QUOTE (Dakka Dakka @ Mar 1 2009, 08:45 PM)

Sorry, I overlooked the SR3 tag. Everything i said concerns SR4. You may disregard it.
No problem, I knew that you were thinking of SR4. I hope I wasn't too harsh in my reply.
QUOTE (tisoz @ Mar 1 2009, 09:14 PM)

I agree with the decisions concerning 2 complex actions; however, that could make things less than fun for the player and the character concept he had in mind. Some cinematic feets could also enliven your group.
To incorporate the cinematic concept my solution would be to allow an acrobatics roll as a complimentary skill roll to the attack roll, but raise the Target Number for difficult ground. Or judge how complex the acrobatics maneuver is and raise the TN accordingly. TN is usually a major factor in melee, so this offsets combining 2 complex actions in a single pass.
My group is very into the cinematic play style, and nobody had any problems with the stunts the adept was attempting. In fact, I encourage such cinematic game play, and have even gone so far as to warn the players to expect such things during action scenes, such as the two guys that will inevitably be carrying a mirror across a busy road right in front of the character's high speed chase, or perhaps some crates full of chickens...
QUOTE (Link @ Mar 1 2009, 10:26 PM)

I wouldn't allow 2 complex actions in the 1 pass so if you consider such acrobatic attacks to require 2 complex actions to perform then the attack must come in the next pass.
However movement can be combined with actions and with the situation you have described the swing could be movement perhaps using the charging rules.
[ Spoiler ]
CC p86 CHARGING ATTACK
A running start can increase the effectiveness of an attack. If a character moved 2 or more meters to attack his target, he gains a + 1 bonus to the Power of the attack. While the character need not have moved 2+ meters in the Initiative Pass in which he is attacking, the character must have been continuously moving (without interruption) in any previous passes as well as in the pass in which the charging attack is made.
If a character fails a charging attack (the defender wins or dodges), the character must make a Quickness (5) Test or fall prone. If the character must already make a Knockdown Test because the defender inflicted damage, modify that target number by +2 instead.
Only attacking characters may use this option.
Despite the rule below I would allow an acrobatics test in lieu of a quickness test to decide the outcome of such perilous movement. As for penalties consider the rules in the SR Companion p46 for combining rappelling with shooting where both are simple actions and at +4 to both TN.
Delaying the attack until the next initiative pass would have ruined the moment, and probably upset the player in question. In the first scenario, it might have been reasonable to have him jump into the truck the first turn, and then attack the next turn, but in the second scenario, I see no way that you could reasonably split that attack between two separate initiative passes.
Your idea of a +4 TN for rappelling and shooting seems a reasonable place to start, and this mirrors the decision we made at the time. We were looking specifically at the "Attacker Running: +4" and "Attacker Running (Difficult Ground): +6" modifiers as our starting point. That was the reason for the second part of my question, as to whether these apply during normal melee combat, but it appears that they do not.
I am still torn between Kagetenshi's stance that the Athletics roll should proceed the attack roll, or just adding a hefty modifier to the attack roll itself.