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PresentPresence
I'm no Shadowrun expert, but I love making characters. Using DK's Excel Character Generator, I have created a dual-wielding gun adept, in response to a couple of topics going on in the forums concerning dual-wielding and the best firearm skill. Mine uses Automatics. I have not yet calculated dice pools, but they should be pretty sizable. I would appreciate suggestions for optimization, of course, as well as any gear suggestions I might have missed out on.

Gun Adept
Metatype: Ork {20 BP}

Attributes: {200 BP; 70 BP Special}
[ Spoiler ]
Qualities: {-10 Net BP }
[ Spoiler ]
Active Skills: {90 BP}
[ Spoiler ]
Adept Powers:
[ Spoiler ]
Knowledge Skills: {2 BP, 48 Free}
[ Spoiler ]
Resources: {12 BP; nuyen.gif 3,455 Remaining}
[ Spoiler ]
Contacts: {17 BP}
[ Spoiler ]
Basically, the guns have 4P (5P AP-1 with EX rounds) with SA/BF capability and two 30 ammo clips with RC 3, which neutralizes all recoil modifiers, but +4 Concealability (Hence the Elan, which has -5 and beats MAD scanners). Dicepool for shooting should be Automatics 6 + Agility 7 (P4MO and Kamikaze) before the split, with an additional + 3 from Improved Combat Ability and +2 from specialization, along with 5 IPs (If Kamikaze allows this) at 10 Initiative. Well?
Whipstitch
There's not much point in taking rating 2 Dodge on a character that has trained in Firefight and can parry with his hardened guns AND has Gymnastics/Athletics. I would just go ahead and drop it completely-- even with Improved Reflexes 3 and a whole bucket of passes I'm not so sure I'd give one up just for Full Dodge and 2 dice anyway. Without dodge you could bump up your Clubs to a 4 and be better at pistol whipping and parrying. Otherwise, you could shave some points off mental attributes, drop Dodge and bump Athletics up to a 4 and replace Mystic Armor with Improved Ability: Gymnastics. That way you'd be a much better athlete and have a nice Full Gymnastics Dodge* pool to break out in case someone starts gunning for you with wide bursts. 2 dice is unlikely to make a difference vs. automatic weapons fire but 6 dice can be a real difference maker.

*Gymnastics Dodge and the synergies it has with Synthacardium and Improved Ability is very powerful, but it may not be something your GM will necessarily appreciate. Personally, the only time I've seen the whole maximized Gymnastics Dodge package at my table has been with one of my own Prime Runner NPCs. I honestly forget what his name was. I just remember that on my laptop his notepad file was named "the cheese factory" and that he very nearly killed the Samurai. I usually only use that kind of modifier stacking to shore up characters who otherwise wouldn't have a defense pool worth mentioning at all rather than using it to build untouchable ninja monkeys. YMMV.
Udoshi
Martial arts qualities could be better. Firefight, while neat, is a concept best achieved by dipping Escrima and either Krav Maga or Sangre y Acero. On for damaging disarm, the other to get your 'ranged attacker in melee combat' penalty from 3 to 0.

Your adept powers need some work. Nimble Fingers lets you reload as a free action. If you're playing a flashy mixing-range-and-kungfu- style shooter martial artist dude, you want adept counterstrike.

You have Ambidexterity. This makes Off-hand training pointless. Swap it for Riposte instead. If you parry in combat, this lets you shoot someone. The attack doesn't need to be melee. You'll also need the Iajutsu maneuver to quickdraw your machine pistols - they're automatics, not pistols. You will also want the Full Offense maneuver - because you can use it in ranged combat just fine without penalty. Herding is actually pretty amazing with firefight, because the maneuver isn't melee only. You really can make people dance with it - and set them up in a clump to all be suppressive fired at once. Or driven out of cover.

Skinlink accessory your crusaders. Much more slot-efficient. Also, may i suggest keeping track of modslots used on your guns, since you're mixing accessories and mods?


Get yourself a Tacnet 1, a gecko-gripped iball with ultrasound and UWB, and pilot upgrade your Crusaders. Sadly, you'll need to use an internal mod smartlink for this, but you'll be able to claim a tacnet bonus just by yourself. Tacnet 1 is flexibile, pretty much anything with two channels to rub together can join it. If you're willing to sink a bif of cash into your guns, you ought to be able to get them to have 4 channels.

Change the meta-links programs for a user suite. Its cheaper than buying individually.

If you want your Ikon's agent to scan for you, it needs the Electronics Warfare autosoft. You may also want a Telematics Infrastructure 1 program, which tells you the physical location of wi-fi nodes in range without needing to Trace them.


If you're taking drugs/inhalers, just get an auto-injector and a biomonitor for your FFBA. Its a little more expensive, but more convenient.

You almost assuredly want the Hawk Eye quality. Machine pistols have short range. This will save your dice pools some grief, especially with 4A's increased range penalties. If you do go this route, Internal Smartlink mod your guns. This lets them take an Improved Rangefinder, which does stack with Hawk Eye (it is not a vision magnifier, or cyber/bio eye replacement). The net effect is to reduce your range penalties by one step, then reduce that by one dice. This lets you engage out to Long range without penalty, and Extreme at a -2. Definetely worth considering.

An advanced firefight tactic comes into play when you have the combination of Evasion and Riposte.Its made more effective with Disarm/Damaging disarm, Adept Counterstrike, and possibly finishing move.
You Run(for the defensive bonus) past an opponent, using your free action, or try to disengage. The goal here is to force an Interception attack - remember that Free Actions can be held later in the pass, because they're special like that. Interception attacks are free action attacks, they're basically SR4's 'attacks of opportunity'.
Once the opponent tries to strike you, you Parry, then Riposte with a point-blank burst their face.
Advanced users can use Firefight Herding to set up a group of enemies in a nearby clump, use this tactic to generate a ripostable attack, and then hit them all with a suppressive fire cone from a machine pistol.

Thats what comes to mind. Hope it helps.

Firefight: The martial art style is actully pretty weak by itself. Pretending you're a grammaton cleric, and actually using tactics and other martial art synergies available to you turns out to make it pretty effective. You're able to ignore a lot of penalties that would plague someone else attempting a similiar stunt.
Dakka Dakka
@Charactersheet:
Skills: Pilot Groundcraft needn't be specialized to a specific motorcycle, by strict RAW this isn't even possible. Bikes or for munchkins Wheeled will do fine.
Magic: I'd seriously rethink taking a Geas that is tied to rare medical treatment. Combat Sense at 1 does not do much. Better remove the Mystic Armor to get more Combat Sense. It is better not to be hit than to be good at soaking damage.
Bioware: if youcan spare th points, get Muscle Toner 2 or with Restricted gear 4.

QUOTE (Udoshi @ Nov 3 2010, 08:41 AM) *
You'll also need the Iajutsu maneuver to quickdraw your machine pistols - they're automatics, not pistols.
Machine Pistols are obviously pistols, no matter what skill is used.
Mäx
Here's my build for this:
[ Spoiler ]

Dicepools to shoot akimbo 11(agility)+9(automatic skill)= 20/2 =10+2(spec) = 12 dice per pistol and the pistols have enought RC to shoot 2 short bursts per IP with no recoil. Also still has 44BP:s left to spend and 23 800 nuyen.gif unused.

Shrike30
You can specialized Automatics in "Machine Pistols" and not have to restrict yourself to the Crusader. My preference tends towards either the TMP (large mags, start with full auto, not hard to slap a lot of RC onto) or the 5-7C (smaller mags, but built-in RC is always good when you start adding more, and full auto is just a mod point away).
Fauxknight
QUOTE (PresentPresence @ Nov 2 2010, 11:49 PM) *
Firearms Instructor L2 C1[/spoiler]Basically, the guns have 4P (5P AP-1 with EX rounds) with SA/BF capability and two 30 ammo clips with RC 3, which neutralizes all recoil modifiers, but +4 Concealability (Hence the Elan, which has -5 and beats MAD scanners). Dicepool for shooting should be Automatics 6 + Agility 7 (P4MO and Kamikaze) before the split, with an additional + 3 from Improved Combat Ability and +2 from specialization, along with 5 IPs (If Kamikaze allows this) at 10 Initiative. Well?


If you fire a two short bursts from each gun per initiative pass you have 5 recoil per weapon, which is 10 total recoil on your second simple action.

My suggestion is to switch to Steyr TMPs, they don't come with gas vents, but you'll want to buy gas vent 3s anyways. They're also FA (without having to mod it in), which means you can use tracers to give yourself a bonus to hit when they are set to FA, which allows the exacte same shorts bursts as BF plus some other options if you want. Dual-Wielding is one of the few situations when tracers are usefull since you can't use laser sight or smartlink bonuses anyways.

Generally though, once you have two FA weapons I find rather than two shots per simple action that dual-wielding is more usefull when you use one simple action to fire a single long burst and then the next simple action to fire a long burst from your other hand. This allows you to exceed the ammo output of a single weapon, to more than double your recoil compensation, while still being able to benefit from a smartlink and you don't have to split the pool (in otherwords its way more accurate and you always hit like a Mac truck).
Shrike30
The pair of long bursts is quite handy for targets that you're well matched with. The quad of short bursts does come into it's own fighting groups of less-well-equipped/trained yahoos, though.

That's also when suppressive fire becomes the shit, of course.
Mäx
Except only one long burst can be fired per IP, except if you have hypervelocity weapon/s.
sabs
QUOTE (Mäx @ Nov 3 2010, 05:08 PM) *
Except only one long burst can be fired per IP, except if you have hypervelocity weapon/s.


Per Weapon

hence the dual wield.
Mäx
QUOTE (sabs @ Nov 3 2010, 06:16 PM) *
Per Weapon

hence the dual wield.

The rules don't actually mention anythink about it being per weapon.
And really that doesn't make even any sense, if you can use one gun to shoot a long burst and then an other one to shoot a second long burst, what exactly stops you from doing both of those burst with the same gun.
sabs
Rate of Fire from the gun... I guess.
Yerameyahu
Game balance? smile.gif Too bad it fails.
Whipstitch
Firefight isn't that bad of a choice if he's only taking two advantages-- Although I much prefer taking the ranged in melee reduction over the dodge bonus-- and decides to stick with a skill rating of 2. I like damaging defensive disarms as much as the next guy, but it's really best used on characters who are genuinely expert level defenders rather than with a dabbling gunslinger lest you just end up taking it on the chin thanks to the 4 dice penalty, lack of reach and depending on your GM the improvised weapon penalties. I definitely agree in principle though; I tend to find combat characters most effective when they think of guns as their offense and of their melee skills as a bag of dirty self-defense tricks they spring on anyone foolish enough to try knifing them.


One other nice thing about firefight: it's basically a combination of fluff and GM fiat that determines whether or not the Martial Arts specialization and improvised weapon penalties are applicable to what you're attempting. Firefight has the advantage of being rather unambiguously about exactly what this character's main shtick is supposed to be, so it'd take a pretty cranky GM to deny to start throwing around penalties and denying bonuses.
PresentPresence
Thanks bunches for the input guys, your points all hold a great deal of validity. There are a couple things I am still considering however.
i can't believe I forgot the Elf agility boost, and of course SURGE is great. School of Hard Knocks is right out; I'd meant to use it for fluff where the character determines where they are based on the local graffiti, but that's what mapsofts are for. TMPs are also good, but I was wondering: How important is Quick Draw, really? I ask this because I was considering going the SuperMach route (HV SMGs), and while I can of course take Iaijutsu, that maneuver/PP could be put to better use, if Quick Draw is of lesser use. i hadn't realized that recoil kept adding up with more shots; I thought it ended with -2. One glaring question is this: Akimbo or one shot from each hand? Smartlink bonuses are great. I still don't fully understand how Tacnets work, for example, will I need a Cryptosense Module?

Man, I need to use more paragraphs :\
KarmaInferno
QUOTE (sabs @ Nov 3 2010, 12:16 PM) *
Per Weapon

hence the dual wield.

If you allow this, you allow potentially 8 short bursts per pass from someone rocking a pair of HV weapons.



-k
Zyerne
I personally prefer specialising in Akimbo for a little more versatility. I have nothing against machine pistols, the 5-7c being a favorite, but being able to use SMGs equally well has benefits.
Fauxknight
QUOTE (KarmaInferno @ Nov 3 2010, 08:13 PM) *
If you allow this, you allow potentially 8 short bursts per pass from someone rocking a pair of HV weapons.


You can only fire two weapons with the same action if it is a simple action to make the shot. Firing short bursts from a HV weapon requires you to be using the full burst option which is a complex action (and only functions mechanically like a short burst, technically its just spray and pray).
Fauxknight
QUOTE (PresentPresence @ Nov 3 2010, 07:43 PM) *
How important is Quick Draw, really?


I've never found it to be that necessary, it just lets you pull your weapon out and still make two attacks. Since you can usually only make one called shot per turn (and only with weapons that aren't set to FA) you only lose your less effective shot anyways. Then again dual wield is about more attacks that are less effective, like taking out a room full of grunts, as opposed to making one nice called shot that blows a troll away.

QUOTE
i hadn't realized that recoil kept adding up with more shots; I thought it ended with -2.


Yes, everytime you start your initiative pass (IP) you start at 0 recoil, and every shot you make in those 2 simple actions or 1 complex action stacks for that one IP. Strangely this means that someone with extra IPs not only has weapons that fire faster when they just hold the trigger down, but they also get more recoil compensation out of them as well.

QUOTE
One glaring question is this: Akimbo or one shot from each hand?


The real benefit from holding two weapons is the larger number of options you have, you don't have to do one or the other, pick what works for the moment. You see lots of thugs, go nutz, you see one troll, called shot to the nutz.

QUOTE
Smartlink bonuses are great.


...but they don't work when firing two weapons with the same action. Still having smartlinked weapons gives you more options and more utility (like easy eject clips), just make sure your PAN that the smartlinked weapons are running on is wireless or very difficult to hack.

QUOTE
I still don't fully understand how Tacnets work, for example, will I need a Cryptosense Module?


Technically you dont, the software just needs the sensory input to assist each person. I would think it might benefit a person on a tacnet to have one though, any time you can tap into someone elses senses its nice to be able to intreprety what they're seeing yourself.
Yerameyahu
Actually, it's never been really clear to me what, if any, function the Cryptosense Module has. Are you saying it's for sharing senses directly from other people?

My understanding was that its sole use is to *not* get screwed by Cryptsense Sculpting (at most, a *possible* -1 to *some* actions)… except you can just use a Reality Filter.
Magus
CryptoSense Module is for use with Matrix security. Let us say that a node is encrypted and uses a cryptosense, so one you have to use a decrypt action to unencrypt the node. Now the node designer used the cryptosense module to make the whole node viewable in UV. Even with the decrypt the node looks empty, with the module you can see it for what it truly is. I think this also defeats the reality filter as well. You would have to check Unwired Security Tricks for that. AFB at the moment.
Yerameyahu
Nope. The most it can do is "-1 to some actions (GM discretion)" and Reality Filter defeats *it*. *shrug* It just seems very VERY niche.
Magus
eh. I never really thought much on it. I agree with you it is very nichetastic and adds nothing to the gameplay.
PresentPresence
I thought that Cryptosense was used when sharing senses from outside sources, like, say, Adept Animal Attunement with an animal that had ultrasound sensing capabilities. I also thought that one's neural systems would have to be able to process the senses that the Tacnet was supplying, but I guess it is more like a network of information than an actual sense-sharing network. Tacnets still confuse me, if someone gave me a detailed list of all the equipment required (and whether or not it is even cost-effective for the seemingly GM-decided bonuses) I might implement it.
I took the Geasa for P4MO because, well, I plan to be on it all the time, which is also why I took a Loyalty 5 Street Doc contact. Which makes me wonder, how do drugs affect the Augmented Maximum for stats? I hope they can exceed it.
Would you allow Lined Coats and Hel Suits to stack? Please say yes. wobble.gif
How should I handle my firing capabilities? BF, FA, HV; SB, FB, WB, LB, NB, SF? Gah, it's so confusing!

And now another CS utilizing more Agility, courtesy of Elfiness, SURGE, and good-old fashioned bioware, and less of a focus on Martial Arts mixed range combat.
[ Spoiler ]


Woof. Well it was easier to copy since I just had to edit the previous CS. So here's what we got: 10 B/I armor unencumbered (if stacking applies) or 11 B and 12 I with a Bike Racing Helmet (unencumbered with Kamikaze), 10 Intitiative, 4 IPs with Kamikaze, and some good pools. Firearms akimbo should be 6 (Firearms) + 15 (Agility with P4MO and Kamikaze) before the split, with 2 (Specialization) + 2 (Improved Combat Ability-is this before or after the split?) + 1-3 (Tracer Rounds), with 6 RC in each weapon, for a grand total of what, 17/16? Am I doing this right? Gymnastics Dodge, if I understand this correctly, should be 2 (Gymnastics) + 15 (Agility - or does it use Reaction?) + 1 (Improved Physical Ability) + 3 (Synthacardium) for 21 dice (or 13 with Reaction - still pretty sizable).

Amidoinitrite?
Yerameyahu
Yeah, AFAIK, Tacnets do not share senses.

You can have a Geas for 'on P4MO'? That's… interesting. :/

Separate items of worn armor don't stack, unless specified (FFBA, PPP, etc.).

Dodging uses Reaction.

Improved Ability is pre-split, and subject to 'max augmented skill' limits (not a problem with 6 and 2).

… Do you really want to be so completely minxmaxed? smile.gif I hope it's a just proof of concept, or your GM will eat you.
PresentPresence
QUOTE (Yerameyahu @ Nov 3 2010, 10:42 PM) *
You can have a Geas for 'on P4MO'?
I guess, Condition Gaesa have 'drunk' as an example, so why not 'high' (although I don't think you really get high on P4MO, just, like, really invigorated)?
QUOTE (Yerameyahu @ Nov 3 2010, 10:42 PM) *
Do you really want to be so completely minxmaxed? smile.gif I hope it's a just proof of concept, or your GM will eat you.
It seems to be a really complicated build. I think I would rather "play" a more generalized character, but I might be afraid to "run" one; I'd be more afraid of the GM eating a non-specialized character than a powerful niche character. Then again, I have very little experience with this; I am currently doing my first run (on a PbP site), and we're playing Knight Errant officers, so it is likely a vastly different experience, but, at least I'm hoping, it will be easier this way. I think I would rather have an army of beat cops behind me than a shady group of professional criminals who are mostly in it for nuyen and giggles. And a 16 Availability cap wink.gif
Yerameyahu
Haha. I meant more that the GM would *want* to harm you. And I'm not sure you'll fit in with KE guys, but enjoy: RP covers a multitude of sins. smile.gif
Whipstitch
A high seems like quite the stretch since fluff-wise P4MO as written is really just blood doping... FROM THE FUTURE. Which, honestly, means that the Agility bonus doesn't even really make much sense given what the P4MO is supposed to do. If anything it should mitigate Fatigue and perhaps provide a bonus to highly aerobic activities like some Athletics tests like running or swimming. Fluff wise it should be the kind of PED that keeps Tour de France officials awake at night rather than something an Olympic marksman would be tempted to get done before match.

Plus, it's probably a good thing that Shadowrun doesn't really have super detailed damage rules. It'd suck to get shot up and then have to wait on the blood transfusion because putting more P4MO into your system would give you an embolism.
Yerameyahu
Yeah, P4MO should be an Athletics bonus, not Agility, but that's a separate issue. smile.gif

A geas should be something theoretically *limiting*, and it's up to the GM to decide, but I just thought I'd ask. It's pretty cheesy. biggrin.gif
Mäx
QUOTE (PresentPresence @ Nov 4 2010, 05:36 AM) *
Firearms akimbo should be 6 (Firearms) + 15 (Agility with P4MO and Kamikaze) before the split, with 2 (Specialization) + 2 (Improved Combat Ability-is this before or after the split?) + 1-3 (Tracer Rounds), with 6 RC in each weapon, for a grand total of what, 17/16? Am I doing this right?

Not really, next caculation is for short bursts:
Automatics 8(improved ability raises your skill rating) + Agility 13(the drugs do you squat, as your allready at augmented max) = 21/2 = 11/10 + Specialization 2 + Tracers 1 = 14/13 dice.
PresentPresence
QUOTE (Yerameyahu @ Nov 4 2010, 12:06 AM) *
Haha. I meant more that the GM would *want* to harm you. And I'm not sure you'll fit in with KE guys, but enjoy: RP covers a multitude of sins. smile.gif
Not this character, my KE guy is an Armorer/Weapon Specialist.
QUOTE (Mäx @ Nov 4 2010, 01:30 AM) *
Not really, next caculation is for short bursts:
Automatics 8(improved ability raises your skill rating) + Agility 13(the drugs do you squat, as your allready at augmented max) = 21/2 = 11/10 + Specialization 2 + Tracers 1 = 14/13 dice.
Guess that means I have to rethink the 'ware. Getting rid of Suprathyroid alone saves me 14 BP and .7 Essence.
Dakka Dakka
QUOTE (PresentPresence @ Nov 5 2010, 01:13 PM) *
Guess that means I have to rethink the 'ware. Getting rid of Suprathyroid alone saves me 14 BP and .7 Essence.
Maybe think about removing something else. The suprathyroid galnd also gives you +1 to BOD (very rare) and STR.
Mäx
QUOTE (PresentPresence @ Nov 5 2010, 02:13 PM) *
Guess that means I have to rethink the 'ware. Getting rid of Suprathyroid alone saves me 14 BP and .7 Essence.

Or maybe just get rid of the drugs, Suprathyroid is one of the best implants out there and having 13 Agility without drugs is better then having 13 Agility while on drugs
Dakka Dakka
The drugs seem to be part of the concept. I suggested removing them before.
PresentPresence
I just thought it would be a cheap and easy way to get additional agility and a "relatively" safe Geas, as it is active all week.
mmmkay
QUOTE (Udoshi @ Nov 3 2010, 12:41 AM) *
An advanced firefight tactic comes into play when you have the combination of Evasion and Riposte.Its made more effective with Disarm/Damaging disarm, Adept Counterstrike, and possibly finishing move.
You Run(for the defensive bonus) past an opponent, using your free action, or try to disengage. The goal here is to force an Interception attack - remember that Free Actions can be held later in the pass, because they're special like that. Interception attacks are free action attacks, they're basically SR4's 'attacks of opportunity'.
Once the opponent tries to strike you, you Parry, then Riposte with a point-blank burst their face.
Advanced users can use Firefight Herding to set up a group of enemies in a nearby clump, use this tactic to generate a ripostable attack, and then hit them all with a suppressive fire cone from a machine pistol.


Although your post was on the whole inspiring, adept counterstrike and finishing move only apply bonuses to a follow-up melee attack (hence it doesn't work with ranged weapons -- gun-fu). I tried to come up with something half as cool as the ideal combination of riposte with adept counterstrike a while ago when I realized it wasn't possible, but suppressive fire combos with some maneuvers surprisingly well. Additionally if it is the first initiative pass then you can spend simple action x2 attacking and then spend your free action running to be intercepted and then using riposte attack for a third time that pass. Sadly you take a +2 (point blank) - 3 (attacker in melee) - 2(attack running) = -3 dice pool modifier to your riposte attack and sadly your next IP has one less simple action to spend because the follow up attack with riposte is an interrupt action. So potentially using riposte on every IP would result in at most 1 more simple action spent shooting face.
PresentPresence
Man, these mechanics are starting to get crazy. I'm beginning to lean towards a pure dakka build. Ork, Max Agility and Automatics, as much RC possible, dual wield SMGs (HV?) with MPs in cyberarms. Jah?
mmmkay
what is an MP (MPs in cyberarms...)?
PresentPresence
Machine Pistol, externally mounted. Smartgun controlled, though no bonus. frown.gif I'm still figuring out, though: Can I take super low Agility as an attribute, but have very Agile cyberarms and use their stats while shooting? Is this RAW? Is this an optional rule within the RAW books? Is this a common GM houserule?
Dakka Dakka
Ah Cyberlimb Attributes again...
It's pretty much up to the GM, when you can use the cyberlimb's Attribute alone, use the average across all limbs or even have to use the minimum of all limbs.
There are several threads about this on dumpshock.

Don't forget, the shooting skill by far isn't the only skill tied to Agility. You'll miss out on a lot of dice in a lot of skills if you neglect natural AGI.
You will also want to by a lot of BOD for the limbs, otherwise the bonus from being an ork will be lost.
PresentPresence
The problem is, you can't hide a non-modular arm, which are only available in lower limb or hand models, and the External Weapon Mount requires a full limb.

Dakka Arm
Custom Obvious Full Cyberarm - Agility 6, Body 4, Strength 3 [Y 21,000, Av. 8]
External Weapon Mount [7 slots, Y 2,500, Av. 16F]
Cyberarm Gyromount [4 slots, Y 6,000, Av. 12]
Armor Enhancement R2 [4 slots, Y 600, Av. 10]
(I can't decide whether or not to take Enhanced Capacity. This is pretty much obvious enough as it is, and irrevocably illegal. If I did, though, I could take an Agility R3 Enhancement and a Body R1 one...)
Total: Y 30,100

Dakka Leg
Custom Obvious Lower Cyberleg - Agility 6, Body 4, Strength 3 [Y 16,000, Av. 8]
Foot Anchor [3 slots, Y 4,000, Av. 10]
Armor Enhancement R2 [4 slots, Y 600, Av. 10]
Agility Enhancement R3 [3 slots, Y 750, Av. 9]
Body Enhancement R2 [2 slots, Y 400, Av. 6]
Total: Y 21,750
Dakka Dakka
QUOTE (PresentPresence @ Nov 17 2010, 02:17 PM) *
The problem is, you can't hide a non-modular arm, which are only available in lower limb or hand models, and the External Weapon Mount requires a full limb.

Dakka Arm
Custom Obvious Full Cyberarm - Agility 6, Body 4, Strength 3 [Y 21,00, Av. 8]
External Weapon Mount [7 slots, Y 2,500, Av. 16F]
Cyberarm Gyromount [4 slots, Y 6,000, Av. 12]
Armor Enhancement R2 [4 slots, Y 600, Av. 10]
(I can't decide whether or not to take Enhanced Capacity. This is pretty much obvious enough as it is, and irrevocably illegal. If I did, though, I could take an Agility R3 Enhancement and a Body R1 one...)
What't the reason for the external weapon mount? Just use a weapon in the hand.Removing the mount will easily get your AGI to 9 and you still have room for all sorts of other stuff. AFAIK there is no benefit from it. you cannot fire any more weapons than you normally can.
Neraph
I think the idea was to wield two MPs and have two attached to your arms for four MP total. Maybe they were SMGs. It mentally looks cool but your dicepools are going to be really, really poor.
Dakka Dakka
Not only will the pools be poor, I don't know where you get the extra actions to fire the mounted MPs.
Neraph
Where does a Nartaki? You fire them all simultaneously.
Zyerne
They are essentially fixed drones so you can just tell them to shoot anyone not on your side.
Dakka Dakka
Forget about my comment. I forgot that the mounts are considered smart-firing platforms.
PresentPresence
Finished editing the limbs, I had to leave abruptly mid-post.
So, a Class II SURGEd Nartaki with additional Shiva Arms and 25 BP's worth of Ambidextrous. If Ambidexterity can be bought with Karma, I might consider taking just 15 BP's worth and Born Rich and buy it after the jump. That means six arms firing twelve guns simultaneously. Take some HVs with me and I think I'll have almost enough dakka (protip: you can never have enough. smokin.gif ).
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