QUOTE (Medicineman @ Aug 28 2012, 03:23 AM)

I'm about to create a Nartaki with 4 Cyberarms.
the Upperarms will have AGI 8 the two Lower Arms AGI 6 each.
(She's also got Ambidexterity 3 x )
what are the Pools when I split them to shoot Akimbo ?
2 Assaultrifles 1 for both right Arms and both left Arms is easy ,its AGI 7 for the calculation
but what with 3 or 4 Automatik Pistols/SMGs ?
What if 1 Assaultrifles is used by the 2 upper Arms(AGI

and 1 from the two lower Arms(AGI 6) ?
Usually I know the Akimbo Rules (I already played with a Nartaki Adept) but they are for equal Attributes in all Limbs.....
A more in-depth answer:
Attacker using a second firearm:(4a 150): Characters can use
two pistol- or SMG-class weapons, one in each hand, firing both with a single Simple Action. Doing so, however, requires that the character split his dice pool between the attacks.
If two separate skills are being used (Pistols and Automatics), use the smallest dice pool.
Split the pool before applying modifiers. Two-gun attacks also negate any dice pool bonuses from smartlinks or laser sights.
Additionally, any uncompensated recoil modifiers applicable to one weapon also apply to the other weapon.Using assault rifles in one hand is covered under Arsenal Optional Rules: 162, using two handed firearms. Doing it with one hand is a -2, -1 if you're a troll.
4a 343, Cyberlimbs: When a particular limb is used for a test (such as leading an attack with your cyberarm), use the attribute for that limb (natural or cyber); in any other case, take the average value of all limbs involved in the task (round down).
If a task requires the careful coordination of several limbs, use the value of the weakest limb.Put all those together, and you basically get this:
((Lowest Agi of Limbs)+(lowest of mixed Skills)) % # of limbs firing. (note that the split isn't a forced rounding, if you have an odd die out, its going to go towards one attack. Likewise, you can have one a bunch of weak attacks(one die each to get Defender -1 penalties) and one strong attack(all the rest of the dice).
I've played around with this concept before, and basically what you want to do is load up on as many Dice Pool Modifiers as possible. You split BEFORE applying modifiers.
Specialization counts after the split
Sideways counts after the split
Synch counts after the split
tacnet counts after the split (while smartlink bonuses don't apply, smartlinks DO come with a Camera and a Laser Rangefinder, giving it a leg up on joining a tacnet.)
tracer ammo counts after the split
red dot sights are not called out as losing the bonus while multigunning like laser sights and smartlinks are. (they SHOULD be, so use at your own risk)
Also make
sure that all recoil is accounted for, because recoil spillover will screw all of your dice pools.
My advice is to go Adept. One point of essence loss for Ware covers all the bases you want - restricted gear for muscle toner 8, other biowares, and you really, really, really want as much Dice Pool Penalty mitigation as possible. Adept Centering and Heightened Concentration go a long way towards this.