QUOTE (Stahlseele @ Feb 1 2012, 02:33 PM)
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doo eet . .
show us a gunomancer!
Off the top of my head in no particular order: Going for a more of a biosam. Not pulling the punches on the raw-abuse just because sammies are kinda underpowered compared to other archetypes.
Elf. Genetic optimization: agility raises augmented max to 12. Muscle toner 4 takes care of the rest.
(But a superthyroid + vegsin will take care of the the hardmax tax at no lifestyle increase)
Reflex Recorder: Firearms group + Reflex Recorder: Automatics + Automatics spec and skill at 6 brings skiill to 8:+2
12+8 = 20. Close enough.
Tacnet and smartlink to flavor. I've recently realized that Ocular Drones are actually really really good. When you have drones for eyes, you can count em towards a tacnet, which is awesome. A tacnet 4 running on an Optimized commlink is worth 5 dice.
My other favorite build is making skillwires good.
A skillwire at 4, running Overdrive at 3 with Personalized and a Focus Reality Amplifier is actually really, really good. Since cyberware has a device rating, and the commlink mod rules state that all electronic devices(not JUST comms), have modslots, then you can hardware optimize the skillwire(or more likely movebywire) to run a particular program at +1 dice. What you want that skill to be is kind of up to you.
That nets you 5-9 dice on a skill for pure money, depending on how you play it, is pretty good. Throw in a skillwire expert system, and you're good to go.
The kicker though, comes with specs. Specializations are a dice pool modifier that applies to any given test they are valid for.
Skillwares(all types) are interesting because they do something special. (4a 330): When a skill test is called for, the character may use the skillsoft rating in place of an appropriate skill. If the character already possesses the skill, use whichever rating is higher.
lets use Automatics as an example. This means yoiu're still rolling an Opposed Agility + Automatics
Test, that you declared in step 3a of the action phase, but you're swapping a different # for automatics. (also see opposed test notation 64)
From the FAQ, we know that the example specializations in the book aren't the only ones and we can make up our own.
Combining the two, we us the skill of Automatics 1: Skillwires +2. Or activesofts, whichever.
If you ever get hacked, you're screwed, but if you want to play major kusanagi type: a human so adept to being a machine that they EXCEL with it, this is how you do it. There's actually a benefit to having both the skill and the wire.
Agility as before, or using an customized cyberlimb to hit the augmented max agility (genetic optimization does help here) you have the same agility component of the dice pool, plus a better skill.
Best part?
No surge involved. Just cold metal, like a good sammy should be.