QUOTE (Falconer @ Jan 15 2010, 06:35 PM)

If we disregard the defiance ex... and instead use shocker gloves... we get the same problem. And those definitively use unarmed in SR4a. (don't see the reference in SR4a print on defiance, and I lent out my old book to a new player.. so if someone could check there). The gloves are a weapon, not 'unarmed combat'... they only happen to use the same skill to punch with, but try telling some cop who's frisking you that the brass knuckles aren't a weapon and see how well that goes. Also as the other poster rightly adds... unarmed combat is more than just punching... it's also kicks, elbows, breaks, binds, etc.
The problem with this is that the Shock Gloves are specifically mentioned as not working with a normal attack. Check the FAQ before you make statements like that.
QUOTE (Falconer @ Jan 15 2010, 06:35 PM)

Now onto my second contention... you claim that weapons are easy and equivalent. I disagree strongly. There are many adept powers which directly enhance unarmed combat... and it's the only one in which the damage potential is essentially unlimited. (str1, mag10 human, could conceivably have 11 base damage... w/ crit strike 10... which especially when you get into things like power points in place of metamagics as in street magic... it's not hard to get tons of power points subject of course to the max magic limitation). (it's cheaper to initiate than it is to raise magic under SR4a w/ the 5x new magic cost).
No, you just misunderstood me. Using the setting of Shadowrun, Awakened people are less than 1% of the populace. It is easier to buy a claymore than it is to be Awakened (much less an Adept or Mystic Adept) in the 6th World. That is the point I was trying to make. Even so, unless you use many of your Power Points to do so, a weapon will give you better +damage and AP (not to mention Reach) than will Unarmed. This is not to say you can't make a better Unarmed Adept, just that if you do you're specializing a lot more. Joe Shmoe with a claymore has the same +damage and AP than a specialized Adept devoting 1.25 Power Points to equal a claymore (although he still lacks the 2 Reach). Now that isn't a whole lot of PP spent, but 900

is even easier to spend than 1.25 PP.
QUOTE (Falconer @ Jan 15 2010, 06:35 PM)

Martial arts quality... you can get +3 DV to unarmed combat, but only +2DV to blades IIRC, and only +1 to clubs.
A base claymore is 1/2Str+4. That +4 is what I am referring to.
QUOTE (Dakka Dakka Posted Yesterday, 07:32 PM )
You remember incorrectly: The bonuses from all martial arts stack. Take Arnis de Mano(+1DV on Blades), Escrima(+1DV on Blades) and Ars Cybernetica (+DV on Blades) for +3. There are even three more but the bonus is capped at 3.
The cap of 3 is only for Unarmed damage bonuses, mainly because Unarmed is the only one that has more than two options to increase damage. Wildcat and Pentjak-Silat both present an option for +1 dice for called shot to increase damage, so if you take both of those you can just always declare a Called Shot for increased damage, taking a -2 penalty, and the +2 for those martial arts will offset it (effectively making it a +2 DV with
any weapon). Then stack on +2 DV for Blades or the +3 DV for Unarmed.
QUOTE (Karoline Posted Yesterday, 07:48 PM )
So, if the hardliner gloves work with critical strike, so do the shock gloves because rules wise they are indistinguishable in any regard that matters to critical strike.
Let me re-iterate (or more properly, quote the FAQ).
QUOTE (FAQ)
If you punch someone with shock gloves, do you inflict standard punching damage (STR/2) in addition to the glove's 6S DV? If you have gloves on both hands, can you attack with both and do 12S DV?
No, it's one or the other. You can choose to punch/kick/whatever and do regular unarmed damage, or you can choose to touch/punch and zap with the shock gloves, doing *only* the shock glove damage (not the unarmed damage too). Even with two gloves, the damage is still just 6S DV.
The upcoming Arsenal rulebook may feature rules for two-weapon melee.
So the FAQ clearly states how Shock Gloves interact with bonus damage sources, but Shock Gloves are not Hardliner Gloves.