mages. Indirect combat spells are more managable, even not that great vs. a decently protected person. (I find them better for utility or unarmored folks, or, well, setting the armor on fire biggrin.gif) But a punishing direct combat spell is hell for any mundane, an average willpower, which is what your typical combat type comes with, or even above average, its harsh. Edge, edge edge. An edge of 3 gives the person with Will 3 6 dice to roll that can explode...which makes things a little better...but WIll 4 edge 4, better still.

Combat folks have it kind of tough...they need a lot of their stats. Body keeps them alive(useful for all classes tho, but at least a mage has spells to help). Agility links to most of their primary skills. Reaction helps them go first. Strength helps them do damage. Intuition helps them with Initative and Perception, useful for everyone in the game. And after that you still have three attributes, two of which will probably be dumped, allowing a backup ability. But Edge is amazingly important. So thius starts the 'lower some stats and purchase them up' method, which still costs BP, but its gets that Edge in there. (30 BP saves from stats translates to 1 Edge and 100,000 worth of gear).

The Ork, as mentioned....is really with this new system(and the old, hell), shaping up to be an amazing race to be overall, if youre looking at the numbers aspect. In game you have to put up with prejudice a lot, sure, but given their cost and benefits, its a small freaking price to pay.

Big Body bonuses(allowing a lower BP amount to be places for a higher score...10 BP gets you 5!), Strength(left as is, and its a 3. Dont have to boost with BP, just ware), and the caps on their Logic and Charisma arent that bad even, there are still excellent Hackers, Mages...dear god, dont get me started on Ork mages. Playing an Ork combat type frees up alot of BP for Edge(even tho it starts at 1), and Willpower.

Simply put...Orks rock. Wow...is it just me or does anyone else feel their cost in BP to play one is sort of overshadowed by their benefits?

EDIT: Not to mention the ability to take Human Looking as a positive quality and get rid of most of the racism.

DIdnt want to derail thread too much, but i guess it can tie in this way...Seconded notion of Ork=Good Sammie. grinbig.gif
Kesslan
Well Ork = Good sammie untill he hits 45 and dies of old age. biggrin.gif
knasser
QUOTE (OneTrikPony)
when do you get a reaction roll? It's a direct combat spell.

the mage says: "i cast manabolt at the sammi"
the Dm says: " are you overcasting?"
The mage says: "of course not! I told you i was casting at the sammi. I got 5 hits on 14 dice"
The sammi says: "Damnit I'm allready out of edge! I got 2 hits on my will + pain editor test"
the Dm says: "you take 8 points of damage."
The Sammi says: "I shoot the mage where is he?"
the Dm says: "He's invisible do you want to use the blind fire rules?"


OneTriK: Try it the other way around:

Samurai: I shoot the mage with my AK-97. I'll do a Long Burst and I've got Recoil Comp (4).
GM: Are you using Ex-Ex?
Samurai: Sure - it's a special occasion. I'll fork out the 80 nuyen.gif

Rolls: Agi 6 + Automatics (5) + Smart Link + 2 -1 recoil= 12. 4 hits
Mage: I got uh... 2 hits on my Reaction (4) roll.
Samurai: That's 6P + 1 + 1 + 5 = 13P at -1AP.
Mage: I have my armour jacket on so that's 8 - 1 + Body 4. I get (rolls) 4 hits and take... 9P.
Samurai: Okay - second simple action, I go for the short burst. grinbig.gif


You see - both parties can slaughter the other. That is how Shadowrun works and why the game results in all the fascinating subterfuge and betrayal. In this sense the mage and the samurai are balanced. In a stand-up fight the winner is the one that is prepared and that isn't something affected by character type.

The only sense in which balance would be out is if the mage or samurai could out perform the other at what they do. And I don't believe this is the case. They both play very differently.
ElFenrir
For the example above...true. Both classes can indeed get the drop on the other.


and:

QUOTE
Well Ork = Good sammie untill he hits 45 and dies of old age. biggrin.gif



Ahh, power comes for a price. To get any gametime, youre forced to play a whippersnapper. biggrin.gif
Fortune
Or just play a goblinized orc, who would then still retain his human lifespan. wink.gif
PlatonicPimp
Not true. Leonization is getting more affordable every day, and you may win the genetic lottery anyways and not get methuselah syndrome. The average age of death for orcs is a weird number anyway: About half of Orcs get methuselah which causes them to age a lot quicker, and many, many orcs are gunned down in the street or otherwise die of things other than old age. If you aviod either one of those, then your orc can live to the same ripe old age as any human.

The balance for the orc comes in the first time your character has to go to the dentist. Dental coverage for orcs is Hell.
Moon-Hawk
In what book is methuselah syndrom discussed?
I remember the long history of "Orks die young" "No they don't" "Yes they do" "Nuh-uh" "Yuh-huh" "Stop being an immature poo-poo head!" but I never read the thing about methuselah, which I understand settles the issue.
Kesslan
This is actually the first I've heard of it too. My own understanding was simply that orks aged alot faster period. There's all sorts of fluff where orks bitch about this for various reasons.

And granted the really rich orks can get their biological clock reset via the miricles of bioscience in SR but it's really still something only for the rich. Sides it provides a nifty motivator in some exampels. One ork char I've wipped up recently is at least on teh side desperately seeking some way to expand his natural life beyond the norm.
Lagomorph
QUOTE (Glyph)
Solid advice, too, except the bit about using full defence for your first action. Why? Use that first action to attack, since you are likely to go before the mage. Full defence can be called as an Interrupt Action, so fill the air full of lead, then use full defence when the mage's action comes up.

I've gotta disagree, unless you're only facing a lone mage. In which case geek him. But otherwise, you've got other people to worry about, and as long as you have more IP than anybody, you dodge until they run out of IP, then take your time shooting them with the spare IPs you have.
Mistwalker
Or hope that Augmentation brings back Leonization
once your Ork char reaches 44, Leonization back to a physical age of 16?
djinni
QUOTE (knasser)
Samurai: Okay - second simple action, I go for the short burst. grinbig.gif

not to nitpick but a long burst is a complex action.
two short bursts would yield no recoil mods though, and deal a net (average) damage from your example about the same.
but since the mage has reaction of 4 and is armored jacket he's got to have pretty good physical stats (Bod 4, Agi 4) and he'll be less adept at magic.
Butterblume
A long burst is a simple action, but you can only do one in an action phase. What you are referring to is a full burst cyber.gif.

And Knasser uses the way recoil is, ehrm, clarified in the FAQ. That way the long burst has a recoil of 1, and the following short burst has a recoil of 4.
Edit: Oh, I just realized I might be wrong. He could also use the other way recoil is handled, which would also give the long burst a recoil of 1, and the following short burst no recoil biggrin.gif.
Another Edit: Or the following short burst might be at a recoil of 1. Am I really confused right now.
Glyph
QUOTE (Lagomorph)
QUOTE (Glyph @ Dec 9 2006, 06:26 AM)
Solid advice, too, except the bit about using full defence for your first action.  Why?  Use that first action to attack, since you are likely to go before the mage.  Full defence can be called as an Interrupt Action, so fill the air full of lead, then use full defence when the mage's action comes up.

I've gotta disagree, unless you're only facing a lone mage. In which case geek him. But otherwise, you've got other people to worry about, and as long as you have more IP than anybody, you dodge until they run out of IP, then take your time shooting them with the spare IPs you have.

I kind of was assuming a one-on-one confrontation. But it's still often a good tactic against groups, especially if they are grunts with only one IP to your three. Use your first action to take out the mage or the one with the heaviest weapon, then when you use full defense as an interrupt action, you'll be defending against one less enemy. And after they've all gone, you can use your last IP to go on offense again.

Sometimes dodging first is a good idea too, granted. But that's usually when you are facing really nasty odds.
hyzmarca
http://forums.dumpshock.com/index.php?show...0&hl=methuselah

I'm going to go with Glyph here. Attack first, use an interrupt action to dodge. However, instead of just geeking the obvious character I'm going to recommend using wie area attacks that reduce enemy dice pools and knock them off guard because you never know which enemy is really the most dangerous. Grenades are good in this, even if they're just flashbangs or IR smoke. If you've been able to pick up a Power Pact, don't be afraid to use Fear, Confusion, or Paralyzing Howl to soften them up.
OneTrikPony
You do have other people to worry about. The ones on your team. Being the fastest means that you can soak some dammage in the first pass and let the slower kids get out of the firelane. Hopefully you are the aggressor and the mage hasn't buffed yet. If that's the case you have one chance to kill him.

Use tactical movement. Know where the cover is by constantly bothering your GM with observe actions. (at least one each turn.) In the first pass declair your targets and declair movement toward cover then shoot while walking (if possible) toward that cover. Use the last simple action of the turn to observe in detail again. Preferably with an ultrasound sensor, use a free action to flash that map to the rest of the team.

I try not to dump any stat with the occaisonal exception of logic but usually my character concept happens first and the stats have to fit. IMO Charisma is more important to a sammi then logic.
Lord Ben
Mages though can sustain a nice combat reflexes spell which really helps a lot against sammies giving lots of bonus dice to shoot.

I usually double up my Street Sams with extra team skills because Sam's are easy to max out and then you can be broadly skilled.
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