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Straw Man
QUOTE (Mortax)
QUOTE (Straw Man @ Jul 23 2005, 01:03 PM)
Free Action to Activate Brightlights, Complex Cyber-Implant Combat (With Close-Combat Option from Pentjak-Silat), using Improved hand razors coated with Hyper-DMSO and Bliss-DMSO fed from Venom Sacs.

Can you say +10 TN modifier? Sure. I knew you could.

That is one I'm gonna remember. smile.gif

Heheh. It's boss. I believe the TN + to magic can get as high as +14. Plus it causes 3 seperate damage bits. (though it was pointed out to me that viz mods are halved in melee, so the brightlights are only +2. I had forgotten). The best part is, they usually live through it. They're just incapable of doing... anything. Perfect for subduing combat.

If you want them dead, trade the Hyper and Bliss for Cyanide and Atropine.
tisoz
QUOTE (Straw Man)
QUOTE (Mortax @ Jul 25 2005, 08:36 PM)
QUOTE (Straw Man @ Jul 23 2005, 01:03 PM)
Free Action to Activate Brightlights, Complex Cyber-Implant Combat (With Close-Combat Option from Pentjak-Silat), using Improved hand razors coated with Hyper-DMSO and Bliss-DMSO fed from Venom Sacs.

Can you say +10 TN modifier? Sure. I knew you could.

That is one I'm gonna remember. smile.gif

Heheh. It's boss. I believe the TN + to magic can get as high as +14. Plus it causes 3 seperate damage bits. (though it was pointed out to me that viz mods are halved in melee, so the brightlights are only +2. I had forgotten). The best part is, they usually live through it. They're just incapable of doing... anything. Perfect for subduing combat.

If you want them dead, trade the Hyper and Bliss for Cyanide and Atropine.

Imagine a magician using this as he makes his unarmed combat (cyber implant is a specialization) test to cast a Touch range spell (like stun touch or cause allergy). Further -1 TN and possibly more damage and/or TN modifiers.
Shadow
I thought you meant "Attack Method" as in Method who posts on these boards grinbig.gif
fistandantilus4.0
QUOTE (Edge2054)

Still trying to convince my GM to let me toss the monowhip in the finger compartment though. Call having that around his plan B.


Funny you should mention that. Plan B on here is a player in my game (team's name is also PLan B), has thus very toy. Very handy, very multipurpose (like if you cna't fine anything to cut cheese with).
Critias
QUOTE (tisoz)
Imagine a magician using this as he makes his unarmed combat (cyber implant is a specialization) test to cast a Touch range spell (like stun touch or cause allergy). Further -1 TN and possibly more damage and/or TN modifiers.

Cyber-Implant is it's own skill, whether using CC's martial arts rules or not.
tisoz
Doh!

Must be too tired. Looked at Unarmed Combat on page 86 and saw cyber implant as a default and transposed to specialization.

Thanks for catching that.
Edge2054
*grins evilly* Always been one of my favs too. GM doesn't let the Dikoted ammo in anymore but still a hell of an attack.
Ol' Scratch
Intimidation (Mental) or Negotation (Bribe).
Edge2054
An uber hot deck and the computer skill to hack into an orbital laser sat!!

*not sure such even exists but I can dream*
Panzergeist
Sarin gas. If those crazy Japanese cultists could make it in real life, a good shadowrunning group can make it in shadowrun.
SL James
Those "crazy Japanese cultists" also contained a disproportionate number of technically proficient and well-placed individuals.
The Grifter
Eh, call me old fashioned, but I just prefer the ole double barrel sawed-off.
Panzergeist
A rating 6 skill should do the trick. The difficulty is getting the equipment to produce it. Well, that and not incuring too much collateral damage and causing the FBI to add you to the most wanted list.
The Grifter
Sarin gas wouldn't cause collateral damage.
Lindt
Cold hard cred. Pay someone else to do it better.
Angelone
For my current character my fav. is kamikaze cat drones*.

Usually Elemental manips. all the way.

*Those pet drones from SSG with some explosives placed in 'em.
Wiz In Red
One of the guys I went on with was freaking out with his explosives...we were assaulting a yacht out in Pugent Sound. He was going scuba, and was being attacked by a BIG MF shark. What's he do? Sticks some plastique on the spear gun with an impact fuse and shot it right into the shark's gaping maw. Those of us who were coming in on the boat after he cleared the deck went right through the bloody chum floating to the surface...it was sweet.
Lindt
No check that. Paratrooper Devil rats, all wacked up on kamakize, in little leather bomber jackets.
M.A.L.E-man
Levitate...
up 30 meters or so...
drop.

Levitate is a manipulation spell sure, but its the sudden stop that kills ya...

ohplease.gif
hobgoblin
whatever gets the job done. alltho if everything else fail, some tons of explosives gets layerd ontop of the job and detonated just to make sure cyber.gif
psykotisk_overlegen
Firearms.
Even if you lose you've had your dose of bangs and flashes. Weee! grinbig.gif
Lucifer
Pistols are undeniably utilitarian. They can be concealed, silenced, and sometimes even explained away or ignored. They come in so many different kinds; standard, burst-fire, automatic machine pistols, dart guns, stun guns. They're infinitely available and yet, with the right ammo for the situation, surprisingly versatile and reliable.

I find it very, very hard to make a character without the Pistols skill. It's just the best possible value for the points spent.

By a similar token, Unarmed (and the associated Martial Arts skills, in particular Savate) are hard to ignore. And not just for Killing Hands Adepts - Titanium Bone Lacing can turn a relatively 'average' street samurai's kick attack into a cannon. You're never without it, it's usually effective, and even when you aren't specifically using it you have it to benefit you as a passive defense against opponents who attack in melee. It's untraceable, has infinite concealability, and can be silent when needed.

For heavy combat, though, I prefer the stately Assault Rifle. The weapon has enough power that, with APDS/AV ammo, you should rarely have to worry about hardened armor. Against most targets, simple Burst Fire attacks will be unavoidably deadly; when the heavy stuff comes a'calling, the Full Auto mode gives you at least a snowball's chance in hell. The range is excellent, the ammo capacity is respectable even without modifications, and the weapons accept a full range of mounts and mods to infinitely increase their versatility; lights, scopes, underbarrel launchers and grapples, ultrasound sights, targeting designators, whatever you need!

I use Shotguns and Grenades sometimes. Shotguns usually replace Assault Rifles, purely for stylistic reasons, though I honestly find they're rarely if ever as effective overall; I think my "Para-Hunter" character got good mileage out of them simply because most critters are unarmored, but that's about it. Grenades, even without Throwing Skill, can be very handy... drop a few live ones as you run and let them discourage pursuit, or just chuck them into the middle of a hallway to scatter your enemies while you make for an exit. The threat is more important than the actual damage, usually.

My least used weapons are SMGs - I find that if I need to be silent or concealed I need a pistol, and if I don't need to be I'd much rather have an AR - the various launchers (simply don't have the skills), and melee weapons (too much trouble to lug anything but a knife or baton around).
Mortax
QUOTE (M.A.L.E-man)
Levitate...
up 30 meters or so...
drop.

Levitate is a manipulation spell sure, but its the sudden stop that kills ya...

ohplease.gif

Hehehe. Used that one myself a time or two.
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