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apple
QUOTE (SL James)
a display link, transducer, subdermal speakers, subvocal microphone, chipjack (chip player), datajack (for the credsticks), internal GPS cyber, audio recorder, camera/camcorder, RFID tag reader and scanner (a super-duper optical scanning datajack), and a holo-projector.

QUOTE ("SR4")

In addition to wireless functionality, most cyberware devices
are equipped with a direct neural interface (DNI) that
allows the user to mentally activate and control their functions.
Th ey can also be linked to other cyberware implants.


IMHO there is no need for transducer, display, subdermal speaker, subvocal micro etc. A tag reader could be integrated too. External equipment can of course communicate via PAN with your cybercommlink.

Concerning scanner, chipreader and holo ... good question, next question. I would say that you have two possibilities: total concealment with no external components (like chipreader, scanner etc) or at least a minimal visible access area (which of course can be concealed with disguise) with a chipslot and a USB-like port for scanner and holo.

SYL
SL James
Wow. You completely missed the point.

The point is that no final product should be that poorly written.
puke
so far as i can tell, boosted reflexes is the only reaction enhancer that stacks with anything anymore. But I cant find anything that it can stack WITH. The other two reaction enhancers are Wired Reflexes, and Synaptic Booster, which are both exclusive.

Synaptic Booster used to be the Synaptic Accelerator, which DID stack with other things - but that seems to be gone now. not that im complaining.

but are there actually two reaction enhancing systems (in the rules as printed) that can stack together? Or do we just have to wait for the release of the 'ware sourcebook, before we can fully utilize the stackable enhancements?

Or does it mean that it can stack with magical or adept enhancements?
Fortune
AFAIK, you can stack (most?) things that boost Reaction, but you cannot stack anything that boosts Initiative.
puke
oh, i get it then. reaction boosters can stack with initiative boosters, but you cant put two initiative boosters together.

makes sense.

Someone asked about Flechettes a few pages back. In answer, Flechettes are now better than standard ammo, even against armored targets.

Flechettes now increase armor by two, and increase damage by two. they are defended against by impact armor, which is generally two points lower than ballistic. So they effectively just increase damage by two.

even compareing a Slivergun to other heavy pistols (which reduce armor by 1, with standard ammo) the flechettes still come out slightly ahead.

but that brings up another question.. If I put flechettes in a gun that normally has -1 AP, is the total modifier +1 AP? if so, why does the remmington roomsweeper have a damage code of 5P -1 / 7P(f) +2?
Gothic Rose
Possibly it's a mistake on the part of the editors? Maybe it's errata?
6thDragon
Would I be right to assume the grenade launcher attached to assault rifles use the automatics skill to fire? Or do they use the Heavy Weapons skill like a regular grenade launcher? It seams like a bit of a stretch to use automatics for a grenade launcher, but I can't see getting another skill for a weapon that is attached to your assault rifle.
Nikoli
They use heavy
Liper
you used to be able to do synaptic accelerator and boosted reflexes to get a total of +4d6 to inititive and like + 4 to reaction?

Hello cheaper (much cheaper) and much more essence friendly move by wires without weird side effects! hehe.

SMDVogrin
QUOTE (puke)
so far as i can tell, boosted reflexes is the only reaction enhancer that stacks with anything anymore.  But I cant find anything that it can stack WITH.  The other two reaction enhancers are Wired Reflexes, and Synaptic Booster, which are both exclusive.

Er, where did you find Boosted Reflexes? I didn't see it in my copy of the 4thEd book.
FrankTrollman
QUOTE (SMDVogrin)
QUOTE (puke)
so far as i can tell, boosted reflexes is the only reaction enhancer that stacks with anything anymore.  But I cant find anything that it can stack WITH.  The other two reaction enhancers are Wired Reflexes, and Synaptic Booster, which are both exclusive.

Er, where did you find Boosted Reflexes? I didn't see it in my copy of the 4thEd book.

He's talking about Reaction Enhancers. Reaction Enhancers stack with anything that adds to Reaction, such as a Suprathyroid or a Synaptic Booster. Wired Reflexes do not stack with anything else that provides additional Initiative Passes.

-Frank
Azralon
QUOTE (Liper)
you used to be able to do synaptic accelerator and boosted reflexes to get a total of +4d6 to inititive and like + 4 to reaction?

Hello cheaper (much cheaper) and much more essence friendly move by wires without weird side effects! hehe.

That's an old Street Samurai Catalog trick. Hence the "used to," I suspect.
Dancer
On the combat subject, it seems to me like 'aim for the head' is still a very good idea, even without the smartlink-2. My example street-sam chucks 18 dice to attack, and unless his opponent is using Full Defence he'll be defending with 9. So taking -3 dice for a called shot will still almost certainly hit, and is three times more effective damagewise than using them normally (rolling 3 dice normally = 1 hit, +1 DV. Taking 3 die called shot = +3DV). Anything I'm missing or misunderstanding?
NightRain
The balance is meant to be the fact that the +3DV won't come in to the equation if you miss in the first place, which is easier to do with less hits
FrankTrollman
QUOTE (Dancer)
On the combat subject, it seems to me like 'aim for the head' is still a very good idea, even without the smartlink-2. My example street-sam chucks 18 dice to attack, and unless his opponent is using Full Defence he'll be defending with 9. So taking -3 dice for a called shot will still almost certainly hit, and is three times more effective damagewise than using them normally (rolling 3 dice normally = 1 hit, +1 DV. Taking 3 die called shot = +3DV). Anything I'm missing or misunderstanding?

Nope. Called Shots for damage are almost always a good deal.

Of course, if you suspect your opponent is pulling that sort of thing, a full defense action is starting to look pretty good. Remember that the "almost" in the "almost always" is when the target is rolling a comparable number of defense dice to the attacker.

-Frank
Eyeless Blond
Unless of course you didn't spend the 20BP on Dodge 5, in which case you're pretty screwed even with Full Defense. Hell, if you're untrainned at dodging it doesn't matter if you're trying not to be hit or not; it's no harder to hit you than if you're standing still. Diving for cover just ain't what it used to be.
FrankTrollman
QUOTE (Eyeless Blond)
Unless of course you didn't spend the 20BP on Dodge 5, in which case you're pretty screwed even with Full Defense. Hell, if you're untrainned at dodging it doesn't matter if you're trying not to be hit or not; it's no harder to hit you than if you're standing still. Diving for cover just ain't what it used to be.

Or spent the same amount on Gymnastics. You know, get the same bonus to your full defense and have actually useful abilities like jumping and flipping on top of that.

-Frank
Xenith
Yeah, that defaulting part for full defense is a little dumb. Everything is harder to hit when its moving, even if its stumbling. But I admit, I don't see many ways to fix this beyond dropping defaulting for defense. Oh well.
Dancer
QUOTE (Xenith)
Yeah, that defaulting part for full defense is a little dumb. Everything is harder to hit when its moving, even if its stumbling. But I admit, I don't see many ways to fix this beyond dropping defaulting for defense. Oh well.

I think the Reaction dodge you automatically get involves moving.
Teulisch
question about commlinks:

can firewall be above system/response? i know that system cannot exceed response, and no program can be above system. is firewall limited to response?

i see where you can get non-standard programs, what about hardware? or are we limited to the listed off-the-shelf commlinks for now?
Fortune
As far as I know, Firewall is not limited by either System or Response.
Dancer
QUOTE (Teulisch)
i see where you can get non-standard programs, what about hardware? or are we limited to the listed off-the-shelf commlinks for now?

Right near the end of the Matrix chapter. Someone with decent Hardware can put together a Response 6 Signal 6 comlink in about a week, although they'll be out a few thousand for parts.
Dancer
Are vehicles in general and drones in particular far far easier to kill in SR4 than SR3? Looking at the vehicles section it notes that vehicle armor works exactly like character armor, only hardened. The toughest drone in the book, the Steel Lynx (which was all but immune to small-arms fire in SR3) has an armor value of 9, only just higher than an armor jacket and considerably weaker than full body armor. Am I missing something?
Teulisch
look at weapon DV. the predator IV is DV 5. that means you need +5 from DV/AP in order to hurt an armor 9 drone. a called shot (+4 DV, -4 dicepool) with the -1 AP of the gun would allow this. so the drone is more vunerable, but not an easy kill by any means. the 6 armor of the doberman will stop a predator IV unless it uses better ammo or a called shot by 1 point.

what this means, is you can survive a run with only a pistol, making the drones more balanced. you just need skills to blow em up. remember, you will face corperate drones, and have your own hijacked from time to time.

FrankTrollman
QUOTE
Am I missing something?


No. Hardened Armor is a joke unless it automatically stops all damage. The cut-off is really sharp: with a modified DV of 9, the Steel Lynx stops 9 DV of damage, and with a modified DV of 10, the Steel Lynx stops 3 DV of damage and almost certainly stops functioning. It's extremely binary.

A houserule that I believe a lot of people are going to be using is that Hardened Armor simply reduces DV (effectively counting as automatic hits on the damage resistance test). This makes vehicles a lot less explody.

Of course, it makes Spirits even more insane, but they need a pack of house rules anyway what with the fact that the rules for weaponry and the characters using it got much smaller numbers in SR4, and Spirits had their nmbers change in no way.

-Frank
Dancer
QUOTE (Teulisch)
look at weapon DV. the predator IV is DV 5. that means you need +5 from DV/AP in order to hurt an armor 9 drone. a called shot (+4 DV, -4 dicepool) with the -1 AP of the gun would allow this. so the drone is more vunerable, but not an easy kill by any means. the 6 armor of the doberman will stop a predator IV unless it uses better ammo or a called shot by 1 point.

So a Predator with ex-ex ammo (and find a runner who doesn't use that) can take down the heaviest available drone with no more difficulty than some guy in an armoured jacket. Ditto an assault rifle, even using FMJ. What are they making the armor out of these days, aluminium?

Also, with reference to hardened armour, do extra hits on the attack test count toward the 'modified value'?
FrankTrollman
QUOTE (Dancer)
Also, with reference to hardened armour, do extra hits on the attack test count toward the 'modified value'?

As written, yes.

Extra DV from automatic fire does not, however.

-Frank
Austere Emancipator
QUOTE (Dancer)
Ditto an assault rifle, even using FMJ. What are they making the armor out of these days, aluminium?

Out of less than 4mm / 1/6" rolled homogenous steel?

A hollow 1-meter cube made out of 4mm-thick RHS would weigh about 188kg. To achieve about the same protection against small arms fire you'd need around twice the thickness of aluminum armor, which would weigh around 133kg for a similar cube, only then there's the problem with incendiary threats. Putting armor that heavy on a small drone is quite a bad idea.

Assault rifles wrecking small drones makes perfect sense. In this instance, SR4 has taken a huge leap forward from the insane armor ratings of drones in 3rd Ed.
Dancer
But I can wear armor considerably stronger than that available to a Steel Lynx (full body armor + helmet = 12 armor), and it certainly doesn't weigh 180kg. A Steel Lynx isn't exactly a 'small drone' either, it's at least man-sized.
kigmatzomat
Consider all the SR4 BBB drones to be the baseline models with the sensor/weapon upgrades as typical dealer upgrades (like bolting on a spoiler or swapping the CD player). Odds are the gear book will include standard variant packages, similar to the way cars tend to come in an STandard, LXury, or EXtreme version.

Armor upgrades are non-trivial on stats since there's a weight/mass trade off. Were I them I'd include one "combat" variant with thicker traditional armor and one "performance" variant that has increased speed/maneuverability. Add a general option to upgrade vehicle armor by +x with exotic materials for +y% base cost to give a bit more gradation. Going that route would eliminate the need for an RBB but still provide a decent range of vehicles with different performance specs without a huge amount of work.
Azralon
QUOTE (Dancer @ Oct 31 2005, 01:38 AM)
A Steel Lynx isn't exactly a 'small drone' either, it's at least man-sized.

If I remember my Fields of Fire illustrations correctly, they're big enough for a human to sit on and ride. I think the footprint (with legs extended) is about the size of a VW bug.

The AI robot spider-things in the Ghost in the Shell animated series remind me of the Steel Lynx in size and locomotive ability. The... tenchi-ichi-yama-whatevers.
Austere Emancipator
QUOTE (Dancer)
(full body armor + helmet = 12 armor)

Is that completely rigid armor? Do environmental factors or defeated threats degrade it over time? How thick is it? How expensive is it? How much, exactly, does it weigh?
If it's cheap, light, thin, hardened and non-degrading, then the real question is: What the fuck is body armor made of in SR4?
Eyeless Blond
Magic.
blakkie
QUOTE (Dancer @ Oct 30 2005, 11:38 PM)
But I can wear armor considerably stronger than that available to a Steel Lynx (full body armor + helmet = 12 armor), and it certainly doesn't weigh 180kg. A Steel Lynx isn't exactly a 'small drone' either, it's at least man-sized.

First off that armour costs more than the entire Steel Lynx, and is harder to come by (Avail 14 vs. 12).

Second calling that armour "considerably stronger" is very dubious since it is not Hardened. Once you have a weapon that does enough damage to overcome it the drone's armour is weaker, but up until that point it is much stronger.

That doesn't mean that there aren't issues with the Hardened Armor rules. They aren't new issues, and i'm disappointed they wasted an opportunity to fix them coming forward from SR3. I agree that it be better having Hardened Armour simply remove it's rating in boxes of damage, possibily negating all damage. Then you'd roll soak as per normal. But even if you didn't allow the Hardened Armor rating to be used for soak i think current armour values are on the high side for that.
blakkie
QUOTE (Austere Emancipator @ Oct 31 2005, 11:00 AM)
QUOTE (Dancer)
(full body armor + helmet = 12 armor)

Is that completely rigid armor? Do environmental factors or defeated threats degrade it over time? How thick is it? How expensive is it? How much, exactly, does it weigh?

The rules don't bother with armor degrading or weights. Any such attempt to simulate RL to that level of detail is left to an exersize for those that want that [IMO] cluttering crap.

EDIT: Incidentally you can still take Stun damage while wearing that armor, though you have a lot of dice to soak it away. You'll have at least 6 Body (or be taking encumberance penalties), so at least 18 dice. So there is a band of damage in the 6ish-11 DV range where you could be taking a few boxes of Stun damage.
Austere Emancipator
QUOTE (blakkie)
The rules don't bother with armor degrading or weights.

Whether there are rules to handle the degradation is another matter, but the fact is that most types of body armor are unsuitable for protecting vehicles because vehicle armor should stand up to a serious beating, both by the environment and by, well, beating, for years after years. That's why you don't see up-armoring kits for HMMWVs weighing only a hundred or so kg and being capable of stopping armor piercing rifle rounds.

Well that and the massive cost of a hundred or two stand-alone NIJ level IV plates -- thanks for pointing out the cost of the set of armor Dancer mentioned, BTW, and for noting that it is not hard armor.
Teulisch
something i just noticed....

look at the sensors, on p. 325. they all have a listed capacity. logicaly, this means you can put them in cybereyes/ears/limbs as appropriate.

now, a smartlink already has a laser rangefinder in it. options like camera and microphone are pointless as well. the laser microphone and cyberware scanner, however, are usefull. being able to notice concealed weapons and cyberware within 15 meters is a good ability to have.

SMDVogrin
I assumed that capacity was exclusively for putting into the sensor packages listed immediately above. I suppose it doesn't say explicitly that they're only for the sensor packages, but I'd probably require at least GM approval before sticking them in a cyberlimb.
blakkie
QUOTE (Austere Emancipator)
QUOTE (blakkie)
The rules don't bother with armor degrading or weights.

Whether there are rules to handle the degradation is another matter, but the fact is that most types of body armor are unsuitable for protecting vehicles because vehicle armor should stand up to a serious beating, both by the environment and by, well, beating, for years after years. That's why you don't see up-armoring kits for HMMWVs weighing only a hundred or so kg and being capable of stopping armor piercing rifle rounds.

Ah, i didn't understand what you were getting at with that comment. Ya, personal body armour is generally a different thing than vehicle armour.
Demon_Bob
QUOTE (Talia Invierno @ Aug 25 2005, 10:33 AM)
QUOTE
so, what are maximum fire rates? Are there miniguns, whats their max. firerate? Do HV-weapons exist and do they have higher fire rates than miniguns?

10. Just like SR3. There are a TON of things that haven't changed from SR3. There are no HV guns in SR4, but probably will come out in Arsenal.

Clarification (because we recently ran into this in LitS): is 10 an absolute bullets-per-combat-round cap, or just an autofire cap on everything below supermachinegun class?

Suppressive fire uses up 20 bullets per pass. eek.gif
Squinky
Yeah, better not load up on exexplosive for that....Costs too much...
dog_xinu
Now I have an odd question. I have to admit that I am a gun-toting NRA member with shotguns (and have shot many different types).

I dont understand why the Remmington 990 can shoot slugs (Regular ammo) where the Mossberg AM-CMDT cant. Combat shotguns are designed for all sorts of ammo. Take the M-1012 (M-4 is the civilian version) shotgun that the Army/Marines use. It uses regular shotguns shells (flechette rounds in SR), slugs (regular ammo), mini-flares (tracer?? or miniflare? in SR), etc. As long as the round is not overly packed with powered (and no one in their right mind would do that) then it can handle anything upto a 3.5" shell. damn that is everything on the free market.

I am confused.
dog
Feshy
QUOTE (dog_xinu)
Now I have an odd question. I have to admit that I am a gun-toting NRA member with shotguns (and have shot many different types).

I dont understand why the Remmington 990 can shoot slugs (Regular ammo) where the Mossberg AM-CMDT cant. Combat shotguns are designed for all sorts of ammo. Take the M-1012 (M-4 is the civilian version) shotgun that the Army/Marines use. It uses regular shotguns shells (flechette rounds in SR), slugs (regular ammo), mini-flares (tracer?? or miniflare? in SR), etc. As long as the round is not overly packed with powered (and no one in their right mind would do that) then it can handle anything upto a 3.5" shell. damn that is everything on the free market.

I am confused.
dog

I agree, this was odd to me.

I think it's great flavor that certain stealthy guns, like the roomsweeper and the slivergun, only take flechette. But I am at a total loss on why any military would invest in a gun primarily suited for taking down unarmored targets. In 2070, this would be even worse, given the extreme proliferation of armor. Short of clearing out shanty towns, I don't know what this gun would be used for (if you stick to the fluff that flechette is bad with armor). And surely even those wishing to sweep away the unarmored refuse would prefer a more general purpose gun.

Of course, the fact that flechette ammo is better against armor than standard ammo, despite the fluff text, makes the discussion a bit less meaningful -- the gun is then quite good, but expensive to use.
Fortune
QUOTE (Feshy)
I think it's great flavor that certain stealthy guns, like the roomsweeper and the slivergun, only take flechette.

Since when is the Roomsweeper limited to firing only Flechette rounds?
dog_xinu
QUOTE (Fortune)
Since when is the Roomsweeper limited to firing only Flechette rounds?


I was refering to the Mossberg but yeah I guess the roomsweeper fails into that category too.
Galmorez
I just needed to chime in on all this armor discussion:

I agree that flechette is extremely effective against present day armor. Flechettes have much the same effect against modern armor as APDS would in SR's version of the late 21st century.

However, as a geek who's into materials science, I have to agree with the interpretation of 2070's armor. In Shadowrun they have the ability to manufacture bucky-tube sheets, arachno-fiber weaves, plasteel, dikote, and impact absorbing gel packs. They even mention some of this stuff in the new SR4 book, BTW.
So, what you can create out of this stuff is relatively normal looking clothes and jackets that are the equivalent of present-day bomb squad armor. The strength of this stuff would make fletchettes bounce off because fletchettes don't have enough mass and energy to penetrate these new-material armors. The technology of APDS (I'm assuming) is to drive a single narrow teflon-coated penetrator round through these kinds of tougher materials. (The answer to better armor is to deliver more energy to a smaller point.) Shotguns and fletchette casters tend to spread their energy among multiple projectiles. With APDS or a "standard Shadowrun bullet", all the energy goes into one good poke. Likewise, I don't think "standard" ammo in Shadowrun are normal FMJ or unjacketed rounds. I think they are what we would consider penetrator rounds today. (Like those 7.62mm Soviet tungsten cored things.)

As for vehicle and drone armor, please keep in mind that the changes to the drones and vehicle stats is based on the new system where 5+ is the only TN. In SR3 an Ares Predator III, with the right ammunition, in the right hands, could blow up a Patrol 1 in one shot. Easy as pie.
It seems a little sketchy to me that a pistol could blow up an armored police car in one shot, BTW.
In SR4, an Ares Predator with good ammo and in capable hands could very likely damage a Patrol 1. But, it would take Edge or some seriously amazing luck to actually destroy it in one hit.
Going from that, drones are not armored like beer-cans in SR4. Quit worrying.
Feshy
QUOTE (Fortune)
QUOTE (Feshy @ Nov 14 2005, 01:33 PM)
I think it's great flavor that certain stealthy guns, like the roomsweeper and the slivergun, only take flechette.

Since when is the Roomsweeper limited to firing only Flechette rounds?

Oops, my bad. In previous editions, the roomsweeper defaulted to using "shot" rounds but could still use normal rounds -- but only if you read the text description. In this edition, both are listed in the damage table... but two editions of table-skimming caught up to me. I guess I'd just got it in my head that roomsweeper = flechette. Sorry for the confusion.
Azralon
The term "roomsweeper" does evoke images of, say, sweeping a room with buckshot.
dog_xinu
Here is a new questions for yall.

Sammie with 7 Agility, 6 firearms, +1 Enhanced Articulation, +2 smartlink gun & ambidextrious. So that is 16 dice (if my math doesnt fail me now). If I want to fire two guns (one in each hand) then I split the dice pool. Understood. But do I add teh +2 for the smartlinked gun prior to spliting the pool or after? What happens if I have 1 smartlinked gun and 1 that isnt?

What do you think?
Teulisch
QUOTE (dog_xinu)
Here is a new questions for yall.

Sammie with 7 Agility, 6 firearms, +1 Enhanced Articulation, +2 smartlink gun & ambidextrious. So that is 16 dice (if my math doesnt fail me now). If I want to fire two guns (one in each hand) then I split the dice pool. Understood. But do I add teh +2 for the smartlinked gun prior to spliting the pool or after? What happens if I have 1 smartlinked gun and 1 that isnt?

What do you think?

first, articulation does NOT affect combat skills in SR4.

second, i beleive that the smartlink would apply after the pool split. so instead of 15 dice with one gun, you get 9 and 8 dice. (9 and 6 if you lack ambidex). and a further penalty if you dont shoot both guns at the same target.

if one gun isnt smartlinked, then it wont get the bonus.
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