QUOTE (Machiavelli @ Mar 29 2009, 07:39 PM)

I didn´t noticed how the topic ended, but up to my last look in the basic shadowrun-book, I would say that no human character could ever get more than 19 dice in anything.
Sticking just to the basic book, it's difficult to get more than 19 dice, but if you take additional rulebooks into account, it's actually pretty easy.
Around 20 dice should be possible in anything, various physical and Logic-based skills can be pumped up into the 30s or sometimes even 40s, for social skills, around 50 dice are possible (no, i'm not kidding and yes, i mean legally and entirely by the rules).
Besides, being human is kinda counterproductive to minmaxing, unfortunately, it's about the worst metatype in the BBB.
QUOTE
Your attributes are limited to 9, no matter how much cyber- or bioware you have. Skills are limited to 9 dice (10 with the aptitide-quality) also no matter from which source the additional dice are from. So how did they justify these "20+ dice"? Even a specialisation shouldn´t be more than "additional dice", so a skill at 6 and an specialization would end in 8 dices (already one point below the absoulute max). Or did I really miss something?
As Draco18s pointed out, you're wrong on the dice pool bonusses.
Directly increasing your rating is capped (to 1 1/2 your racial maximum for attributes and 1 1/2 of your current skill for skills), but bonus dice do not figure into that equation, you can pile as many of them on top of your dice pool as you can afford.
Most enhancements to skills do count as bonus dice, so the hardcap will very rarely be a concern.
Except for attributes, it will matter mostly for adepts, as only Increased Ability and Reflex Recorder (along with some rather obscure qualities from Runner's Companion) provide a direct increase of the skill rating itself.
Anything else does not add to the skill, but either to the attribute or it is an uncapped DP bonus.
Additionally, there are various ways of raising your attribute maximums (posession, becoming a cyberzombie and so on).
If you want to get a high DP for firearms using only the basic rules, choose elf as metatype, get a specialization and a smartlink, some Muscle Toner and the Increased Ability adept power or probably the Enhance Aim spell (which can provide way more bonus dice if you are a capable caster), or both.
I'd avoid Exceptional Attribute, i regard it as too costly and don't like overspecialization.
Same goes for Talented to a lesser extend.
If you also have Augmentation, you can probably forget about the Muscle Toner and go for Customized Cyberlimbs, at least if you want to focus on guns you can fire single-handedly.
Genetic Optimization may be worth looking into if you want to increase your Agility maximum, probably also Synch geneware.
If you want to go apeshit crazy, go for the option of becoming a cyberzombie or cyborg (in the latter case, you may want to take a look at Unwired to always get 5 Initiative Passes).
If you have Street Magic, spirit posession becomes interesting, as well as the Attunement metamagic, probably also Adept Centering.
From Runner's Companion, the SURGE quality Metagenetic Improvement may be interesting, though i'd choose Genetic Optimization first.
The two are cumulative, however.
Seal Shapeshifters are also a great basis for gunbunnies, but you'll have to boost your Agility by entirely magical means, as all ware (even if you can get and afford deltaware) will only benefit you in animal form and seals are...kinda bad at firing guns, i think.
If you don't like seals (which would probably indicate that you are a cruel and evil person, though

), you could become an eastern drake instead, on top of being an elf.
Drakes are kinda lame IMHO, but the eastern variety does not only appear slightly less dumb to me, but gets a nice Agility bonus and has opposoble thumbs, so you can fire a railgun in dragon form...oh, you'd want to stick to magical augmentations here, too, as this time, you don't benefit from ware when in dragon form.
Surprisingly, Arsenal offers very little in the way of improving firearm accuracy for a book that contains so many guns.
There's tracer rounds, though, which are interesting if you don't use a smartlink for whatever reason.
Moreover, there's some ways to decrease range penalties, plus some really nifty, big-ass guns (who would've thought?).
That should be about all you can do to improve your firearms skills.
I haven't discusses stuff liek Reflex Recorders and the Increase Agility spell (both from the BBB), as they are pretty much self-explanatory, i think.
I've also not really gone into how to cheese out your DPs as a cyborg, i'll leave that to the matrix and rigging experts here.