QUOTE (Kraegor @ Aug 5 2010, 11:59 PM)

Alright, new campaign. New GM. He is playing a little hardball. Nothing over 12 restriction (not even with Restricted Gear quality). SR4A main book only. (Although some qualities and cyber options from Runners Companion and Augmentation, etc will be allowed).
Need a Street Sam/Gunslinger with at least 16 dice in guns. No ambidex characters unless you can get both guns at 14+ dice each. I am thinking Orc,
Other than those restrictions, every other form of character making is in. 400BP system. (250Y limit for 50bps for items)
Alright, allright. Lets break out the nasty tricks. I'm going for the gunslinger build.
Move By Wire 1 in Augmentation is avail 12.
It stacks with Reaction Enhancers, which are cheap, so get those. You're going to need a high reaction to tank. (alternatively, blow a lot of cash on a synaptic booster 2. Its Rating x 6 availabilty)
Grab 5bp of Martial Arts(krav or firefight for flavor). Snag Watchful guard for 2bp, and another 2bp for Full Offense(read it. you can still defend against ranged attacks)
Another 5bp for more martial arts. I recommend kung fu for the general dodge bonus. Snag riposte(which lets you parry melee, then shoot someone).
5bp for ambidexterity.
Bone Density 4 lets you punch like a tank, and take bullets like one. Its also avail 12.
You have two options to pump your agility. The first is a pair of high agility customized cyberhands(or lower arms for cyberarm slides). Agility 9 is pretty cheap. Or you can use a decent starting agility and go for Muscle Toner/aug(you'll be limited to 2 at start, but upgrading to 4 should be within your ability soon enough). Both are valid options
Get a biomonitor and an Autoinjector. They're both cheap, and can go in cyberlimbs if you so desire(or armor, such as an undersuit of FFBA). Take one with Cram, and one with Jazz. That's two extra passes if you need it.
Grab a tacnet 2. Its availability 10. Whatever you run it on, whether it be a datajack or a commlink.Its going to need 4 people to run, and 4 sensor channels, and adds 3 dice due to the hardware mod. First: Get an offensive iball, gecko tip it, improvd sensor array, and make sure it has a good camera and either radar or ultrawideband. Its going to stay in your pocket. Next, choose your guns. Smartlink then, Pilot Upgrade them(arsenal mod). Now they count as drones. The smartlinks come with a camera and laser rangefinder(2 channels), and can take vision enhancements. give them two more so they meet the channel requirement. Now get yourself a snazzy pair of goggles and earbuds so YOU meet the sensor channel requirement. You may not get the smartlink bonus for double wielding, but you do get the tacnet bonus all the time.
Skillwires are also a decent choice for a dual wielding sam - the Personalized option adds +1 to the -test-, so its not split, overdrive 1 can add another dice, and the penalties can be canceled out with a Focus reality amplifier and a sim module, and hardware optimization can add another +1 to a specific activesoft(such as your main gun skill). Thats 3 dice after the split, so while you may be limited to a rating 3 skillwire at start, it benefits both guns.
If you really, really, really wanted to, then agility 9 with Aptitude and a skill at 7 would net you 16 dice base, so that's 8 after the split. Its very expensive(due to attribute costs), but an Elf with Muscle toner 2 can do it. Upgrading the toner to 4 and picking up a genetic optimization(agility) will let you have an agility of 11, plus your primary weapon skill of 7, which is 9 dice after the split before bonuses.
I would definitely go Automatics for your primary weapon skill. The warhawk is nice, but machine pistols can handle people just fine. You can always decide to stop double wielding, pick up an assault rifle, and put down a ton of dice at a decent range with an alpha or ak