QUOTE (SaintHax @ Aug 14 2010, 06:58 PM)
I'm about as boss as you can get with a knife, a ranged build with half my karma is my equal in most circumstances-- better if he's cyber and there's a background count of 3 or more. I picked pistol, since I went knife-- closest comparison I could think of.
You've got to leverage the gear to your advantage, man.
1) Poison your blade, always. Narcoject adds 10stun to your attacks. If it doesn't put them out cold, it still adds cumulative negative modifiers from damage. Gamma-scopolamine causes instant paralysis, which is just another word for death. Suddenly, strength seems less important, neh?
2) Biomonitor + Auto-injector. Get several. Put them in your shin guards, forearm guards, everywhere. Biomonitor senses an overwhelming fear response, the auto-injector takes a non-action to dose you with Guts. You are now immune to fear. Damage = Stim patch. Toxin = antidote patch. Overflow = trauma patch. Having a pharmacopia at your fingertips can help you through some serious troubles.
Really, melee combat is about trapping a guy in an unfavorable position (-3 to shoot while in melee and you Intercept if he tries to disengage) and using Two Weapon Style maneuver to go on full defense while continuing to attack. Add on the Disarm maneuver and Arnis de Mano's damaging disarm ability, and, for less than 10 BP total, you will murder every chump who comes within arm's reach.
Sure, there are situations when closing distance with an enemy isn't a good option, but, when waiting around a corner with a held action is an option, walking into that is a bad scene even for a competent gunfighter.
But, we can all agree that the original scenario, as OP described it, was missing a bunch of negative modifiers.
Remember OP, you split up the character's dice between each gun, so that's 5 dice on one and 6 on the other. The gunfighter doesn't get smartlink bonuses when firing with two weapons simultaneously, so it is just 6 pistols + 5 agility.
Then, after being split up to 5 and 6 dice, there is a cumulative -2 penalty per target engaged in an IP. So, that's 5 dice for the primary target and 4 for the secondary target, or 6 and 3 dice.
Next, were there any negative modifiers? Did any of the targets have partial cover? Was the bar smoky? etc? That might shave some further dice off the first shots.
Now, it's time for the 2nd Simple action. So, that's two more guys for -4 and -6 dice respectively. Plus that stock character doesn't have any recoil compensation, so that's an additional -1 to the dice pool. So, he's left with 1 die on the 3rd target and -2 on the 4th, or -0 dice on the 3rd target and -1 on the 4th.
Not exactly four kills a pass.
Oh, and then there's defense.
The club-swinging attackers should be getting +2 dice to defense for running, since they'd likely be doing charge attacks. Possibly more for partial cover. Well, that's after they got caught flat-footed I guess..
But, once they do engage the gunslinger, his dicepool takes another -3 hit on all fronts, and if he tries to disengage to mitigate that, they can hit him again with a free action if they've got one available..
Don't worry too much about it. I've got some links for you though, which should help you keep track of all these overly-complicated things.
Cheet sheets here