QUOTE (Mr. Smileys @ Jul 1 2011, 10:04 AM)

What about a Reflex Recorder for longarms. That should give you another +1 to your DP. And then taking the Krav-Maga Martial art for take aim as a free action. So in one IP you Take Aim x2 (1 free, 1 simple) then shoot and have a DP of 45.
Then you also take the Lucky quality giving you +1 edge putting you at a DP of 46 re-rolling all 6s.
Nope. The reflex recorder won't help if you
already have improved ability: 3, since the augmented skill cap is 10.
The diagnostics power of a sprite doesn't actually give bonus dice for shooting. It gives a bonus to
use the device it is analyzing, and it is being used on the smartlink. So you get a bonus to your test to use your smartlink. Of course, using a smartlink doesn't involve a test, so no discernable effect.
Analyze device works, although that's really using the spell outside of its intended scope. But that's one of the benefits of threads like this - to show cheesy areas that need to be house ruled. Note that while the enhance aim spell doesn't directly give you any dice, it can negate range category penalties without the character needing to take aim. This means that you can use take aim to get bonuses, instead.
Possession spirits don't really work - the Agility is already at the augmented maximum, and the skill is the spirit's own - as compared to 10 + specialization for the character presented, and a spirit wouldn't be able to use things like the smartlink or tacnet. Theoretically, you could get a higher dice pool, but only because spirit Force (and therefore skill) is not capped - although in my opinion, both
should be. Item attunement is similar. Theoretically, there is no limit to initiate grade, so a zillionth level initiate would have half a zillion bonus dice. In
practice, you would have to be a 12th grade initiate to have +6 dice, and merely break even with the 6 dice you would lose from not being able to use the smartlink or tacnet.