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SuperSpy
QUOTE ("SR3 @ page 280")
Gyro systems add +4 to the wearer's target numbers in melee combat, and only allow him to use half his Combat Pool dice.

My players are in a bit of a dispute over the grammar of the above sentence.

Does this mean that players wearing a gyro mount only have half their combat pool in melee combat, or do they only have half their combat pool period? If anyone has any references to somewhere this is better spelled out it would be greatly appreciated.

Thanks for your help.
hahnsoo
QUOTE (SuperSpy)
My players are in a bit of a dispute over the grammar of the above sentence.

Does this mean that players wearing a gyro mount only have half their combat pool in melee combat, or do they only have half their combat pool period? If anyone has any references to somewhere this is better spelled out it would be greatly appreciated.

You only get half your Combat Pool, for any combat... there is no reason for having "half Combat Pool, but only in certain situations" because that would make it unnecessarily complicated to calculate. You can't dodge as well when you have an industrial grade gyroscope and large mounted arm attached to yourself.
toturi
The halved combat pool applies as long as you have a gyro stabilisation unit on.
lorthazar
Actually if you think for more than fifteen seconds about it, the halving of the combat pool in all situations is kinda ridiculous. I mean why should have only half your pool for firing the gun that is on the the gyromount or soaking damage? Neither of these would be affected by the gyromount. So it might be reasonable to rule that half the Combat Pool is only usable for Firing the gun on the gyromount and soak tests.
Kagetenshi
As for firing the gun, it makes perfect sense. Just because the gun's near-perfectly stable while firing doesn't mean you can aim it as readily; quite the opposite, in fact. You're trading dice for a TN mod.

~J
amadeus
hmm, good question....

I am torn, when reading the sentence it reads like it is only talking about melee combat.

But, when I think about it, it seems that it would apply everywhere, kinda like the combat pool reduction when layering armor.

IMO, your call or at least the GM's call.
(need to ask my GM about this...)

amadeus
Syd
If I recall my second edition (I think it was first in the SSC), it impacts all kinds of stuff. I've always thought about Combat Pool as a character's ability to juke and jive to avoid damage and swing weapons faster. The gyromount is a big ol' (very effective) motion dampener, so it's gonna effect everything.

If you're mounting an M60, there's a 25 pound weight, far from your center of gravity, that doesn't want to move for hell or high water.
Edward
I would say that the combat pool penalty applies at all times

Another question would be dos it apply if the gyro harness is worn but not turned on (giros stationary). I would say not (but obviously it’s not providing any benefit.)

Edward
BGMFH
The modifier applies at all times to PC and only in melee combat to NPCs, until your players catch you and then it applies at all times to NPCs too.
SuperSpy
QUOTE (hahnsoo @ Apr 22 2005, 07:40 PM)
... there is no reason for having "half Combat Pool, but only in certain situations" because that would make it unnecessarily complicated to calculate.

While I agree with everything else you say, there is precedence in canon for this happening. For example, under "Attacks against Passengers" in the Vehciles and Drones rules it says...

QUOTE ("SR3 @ page 149")
Passengers can only use half their Combat Pool dice (round down) for Dodge or Damage Resistance Tests.

But I do find myself in agreement with the general consensus that gyro stabilization halves CP in all situations. Although I would have appreciated it stated a bit more obviously in the text.

Thanks for your help, everyone.

BTW, if anyone's looking for a free Deluxe Gyro Mount, one has just been abandoned on the 50th floor of the Renraku Arcology.
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