>- Could your argue that in case you have teammies with the SUT-skill that they can use this skill to boost their own initiative?
The rules say 'yes'. When M&M came out, every sammy having SUT was all the rage (since it comes down to a TN of 2 or 4).
>- Then could you argue that when you're part of a BattleTac network piped through a DNI-equipped radio, datajack, BattleTac-cyberlink and image link that you get the appropiate tn modifiers for using the SUT skill?
Without a tactical computer, Battletac gives you no benefit to using SUT for yourself. It only gives a benefit to using SUT for your team mates.
(However, if you DID have a tac computer, yes.)
>Effectively what it does is increasing your (unit's) initiative 1-2 by using small unit tactics. Now doesn't that make for an effective reaction enhancer?
Your average shadowrun team will have one guy who won't accept any cyberware, and one guy who is pretty combat ineffective regardless. Since M&M referenced, but failed to include rules for, a non-cyber battletac component, well... the first guy is sorta out of luck. So you'll have the two sams getting a boost, after pouring all that cash in. Funny thing is, since one guy already must have SUT to leverage the equipment, wouldn't it be cheaper just for the other guy to get SUT as well and do it for himself, and dump the battletac?
Yes, if you have a party of 5 mercs who regularly use indirect fire, it becomes useful. But for your standard, diverse shadowrun group, the benefits don't pan out.
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Player 1, Tactical computer guy, He will need...
Tactical Computer
BattleTac Modification
He also has an awesome cyber replaced ear with low and high frequency mods, he thinks he will only need 1 at a time so hes gonna get a generic port for both of them, ...
By the rules, he will need a router, but many GMs say no, that's stupid (myself included). HOWEVER, each datajack comes with three ports, so if he has his headware memory replaced with a datajack + offline memory, radio replaced with datajack + radio, he now has 4 free ports to hook in his tactical computer. The senses plug directly into the tactical computer, so he doesn't need to wire those in.
>He knows he will have 3 other teammates with him, But hes not sure how many ports and or software hes gonna need for this
Depends on how many senses he already has covered. If he has 8 "will always apply senses", there's no benefit to more. Otherwise I'd get two dedicated ports for 'buddy's vision' or orientation systems or something like. (Your cap in this case is, I believe, 4, limited by the channels on the radio. This assumes you aren't using a channel for, you know, talking.)
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Player 2 is a decked out cybertank with cyber replaced eyes that have low light vision, thermal vision, and ultrasound vision. In addition to his natural 5 sences. does player 1 need ports for all these sences? Does he need software for them? If so which ones?
The rules aren't 100% clear, but my understanding is player 1 needs a port for each of these senses he's receiving via radio. Player 2 just needs to connect the sense in question to his radio (and transmit).
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Player 3 Also has a cyber ear with low and high freqency ears and a decked out cyber eye with low light vision, thermal vision, and ultrasound vision and an orientation system. how many ports does player 1 need for his imput? If he already has the software for ligh and low freqency sound does he need it again to get player 3's info?
Assuming dedicated port for each, 11 (5 base senses, + 4 cyber senses). I assume you're willing to drop touch, taste, et al., so really 6. Since you're capped still at 4, you'll want to choose the best (probably orientation system and maybe generic port for either low-light vision or hearing).
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Player 4 is a mage and is only willing to commit to non cybernetic equipment, however he has no clue what his options are and such player 1 also has no clue. What gear would you need to contribute the most and receive the most you can as a mage. how many ports would player 1 need for it?
He can't wire in any of his senses, he can only receive information. You would have to buy the non-cyber battletac receiver (good luck with that!) He gets the bonus to SUT, but that's about it.
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Player 2 is obviously kinda low on essence so he wants to keep that cost as low as possible as such hes going to take
a battleTac Cyberlink,
Now, he has alot of cybernetic sences like his orientation system, and cyber eyes, does he need a router to connect them to his cyberlink?
Strictly speaking, yes. However, if he has a datajack, he can leverage those ports as well. Remember though that most cybernetic senses are loaded into a single unit, so you'd need to hook up cyber eyes and cyber ears.
>Does he need a headware radio? or can he subsitute a non headware radio?
He needs a cyber-connected radio. You can connect a standard radio through a datajack, you just lose DNI control.
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Does he need a router to link his cyberlink to his image link?
By the rules, each cybernetic device has one available port. Unless neither his cyberlink nor his eyes are connected to any other device (radio, cyberlink, etc.), no. However, most likely, yes, he needs a router or a datajack to hook them together.
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How does he connect his natural sences to his cyberlink? is it already done, is it possible to do so at all?
The rules are unclear. I would assume it's not possible.
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Player 3's concerns are all similar to player 2's except he has a full military grade heavy armor with a heads up display instead of an image link, he wants to know what he would need to get this info to display here.
If he does not need to feed anything into the battletac system, he should get an external unit and plug it into the armor. If he wants an internal system, he hooks battletac to the datajack, datajack to the suit (presumably the suit has a router to hook it to the onboard radio too, so he may be able to get away with only one radio).
>Player 4 has no clue what he needs and even if he can contribute.
Player 4 needs a rulebook

Barring that, I would say he's like the mage player. If he has an external unit, he can use it to get the SUT bonus and indirect fire bonus. Otherwise, it doesn't help him.
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Edit: Also wondering, do senses "stack"? If multiple people have the same sence, like regular sight, low freq hearing, thermal vision, or orientation systems, do you get the benefit from them?
The rules don't specify. I would rule that, as long as each sense is providing new information, yes (this is why you get a bonus for cybereyes, but not a bonus for each cyber eyeball).
(Kliko wrote it tidier
Sorry for using different formats for quoting, apparently I had too many quotes.)