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Leviathan
I'm playing an Orc PhysAdapt (Invisible Way), I'm doing ok at sneaking about, but I seem to be near *useless* in combat, I've done better with a tank of Splat Glue than I did with my pistol.
I'll put the stats for my character below, can I get some help on
a) how to make him more effective on combat
b) what equipment I should grab
I've got 17 Karma to spend (have been saving up to initiate), and about 40k to spend.

Stats
Body 8
Quick 7
Str 7
Cha 1
Int 5
Will 6

Skills
Active
Pistols 6
Athletics 6
Stealth 6 [10]
Wildcat 6
Wildcat/Close Combat
Wildcat/Full Attack (Man, I should never have taken this, didn't realise they get the -2TN bonus to 'block' against your attack
Electronics B/R / Secutiry Systems 4/6
Negotiation 1

Knowledge/Language
Japanese 3
Japanese RW 1
English 4
English RW 2
KNO Corporate Security 5
KNO Coprorate Procedures 5
KNO Security Systems 5
KNO Leadership-Tactics 5
KNO Security Devices/Detection Measures 4/6

Powers
Imp Sense: Enhanced Hearing
Imp Sense: Thermo Vision
Motion Sense
Traceless Walk
Magic Sense
Imp Physical Attr (Quickness) 2
Imp Physical Skill (Stealth) 4
Imp Reflexes Lvl 1

Edges/Flaws
Sense of Direction
Double Jointed
Photographic Memory
Weak Immune System
Sensitive System
Astral Impressions

Main Equipment
Colt Manhunter (With Silencer)
Shock Glove
Shotgun Pistol (Forgotten the actual name)
Form fitting body armour
Secure longcoat
Rapid transit heavy jumpsuit (have all Camo Sets on the colour changing chip, plus a couple of others)
Rapid Transit helmet
Freeze Foam
Splay Glue
etc...

Can anyone help?
Slacker
My suggestion would be to get a dart pistol with darts filled with your choice of toxins. Its silent and very deadly. The only down side is the low ammo capacity and ammo is rather expensive, but its worth it.
CrystalBlue
First off, lose the Roomsweaper. That shotgun/pistol is such an unneeded weapon for you, and you're just asking for lower concealablility. Second, I'd downgrade the Manhunter to a light pistol. No, you won't be doing that much damage with it. But this is why you sneak up on people and hold them up, or go for called shots. I would also get it rigged with Smartlink-2 and buy yourself a nice set of Smartshades-2. That would lower the difficulty of your called shots by 2. Now that you have the ability to sneak up on people AND kill them, your martial arts. Yes, you did pick a poor martial art. You should find a good subdueing martial art. As a sneaking character, your job isn't to do that much damage. It's to get to where you need to go with as little chance of being seen as possible. And that means that anything that won't drop a man in one hit will be useless. The next thing I'd save up money for, if you have the right contacts, is a spell focus with something like Invisability on it, or get a Quickened tattoo with some type of camo spell on it. Pricy, yes. But definately worth it.

Remember this. Covert-op characters aren't meant to fight. A one-on-one or a two-on-one battle should be a challange for you. You're not a tank and you're not a bullet hose. That's the HMG troll's job. Your job is to get in, get out, and make sure no one is the wiser.
the_dunner
Hmm, lots of combat pool, 6 pistols skill, 6 melee skill, but ... no smartgun.

It looks like your problem, for shooting at least, is that your target numbers are too high. A pair of smart goggles and a smartgun link for each of your pistols will be a significant help.

But, are you also having problems in melee? If so, the only real solution I can see is for you to pick up a weapon that gives you reach. And that, clearly, means learning a new melee weapon skill. frown.gif

Definitely save your karma for initiation. That's going to give you more options than anything else you'd spend those points on.
Leviathan
I'm not doing great in close combat either (though the last time I was in close combat was against 3 guys with stun batons, damned friends in melee rules). Cose combat negates all their reach stuff, and I deal plenty of damage, but I just dont seem to be able to hit much. Bloody close combat ability is *useless*, whats the point of it if they get -2TN for all of their rolls to avoid your hit? You're doing nothing but attacking so they get *bonuses* to defend against you?

The smart goggles and smartlink is a good idea, shall do that one.

As to dumping the shotgun pistol, no way, it's the only reason I survived being chest to chest with a dude with a heavy machine gun and heavy armour. I had both a moderate wound and moderate stun, and blew him out of hit boots with the shotgun pistol.

This guy was designed for get in, disable the security, sneak up behind and KO or kill the guards, then get out again, he seems to be not doing so well at the third one...
CrystalBlue
As I said, if you want to be a ghost, be a ghost. If you want to weild a shotgun, wield a shotgun. But I'm sorry to say, the two don't go well together. You need to maximize your stealth and minimize your attack power. Your ability to kill comes from you hiding, sneaking, laying ambushes, watching, waiting, and then striking. There should never be any reason you need a shotgun. If you get caught by more then one guy, you should get the hell out, period. If you are out-gunned, you need to dodge and use your close-quarters combat against them, and if you can't...then run. You have chummers that back you up. That's why they're there. Use them for cover. You earn your nuyen by NOT shooting everyone that moves.

And wildcat increases your damage, I believe, but the -2 TN is because your swings are mostly wild and easily blockable, which means you don't hit as much...but when you do, you hit very hard.
Jrayjoker
I'd specialize Athletics to climbing, and pick up stealth line and mini-grappels.
Velocity
QUOTE (Leviathan)
I'm playing an Orc PhysAdapt (Invisible Way), I'm doing ok at sneaking about, but I seem to be near *useless* in combat

Isn't that the point of a stealth-oriented character?
Crusher Bob
One of the problems of the infiltration guy (or gal) is that if (when) they screw up they end up looking down the barrel of a lot of guns at once. One thing you should add is things which can even the odds on a you vs many situation. Learning thrown weapons(grenades) at 1/3 is cheap and lets you either go one the offensive against a group of guys (with flash or explosive grenades) or make your odds of survival better (flash or smoke grenades).

Attaching some flashpacks to your infiltration suit can help to (as long as you have flare comp). Get surprised in close quarters by a guard? trigger the flash pack stuck to your helmet.

Initiation is usually the way to go with adepts, extra skill dice as adept powers are almost always cheaper than buying the skill up, and you get metamagic as well. So find yourself a group (or make your own) and get started on the initiation.
mmu1
Ok... Based on your responses, it seems to me that the problem is one or more of these:

1. You're picking your fights badly

2. Your GM is throwing opposition at you that is simply too powerful

3. You have unrealistic expectations when it comes to your character's combat ability

Surviving a melee combat vs. three enemies with reach weapons without a reach weapon of your own is not doing badly - it's doing very well.

Similarly, if you're packing a pistol and go straight up against a guy wearing heavy armor and wielding a HMG and manage to walk away, you're not doing "badly", either.

It looks like you're getting into fights you just don't belong in, and still managing to survive.

My stealth character - a cybered one, not an adept - relies on ruthenium not to be seen and all the sensory enhancements he could get his hands on to see his enemies first - and 90% of "combats" he's been in so far involved either aiming carefully and shooting someone in the head with a silenced heavy pistol, or punching someone in the back with a shock glove.
He's had two "straight up" fights so far... Someone jumped him with a knife once, and he fought the guy off and ran until he could hide and get his gun ready. The second time, a guy opened up on him with an AR, so he lobbed a couple of concussion grenades at him while falling back, and came back to poke him with a gun once the echoes died down.

Sticking around to fight someone on their own terms is a losing proposition no matter what archetype you play.
toturi
Depending on how your GM views the Surprise Rules, Full Offense may be a good choice for a maneuver. If he interprets that when surprised, an opponent cannot do anything to impede your attack includes making the Unarmed Combat roll (which is how I see it), then it is a superb manuever to take since it is almost certain that you will surprise any opponent. Also you can deliberately attack from a superior position when you spring your surprise attack, so you get the -1TN for your attack.
Velocity
QUOTE (mmu1)
Sticking around to fight someone on their own terms is a losing proposition no matter what archetype you play.

Well said.
Leviathan
Currently I seem to be pulling a sneak around, but the enemy always seems to know I'm there anyway, so ambushing and etc I dont seem to get much of an option.
Running into close combat the enemy still seem to have as much melee skill as I do, as well as SMGs that damned near always hit (I get 7 successes on my body test and still take M wounds, after decent dodge rolls as well), so I'm no better than 50/50 in melee, and way outgunned in a firefight. And apparently I can never manage to soak the stun damage from a stun baton. The shotgun pistol was the only thing to keep me alive after the drek hit the fan. I did better with a canister of splat glue (glued three to the ground after an ally knocked one off his feet and into the other two).

Last run I was crouched behind a barrier (that I'd made of freeze foam, since there were two guys with SMGs in the corridore), and had three dudes with stun batons jump over and lay into me. Thanks to Close Combat I survived with only a medium stun, and bolted. Got blasted with an SMG a bit later after gluing three to the ground, rolled 7 successes on my soak so I only took another M wound. Blew the guy out of his boots with the shotgun pistol since my manhunter was basically useless.
I can say this, thank god for armour layering! Ballistic 9, Impact 8

Crusher Bob - what are flash packs, what book, cost etc, and how can I put them on armour?

I've, after some discussion, come up with the following 'to get list'

Silenced Ruger Thunderbolt (we are playing in Australia, so no LoneStar), probably end up costing 10k
Smartlink built into my helmet, 3k
Can I get flare-comp built into a helmet?
Breath mask built into helmet?
Smartlink my other pistols, say 1k
Much different kinds of ammo
Some grenades
Maybe burn some karma on grenades skill?
Ruthenium body suit would be nice, but my GM has set the price at 80k

Any other ideas? Please give references to what book things are in, and costs if you have them on hand.
Also, what adept powers would people advice from here? I was thinking of Wall Running
Slacker
Flashpaks are in the BBB. They create a strobing light that produces glare plus an additional disorienting effect due to randomize strobing, to anybody facing it.
CrystalBlue
I'm sorry...I finally found out why you can't do anything. Your quickness should be almost cut in half by the amount of armor you have on. The only thing you should ever be wearing into a run is full form-fitting body armor. Put some adds on that, but that's it. You need to learn that you have to be small, silent, and able to move freely. I believe that with the amount of armor you have on, you are getting penelties to your stealth. At least, I would be giving you a bunch. At least a +4 to all stealth checks. No wonder people are seeing you all the time. And the fact that you walk away from odds that are against you is phenomanal. You should have been dead a long time ago. I'd re-tool your character and make it a fighter...it's not a stealth person anymore.
Velocity
QUOTE (Leviathan)
Currently I seem to be pulling a sneak around, but the enemy always seems to know I'm there anyway, so ambushing and etc I dont seem to get much of an option.

Sounds like your GM may be giving you a bit of a hard time...

QUOTE (Leviathan)
Running into close combat the enemy still seem to have as much melee skill as I do
(...)
so I'm no better than 50/50 in melee

Joe & Jane Security Guard shouldn't be keeping up with you in melée. If you're fighting special ops people (Red Samurai, Leopard Guards, FireWatch, etc.), then sure--you're about on par with them, or maybe even slightly under-powered. The average security grunt shouldn't be giving you a hard time, though.

QUOTE (Leviathan)
And apparently I can never manage to soak the stun damage from a stun baton.

In fairness, stun batons are nasty little devices.
toturi
QUOTE (Leviathan @ Aug 16 2005, 11:26 PM)
I can say this, thank god for armour layering! Ballistic 9, Impact 8

How did you get Ballistic 9 Impact 8? Unless your GM is allowing more than 2 armour to be layered, I don't see how you can do that with your posted armour. If that was allowed, then I can see how you cannot stealth properly. You would have quite some penalties for your Stealth Open test due to your armour.
mmu1
Based on what you've posted so far (unless there's somehow more to this story, and the uber-enemies make sense), your character isn't the problem (though he could use a bit ot tweaking) - your GM is.

If enemies always seem to know where your character is, and they pack enough heat to routinely hurt you despite 9/8 armor, and you're always outgunned and outnumbered, then it's pretty clear that the GM is making an effort to make sure you get into fights and get hurt. Maybe that's just what his idea of a challenging run is.
I seriously doubt there's anything you can do to change this, since it's not the rules of the game that are causing your character to fail. Not with 10 dice in stealth, 6's in combat skills and 9/8 armor...
mmu1
QUOTE (CrystalBlue)
I'm sorry...I finally found out why you can't do anything. Your quickness should be almost cut in half by the amount of armor you have on. The only thing you should ever be wearing into a run is full form-fitting body armor. Put some adds on that, but that's it. You need to learn that you have to be small, silent, and able to move freely. I believe that with the amount of armor you have on, you are getting penelties to your stealth. At least, I would be giving you a bunch. At least a +4 to all stealth checks. No wonder people are seeing you all the time. And the fact that you walk away from odds that are against you is phenomanal. You should have been dead a long time ago. I'd re-tool your character and make it a fighter...it's not a stealth person anymore.

I really doubt that's the issue, since he's not just having trouble sneaking, he's actually getting hurt all the time despite wearing all that armor...
Velocity
From the thread "Inflitration Challenge," here's a designed-by-committee infiltration PC for which I can take absolutely NO credit. smile.gif Might provide some useful ideas for you. Granted, this is a Grade 4 Initiate but still...

Note the lack of big guns;
Note the specialization "Narcoject";
Note the adept power Spell Shroud;


QUOTE (Talia Invierno)
'Ghost' (Infiltration Adept)

B 4, Q 6, S 4, C 3, I 6, W 4
Magic 10, Essence 6

Edges: Double Jointed, Well Connected
Flaws: Sensitive System, Pacifist

Skills specialties in (), adept boosts in []:
Active
Whips (Manriki-Gusari) 5/7, Pistols (Narcojet) 2/4, Stealth 6 [12], Athletics 4 [6], Etiquette (Street) 2/4, Negotiations (Fast Talk) 2/4, Demolitions (Safe Cracking) 2/4, Bike 3, Divination 3, Electronics (Maglocks) 4/6, Electronics B/R 4

Knowledge
Yoga 3, Local Fences 3, AK: Seattle 4, Smuggling Routes 2, Archeology 2, Architecture 3, Art 3, Security Systems 5, Magical Background 3, Chemistry 2, Dreaming (linked divination) 3, Magical Threats 2

Physical Adept

Adept Powers:
Improved Stealth 6
Improved Athletics 2
Spell Shroud 6
True Sight 4
Traceless Walk
Magic Sense
Pain Resistance 1
Improved Reflexes 2
Improved Senses: Low Light, Flare Comp, Smell, Direction

Initiate Grade 1 (Group, no ordeal)
Initiate Grade 2 (Group, ordeal: Meditation)
Initiate Grade 3 (Group, ordeal: Deed)
Initiate Grade 4 (Group, ordeal: Oath)

Metamagic: Masking, Divining, Centering (+ technical Skills)

Gear:
Motor Bike
B&E Gear (Maglock passkeys, etc)
Gas Detector
Gas Mask
Plastic Explosives
Narcojet pistol
Manriki-Gusari (basically a long weighted chain, reach 2 str +2L)
Gas and smoke grenades
Runner stuff

(Would have bought a weapon focus, but they start at 390,000 Y, I should have gone into enchanting instead…)

Contacts:
8-10 contacts (mostly fences, smugglers…)

‘The Ghost’ started a life in the shadows as a rather greedy thief, but has recently changed course due to an encounter with (magic threat of GM discretion) (deed) and a recent (magical) oath to dedicate at least some of her (non-money making) time to fighting these things. She is still easily motivated by a large paycheck, but is slowing transforming into a magical crusader. Though if you want to move an expensive piece of artwork, a 50 kg solid gold Buddha, or some other difficult to dispose of item she is the one to talk to (well connected is applied toward the sale of high priced, odd, or hot items). She is a pacifist in the ‘I’m a thief, not a murder sense’; she will not take wet work, etc. Note that this pacifism no longer applies to ‘magical threats’.
toturi
That is the problem with Stealth. It is often applied as an open test. So more dice simply means you got a better chance of a higher number. 9/8 armour with 7 Quickness incurs penalties. So that further reduces the chances of his sneaking successfully. I think it is his not being familiar with the rules that is causing his PC to screw up.

I think if his GM had posted this PC here instead, we'd be saying what a dumb ass this player was.
CrystalBlue
QUOTE
Layering armor also restrics a characters's movement.  To find out how much, add together the Ballistic Armor Ratings of the armor pieces.  Each point by which this total exceeds the character's Quickness Attribute acts as a target number modifier to all Quickness-linked skills.  In addition, reduce the character's Quickness by the modifier to calculate the character's movement rate (see p. 108).


That is on page 285. Now, I know what the full suit and coat are, but I don't know what the Rapid Transit Heavy Jumpsuit is...so if someone could let me in on this...

Full form-fitting body armor = 4/1
Secure Longcoat = 4/2

Just from that, your armor should only be around 6/3. That's great, but you're taking, at least, a +1 to all your target numbers for stealth. I don't think you know how to layer armor. And if you got that third piece, and you're going by the right rules, then we assume that the RTH jumpsuit gives you a 6 for your ballistics. That means, when you wear everything, you have a combined ballistics rating of around 14. That's double your quickness. You shouldn't be able to move at all and you'll be taking a +7 on ALL quickness checks, and you have three dice from your combat pool gone. No wonder everyone knows you're coming. You can't stealth with all that on.
toturi
Rapid Transport Heavy has Ballistic 2, Impact 4.
CrystalBlue
Yes, I know that he's saying that he's still dieing, even with armor. My point is, he's no longer a stealth character. He needs to strip down to the full suit, carry light gear, and try one run doing that. I think he'd have a lot better chance at living and sneaking. If he still get's caught, then that means his DM is a jerk.

You need to closely monitor your armor and your quickness. Not only does your quickness determine your stealth, it also determines your pistols skill. Get rid of most of the armor, and I can almost gaurentee that you'll be as silent as a mute mouse.
mmu1
That still doesn't fix the issue of security guards with 6s in combat skills...

I don't have the rules with me, but isn't FFBA ignored for the purposes of calculating the penalties for layering armor and calculating combat pool? Also, wearing a helmet shouldn't (IMO) be considered layering armor, but how is it viewed by the rules?

The vibe I get is that the campaign is very high-powered - he's got an insane amount of armor and the GM is ok with that, because his NPCs are uber and get their shots in anyway. But who knows?
CrystalBlue
Thank you. So if we calculate that, I believe...

Full form-fitting body armor = 4/1
Secure Longcoat = 4/2
RTH = 2/4

The way I do armor is, if you layer more then once, you only take the top two ratings or you divide the third lowest by 4 and round acourdingly. So if we do that...

Ballistics = 4 + (4/2) + (2/4)
Impact = 4 + (2/2) + (1/4)

Maximum...I'd give you a 7/5 for armor. However...your penalties calculation is now...

And looking at the FFBA, you're right. There are no penalties for wearing it. You still must do the layering armor calculation, so you still only get 7/5, but there are no penalties when it's calculated.

And all of my guards of specilizations in their prefered weapon, up to 5 at the least. And all their sidearms are always specilized to 4.

Leviathan
You only start taking penalties to your quickness if your ballistic or impact armour rating is higher than your quickness, correct?
Full form fitting is excempt from this rule, as is my helmet, thats how I'm getting the high armour rating. At the very least, the way he's currently working, the GM isn't giving me any penalties to my skills or etc.

Also, for the person who suggested Spell Shroud, I have no idea what that does, and I shall admit I have *no* idea how the magic system works, one person in my group suggested that metamagic after I initiate is really useful, but I can't make head nor tail of the rules for it...

To those person who have suggested that the enemies are overpowered, well, the last lot *was* a raid on two ships owned by Cross, and we were fighting their guards.
Leviathan
SO the way I have me armour calculated (I may be totally wrong here)

Form Fitting - 4/1 (ignored for layering and penalties purposes)
Secure Longcoat - 4/2
Rapid Transit - 2/4
Helmet - 0/2 (ignored for layering and penalties purposes)

Ballistic: 4 (SL), +1 (RT) +4 (FF) = 9
Highest rating, 5, no quickness penalty

Impact: 4 (RT) +1 (SL) +1 (FFA) +2 (Helmet) = 8
Highest rating, 5, no quickness penalty
Velocity
QUOTE (mmu1)
That still doesn't fix the issue of security guards with 6s in combat skills...

No kidding--unless I'm mistaken, the Red Samurai benchmark around 6 in their Unarmed Combat skill.
CrystalBlue
Yes, I edited my post. Sorry.

And with mega-corp sec guards? Depends on how good, but I'd give them maximum specilization, 7, in their prefered weapon. And they should at least have an unarmed skill of 3, maybe 4. Ans these guys wear medium or heavy sec armor, so you getting through it is going to be hard. Consider yourself lucky if you can kill one by yourself.
CrystalBlue
Go back to page 285, read how you calculate layered body armor, then come back. You having 9/8 is close to impossible. And the first number listed is always ballistics.
mmu1
QUOTE (Leviathan)
SO the way I have me armour calculated (I may be totally wrong here)

Form Fitting - 4/1 (ignored for layering and penalties purposes)
Secure Longcoat - 4/2
Rapid Transit - 2/4
Helmet - 0/2 (ignored for layering and penalties purposes)

Impact: 4 (SL), +1 (RT) +4 (FF) = 9
Highest rating, 5, no quickness penalty

Ballistic: 4 (RT) +1 (SL) +1 (FFA) +2 (Helmet) = 8
Highest rating, 5, no quickness penalty

Actually, even if your GM allows the stacking of more than 2 layers of armor (things like forearm guards and helmets aside) you only use the full rating for the best piece of armor in each category - everything else gets halved.

And you add the armor values before you halve them for layering to determine whether you get Quickness-related penalties - but in this case, you'd have 4+2 = 6, still not more than 7...
Leviathan
*facepalms* I put impract and ballistic around the wrong way, shall edit now.

Oh, also, I believe most of the guards all had smartlinks too

mmu1 - if you read my calculations, I *have* halved all values below the best armour.
mmu1
QUOTE (CrystalBlue)
Yes, I edited my post. Sorry.

And with mega-corp sec guards? Depends on how good, but I'd give them maximum specilization, 7, in their prefered weapon. And they should at least have an unarmed skill of 3, maybe 4. Ans these guys wear medium or heavy sec armor, so you getting through it is going to be hard. Consider yourself lucky if you can kill one by yourself.

Are we talking about security guards, or elite HTR teams?
mmu1
QUOTE (Leviathan)
mmu1 - if you read my calculations, I *have* halved all values below the best armour.

It doesn't matter that both the SL and the FFBA have a rating of 4 - only one is considered "highest", the other one gets halved. Your ballistic armor should be either 4(SL)+1(RT)+2(FFBA) or 4(FFBA)+1(RT)+2(SL). Both your armor values should be at 7.

Unless that's how your GM does the math for the NPCs as well, then you'd be handicapped by actually following the rules as written.
Slacker
QUOTE (Leviathan)
*facepalms* I put impract and ballistic around the wrong way, shall edit now.

Oh, also, I believe most of the guards all had smartlinks too

mmu1 - if you read my calculations, I *have* halved all values below the best armour.

You aren't halving the form-fitting body armor.
Velocity
QUOTE (mmu1 @ Aug 16 2005, 12:12 PM)
That still doesn't fix the issue of security guards with 6s in combat skills...

QUOTE (Velocity)
No kidding--unless I'm mistaken, the Red Samurai benchmark around 6 in their Unarmed Combat skill.

QUOTE (CrystalBlue)
And with mega-corp sec guards? Depends on how good, but I'd give them maximum specilization, 7, in their prefered weapon. And they should at least have an unarmed skill of 3, maybe 4. Ans these guys wear medium or heavy sec armor, so you getting through it is going to be hard. Consider yourself lucky if you can kill one by yourself.

Well, clearly there's a difference of opinion here regarding the skill level of the average security guard (which is, I believe, what we're talking about).

My Jane Doe guard usually benchmarks around 3 or 4 in all their skills. If they've got some experience (the supervisor, for example), I'll give them a specialization with their chosen weapon.

Again, if the published stats for Red Samurai are anything to go by, elite squads of death-dealing special ops should average 6-8 in their combat skills.
CrystalBlue
Well, I do give my mega-corp sec guards a specilization of 5 in their weapon. So, they would have SMG's 3/5 with an H&K, maybe. Why do I do this? I consider sec guards as the ones that are called when normal guards can't hold. HTR teams, I usually give more abilities to, as well as cyberware. That's the way I go.
Leviathan
According to my GM, FFBA isn't halved either

Anyways, mind if we pull the thread back towwards the topic's intention? smile.gif

What do you think of the equipment to-get list I posted a bit ago?
Velocity
QUOTE (CrystalBlue)
Well, I do give my mega-corp sec guards a specilization of 5 in their weapon. So, they would have SMG's 3/5 with an H&K, maybe. Why do I do this? I consider sec guards as the ones that are called when normal guards can't hold. HTR teams, I usually give more abilities to, as well as cyberware. That's the way I go.

Oooh... I see. Okay, apologies--I misunderstood what you were saying. When I say "security guard," I'm referring to the average, first-line-of-defense, bottom-of-the-pay-scale, nightstick-swinging, round-walking guard. I think we actually agree. smile.gif
Velocity
QUOTE (Leviathan)
What do you think of the equipment to-get list I posted a bit ago?

I'd add: maglock passkeys, gas detector / spectrometer, gas mask, plastique, a narcojet pistol, assortment of nonlethal grenades.
Slacker
QUOTE (Leviathan)
According to my GM, FFBA isn't halved either

Interesting. I have never heard of anybody else with that interpretation. I've always heard it interpreted that FFBA is halved as normal armor because it is another layer of armor, it just it works differently regarding the penalities because its design to not hinder movement.
CrystalBlue
Well...if you're intent on using what you have and your GM wants to ignore layering rules, then I don't think there's anything you shouldn't get. Go get some light sec armor, get yourself a nice SMG or AR, pack on a few grenades, and go in Solid Snake style.

I'm sorry, but either your GM seems to like to throw way too much at you, or you're just not thinking. I can throw my unarmored decker into a few situations and get out alive. I just think you need to learn more tactics and strategy and rely less on your weapon. A soldier isn't as good as their weapon.
Leviathan
QUOTE (CrystalBlue @ Aug 16 2005, 11:49 AM)
Well...if you're intent on using what you have and your GM wants to ignore layering rules, then I don't think there's anything you shouldn't get.  Go get some light sec armor, get yourself a nice SMG or AR, pack on a few grenades, and go in Solid Snake style.

I'm sorry, but either your GM seems to like to throw way too much at you, or you're just not thinking.  I can throw my unarmored decker into a few situations and get out alive.  I just think you need to learn more tactics and strategy and rely less on your weapon.  A soldier isn't as good as their weapon.

What precisely is so bad about the weaponry I use? I have a nonlethal shock glove, armour that doesn't hinder movement, switchable camo, a silenced pistol and a slightly bigger gun for if things go wrong. Seems sensible to me.

And he's *not* ignoring layering rules, just interpreting them differently to you.

My tactics at the moment seem to be
"Sneak through the area, motion sense tells me theres guards round the corner, slip around the corner and sneak up on them"
"they spot you"
"drek, I shoot out the lights and hope they dont have thermo"


Velocity Yeah, have to add some grenades in there, what are maglock passkeys?
Velocity
QUOTE (Leviathan)
Yeah, have to add some grenades in there, what are maglock passkeys?

They're like skeleton keys for maglocks. I'm at work and don't have access to my books, but they're in there somewhere.
Crusher Bob
They might have been re-named to maglock sequencers, I'm not sure. In any event, they are in the main book, somewhere in the equipment section, iirc.

Do you already have a heads up display computer, with a built in GPS and intertial navigation system? That way, you develop a map of the building as you move through it. Adding a few micro sensor 'drones' you can leave behind, then running them in captain's chair mode (and integrating their sensor data into your real time HUD map will be a great help in avoiding patrols.)

Add some remote data taps for your decker and some specialty attack agents to insert into a rigger building security network.
Leviathan
QUOTE (Crusher Bob)
They might have been re-named to maglock sequencers, I'm not sure. In any event, they are in the main book, somewhere in the equipment section, iirc.

Do you already have a heads up display computer, with a built in GPS and intertial navigation system? That way, you develop a map of the building as you move through it. Adding a few micro sensor 'drones' you can leave behind, then running them in captain's chair mode (and integrating their sensor data into your real time HUD map will be a great help in avoiding patrols.)

Add some remote data taps for your decker and some specialty attack agents to insert into a rigger building security network.

*Blinks and looks slightly glazed*
well, sound like a damned professional setup, of course I have no idea what most of it is, I currently have a practically medieval level of technology, though I do have eidetic memory and direction sense, so at least I dont get lost wink.gif.

We dont currently have a decker, though we do have a rigger.

What would the cost setup of that system be?
Slacker
QUOTE (Leviathan)
My tactics at the moment seem to be
"Sneak through the area, motion sense tells me theres guards round the corner, slip around the corner and sneak up on them"
"they spot you"
"drek, I shoot out the lights and hope they dont have thermo"


Velocity Yeah, have to add some grenades in there, what are maglock passkeys?

A better tactic might be to lure them to where you have setup an ambush. Or failing that, have a flashpak set off to give them vision modifiers instead of wasting your shot(s) on lights, when they are surpirsed (and thus can't use combat pool).

Maglock passkeys should be around p.294 in BBB, same as keypad sequencers.
Leviathan
QUOTE (Slacker)
QUOTE (Leviathan @ Aug 16 2005, 11:56 AM)
My tactics at the moment seem to be
"Sneak through the area, motion sense tells me theres guards round the corner, slip around the corner and sneak up on them"
"they spot you"
"drek, I shoot out the lights and hope they dont have thermo"


Velocity Yeah, have to add some grenades in there, what are maglock passkeys?

A better tactic might be to lure them to where you have setup an ambush. Or failing that, have a flashpak set off to give them vision modifiers instead of wasting your shot(s) on lights, when they are surpirsed (and thus can't use combat pool).

Maglock passkeys should be around p.294 in BBB, same as keypad sequencers.

Cool, thanks. Where are flashpacks?
Slacker
Flashpaks are around pg. 283 in BBB, with the rest of the grenades.
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