Darkness
Nov 21 2005, 01:45 PM
QUOTE (Teulisch) |
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. |
Where did you get the information about Enhanced Articulation. As far as i know, it does improve combat skills, since they are linked to a physical attribute, and thus count as physical skill.
If you shoot two weapons simultaniously you don't get the smartlink bonus at all. This is clearly stated on page 141, SR4 "Attacker using a second firearm". Unless something was changed, that i'm not aware of yet.
You only have to split the dice pool if you fire both weapons simultaniously in one Simple Action though. If you fire the first in your first Simple Action and then the other gun in the second Simple Action, you don't have to split your pool. In this case only the smartlinked gun gets the bonus.
Fortune
Nov 21 2005, 02:04 PM
QUOTE (Darkness @ Nov 22 2005, 12:45 AM) |
Where did you get the information about Enhanced Articulation. As far as i know, it does improve combat skills, since they are linked to a physical attribute, and thus count as physical skill. |
No, Enhanced Articulation does not improve Combat skills in SR4. It only applies to Physical skills (which is a specific category) linked to a Physical Attribute. Combat has its own seperate skill category.
Darkness
Nov 21 2005, 02:51 PM
Ah. Thank you. I see it now.
dog_xinu
Nov 21 2005, 10:44 PM
So I dont have to split my dice pool if I fire one gun as my first simple action (Single Shot) then fire the second gun as my second simple action? Wow! If that is true I wouldnt mind loosing the smartlink.
dog_xinu
Nov 21 2005, 10:45 PM
QUOTE (Fortune) |
QUOTE (Darkness @ Nov 22 2005, 12:45 AM) | Where did you get the information about Enhanced Articulation. As far as i know, it does improve combat skills, since they are linked to a physical attribute, and thus count as physical skill. |
No, Enhanced Articulation does not improve Combat skills in SR4. It only applies to Physical skills (which is a specific category) linked to a Physical Attribute. Combat has its own seperate skill category.
|
I guess I missed that too. To me it looked like the combat skills where Physical Skills linked to a Physical Attribute. my bad.
Darkness
Nov 22 2005, 12:56 AM
QUOTE (dog_xinu) |
So I dont have to split my dice pool if I fire one gun as my first simple action (Single Shot) then fire the second gun as my second simple action? Wow! If that is true I wouldnt mind loosing the smartlink. |
That is correct. And in this scenario, you don't even lose the Smartlink Bonus (if you have a smartlinked weapon).
The whole paragraph is only in effect if you fire both weapons simultaneously in one Simple Action.
dog_xinu
Nov 25 2005, 04:59 AM
Odd Question...
Has anyone figured out how to convert the many many firearms that are in SR3 into SR4 rules? Going from SR2 to SR3 (and vice versa) was pretty easy. But 1st to 2/3 and not 2/3 to 4th is not that easy.
Just curious. I would love to bring some of the guns from SR3 into our games. I could always wait for the gear book to come out but I am impatient.
dx
TonkaTuff
Nov 25 2005, 11:29 AM
Think the easiest way would be to just look at the weapons they included with the core book. In SR3, 95% or more of weapons in the same class were statted almost identically - differing only in accessories and/or ammo capacity. The ones that were given different codes were usually only one point higher or lower - which should be easily-enough translated into an extra point of damage or increased armor-penetration factor. Or even both. The ones that were the same would likely share the code of the nearest gun that was ported over.
Take the Predator, the Manhunter, and the Super-Warhawk for example. In SR3, the TN was 1 higher for the Warhawk, the other two had identical damage codes. In SR4, the Pred and Manhunter are still virtually identical, but the Warhawk's higher damage code translated to 1 extra point of damage and an extra point of armor penetration. So if you wanted to port, say, the Browning Max-Power over to SR4, just give it the same stats as the Predator and drop the price and ammo capacity. Voila.
Admittedly, this doesn't always bear out - in SR3, the Viper and the Roomsweeper had identical damage codes, but in SR4, the Viper is a bit more powerful. Though this could be attributed to the Viper shooting pointy true fletchers while the roomsweeper is firing blunt, round shot or b/c the Viper only has one choke setting and the tighter grouping ups the damage potential. But even then, it's a fairly straightforward thing to take into account.
schmitzzy
Dec 4 2005, 06:42 PM
i have a question for the gun HK XM 30 what wapon skill do i use, do i use longarms if i am fireing the barelmounter shotgun that i can buy or would i still use the automatics because it ia part of an assult rifle? i want to know which skill to use?
Raizer
Dec 22 2005, 08:07 PM
I still can't understand why a shotgun goes from 7P/-1 to 9P(f)/+2 if flechette ammo is +2 DV, +2 AP. Can anyone explain this to me?
FrankTrollman
Dec 22 2005, 08:24 PM
QUOTE (Raizer) |
I still can't understand why a shotgun goes from 7P/-1 to 9P(f)/+2 if flechette ammo is +2 DV, +2 AP. Can anyone explain this to me? |
Wookies do not live on Endor. Look at the monkey!
On a more serious note, the ammunition rules are contradictory and overall less than satisfactory. Flechette ammunition gives the target 2 armor and causes 2 extra DV, which means that it's better than normal ammunition, hands down. Whether your opponent is naked or covered in military grade hardened armor, there's no advantage to standard ammo over flechette.
Hopefully, someone is going to whip up "advanced ammunition rules" or something in Arsenal. As is, the ammunition rules look like they were written before the damage and armor rules were.
-Frank
Azralon
Dec 22 2005, 09:24 PM
QUOTE (Raizer) |
I still can't understand why a shotgun goes from 7P/-1 to 9P(f)/+2 if flechette ammo is +2 DV, +2 AP. Can anyone explain this to me? |
My guess is that it has to do with shotguns intentionally spreading their shot projectiles.
Or, it's yet another in a long list of typos and/or inconsistencies.
warrior_allanon
Dec 22 2005, 09:42 PM
the reason is that flechette in the matter of your standard birdshot bismuth pellet have little penetration against armor. Against unarmored targets however that same pellet mass with chew through almost anything. this is why you have a higher damage code but a penalty against armor, that and the pellet spread, on the other hand the lower damage code is the single deer slug or double ought buckshot which will punch through armor like nobody's buisness. but because it doesnt spread, the damage code is lower, but because of it being a solid slug, it has greater penetration.
kigmatzomat
Dec 23 2005, 06:13 PM
QUOTE (Azralon) |
QUOTE (Raizer @ Dec 22 2005, 04:07 PM) | I still can't understand why a shotgun goes from 7P/-1 to 9P(f)/+2 if flechette ammo is +2 DV, +2 AP. Can anyone explain this to me? |
My guess is that it has to do with shotguns intentionally spreading their shot projectiles.
Or, it's yet another in a long list of typos and/or inconsistencies.
|
The right answer is it is a typo from a confused editor who should have put "varies".
Go to page 144 and it says that in narrow choke mode you use typical +2/+2 flechette rules on a single target. It goes to +0/+4 for medium spread that hits up to 2 targets within 1m of each other at -2 dodge. Wide spread is 3 targets in 1m of each other at -4 dodge damage of -2/+6.
Cold-Dragon
Dec 25 2005, 07:05 PM
When you add Armor to your cyberlimbs, how exactly do you factor it in? does it factor like the other stats do or what???
Makes me wonder if a person can be heavily armored through the cyber stuff alone or not.
TheHappyAnarchist
Dec 27 2005, 04:25 PM
QUOTE (warrior_allanon) |
the reason is that flechette in the matter of your standard birdshot bismuth pellet have little penetration against armor. Against unarmored targets however that same pellet mass with chew through almost anything. this is why you have a higher damage code but a penalty against armor, that and the pellet spread, on the other hand the lower damage code is the single deer slug or double ought buckshot which will punch through armor like nobody's buisness. but because it doesnt spread, the damage code is lower, but because of it being a solid slug, it has greater penetration. |
Well see, that is exactly what we are talking about.
Flechettes don't actually do well against armor, but in the SR4 rules flechettes are simply better against armored targets or any other target than slugs.
You get better armor penetration with your shotgun when you load buckshot than you do with solid slugs.
Now the specific problem being addressed here is that the roomsweeper does not modify it's damage code properly when flechettes are added.
Roomsweeper 7P -1 AP
Flechettes +2 DV +2 AP
Roomsweeper w/ Flechettes 9P +2AP.
It is a typo, and should be +1 AP
Austere Emancipator
Dec 27 2005, 06:52 PM
QUOTE (warrior_allanon) |
[...] the single deer slug or double ought buckshot which will punch through armor like nobody's buisness. |
IRL, a 12 gauge slug load might in some conditions penetrate common flexible body armor, but it can certainly not be relied upon to do so. In fact, with most such slugs, the expected result is that the armor stops the slug. The blunt trauma from this can be pretty bad (ie. bad enough that armor manufacturer's cannot claim that the armor defeats 12G slug loads).
Buckshot, like all shotgun shot loads, penetrates armor extremely poorly. IRL, all common forms of flexible body armor will handily defeat any commercially available shotgun shot load (buckshot or birdshot) that I'm aware of without excessive blunt trauma.
QUOTE (TheHappyAnarchist) |
Flechettes don't actually do well against armor, but in the SR4 rules flechettes are simply better against armored targets or any other target than slugs.
You get better armor penetration with your shotgun when you load buckshot than you do with solid slugs. |
I think the concensus is that the developers didn't quite understand how the attack/armor/damage mechanism works (e.g. the 1 DV = 3 dice rule) when they decided on those figures. Funnily enough, this is one of those situations where making things more realistics will make things more balanced, more reasonable, and not change the level of complexity at all.
Cold-Dragon
Dec 27 2005, 07:27 PM
I think part of the armor piercing issue is that, even if you shoot someone with the flechette in armor, there is still the impact (which will probably hurt a bit from the force, if not entirely the ammo).
As such, wouldn't the increase in the AP mean that the damage is more likely to turn out stun? add to that 2 extra dice (I think) and that might play it out a little better in the idea.
That, or SR4 shotguns are the best around, lol.
ogbendog
Dec 27 2005, 07:36 PM
the +2 to impact armor will only make it more likely that the target takes stun damage if the target's Impact armor is not 2 or more ponts less than ballistic.
most off the shelf armor is 2 points less.
cartoonlad
Jan 5 2006, 11:27 PM
How do wound modifiers work with regard to matrix combat for non-technomancers? Do only boxes on the Stun and Physical Damage Tracks count towards the wounded dice pool penalties? Or is it just the Matrix Condition Monitor? Or do all three count towards these penalties?
In the example on page 231, the IC has a wound penalty because of damage on the Matrix CM. The hacker in that example suffers damage to his Stun CM, but then he takes an action without any penalties. This implies that a hacker can be near flatlining but as long as there hasn't been any damage taken on the hacker's Matrix CM, he doesn't experience any penalties. Is this correct?
TheHappyAnarchist
Jan 5 2006, 11:34 PM
P. 154 wound modifiers apply to nearly all the tests an injured character may attempt except to resistance tests.
P. 231 speaks about the Matrix Condition monitor. It does not say anything about wound modifiers, so by the rules as written there is no wound modifiers for cybercombat unless it is Black Hammer or IC.
Very interesting. Anyone else see anything to contradict this?
cartoonlad
Jan 5 2006, 11:48 PM
It just seems odd that if a fully healthy hacker is going up against IC and they're just trading Attack program blows that the IC is the only one that will suffer wound penalties.
TheHappyAnarchist
Jan 5 2006, 11:52 PM
Perhaps you misunderstand me. I don't see anything that makes IC suffer wound penalties either.
cartoonlad
Jan 6 2006, 12:36 AM
Oh. I got that from the example on the page where the IC resists damage. "It gets 1 hit, enough to reduce the damage to 5 boxes. The IC has 10 boxes on its Matrix Condition Monitor, so it's halfway to being finished, and now suffers from a -1 Wound modifier."
TheHappyAnarchist
Jan 6 2006, 01:46 AM
Hmm. Don't see any where else in the rules that says anything about matrix entities and wound penalties.
I wonder if that should be in the errata. Can anyone provide a rules quote? I don't see anything in the rules.
I've also seen homebrewed character sheets that had matrix icons. They seemed to get a -1 per 2 boxes instead of per 3. I can't seem to find any rules to that affect though.
TheHappyAnarchist
Jan 6 2006, 02:25 AM
On another subject, as I was building a character today, I noticed a bit of craziness.
Stun Baton - 400
Both Tasers - 150
One of the Tasers even allows you to use it in melee as a stun weapon, with a better damage code. Why would the tasers cost less? Maybe it is a misprint or needs to be errated?
Jaid
Jan 6 2006, 03:22 AM
the stun baton probably has better reach, definitely has more charges (10, iirc) and can be charged up for free. might also have better concealability (is it the one that shrinks down?)
anyways, the tasers have 4 charges before needing recharge, and it costs 5

per shot (50 per 10 darts). also, it doesn't ever specify what skill it is to use the defiance shocker in melee, so one could argue it is an exotic skill (which is much worse than the generalised skill needed for a stun baton).
but really, i think the main thing is 4 shots... that's not an awful lot really...
plus the fact that stick'n'shock can do the same thing, pretty much...
however, the shocker, with it's damage code of 8S, is still very attractive...
Kerberos
Jan 6 2006, 01:50 PM
QUOTE (sapphire_wyvern) |
QUOTE (blakkie @ Sep 13 2005, 04:20 AM) | Seeking clarification on recoil.
Since the example in the BBB is the suxxor, i'd like one that is more enlightening:
First Simple Action I fire my SMG in a [3 round] burst. My SMG has 1 point of recoil compensation, so after removing one point from the -2 recoil I have a -1 recoil penaly that applies to that attack. For the second Simple Action i fire another [3 round] burst at the same target. For this attack do i have a -3 recoild modifer (what is listed for the second burst in the Ranged Attack Modifiers table) to apply to my dice pool or do i have a -4 modifer (-3 for the second burst plus the -1 recoil modifier that applied to the first attack)? |
Since no one else seems to have mentioned it so far... As well as the Fichetti Pain Inducer and the Monofilament Chainsaw, there is one another amusing new piece I can't recall seeing before: The Elephant Rifle. Two barrel, break-action rifle that does more damage than either of the core-book sniper rifles, although its armor penetration is worse. And you can fire both barrels together for even more damage! What's more, it's only Restricted, while the sniper rifles are Forbidden. Why do I get the feeling that a lot more shadowrunners are now going to have "Really Big Game Hunting" knowledge skills? |
The part about being only restricted is nice, but the damage? Compared with the ranger it does 1 more damage, but gets 2 less in armour modification for an average of 1/3 more damage 1 and 1/3 if you shot both barrels. For this privilege you lose the greater range of Snipers, it's less effective against hardened armour, and most importantly you get only two shots before you reload. This takes a complex action, meaning you'll only be firing every second time, or every fourth time if you shot both barrels at once. The Ranger on the other hand has 15 shots and the clip can be switched with a simple action. It compares slightly more favourably with the Walther, but not much.
TheHappyAnarchist
Jan 6 2006, 04:47 PM
QUOTE (Jaid) |
the stun baton probably has better reach, definitely has more charges (10, iirc) and can be charged up for free. might also have better concealability (is it the one that shrinks down?)
anyways, the tasers have 4 charges before needing recharge, and it costs 5 per shot (50 per 10 darts). also, it doesn't ever specify what skill it is to use the defiance shocker in melee, so one could argue it is an exotic skill (which is much worse than the generalised skill needed for a stun baton).
but really, i think the main thing is 4 shots... that's not an awful lot really...
plus the fact that stick'n'shock can do the same thing, pretty much...
however, the shocker, with it's damage code of 8S, is still very attractive... |
Yeah, but when compared to the stun baton it is cheaper, does more damage (the contacts are the same as the taser darts, unless they adapt it) doesn't seem to use up any charges when you use it in melee and the melee is just an added bonus when you don't want to use the 20m reach.
I would suggest it is much like pistol whipping though, and is improvised, not an exotic. Though much like pistol whipping I would allow an exotic skill.
That is a cool character concept, Exotic Skill - Pistol Whipping. Character = Ex Star

Just seems like it would be more expensive to shoot taser darts than to make contact shockers into a stick, especially less powerful capacitors.
MK Ultra
Jan 6 2006, 05:18 PM
Is the Ares Viper Slivergun supposed to be that deadly?
It has 8P +2 w fechet ammo, thatīd make a "virtual" 6S 0 basedamage & AP. Thats more powerfull then every other pistol, and not even taking into account the burstmode!
Kerberos
Jan 6 2006, 06:14 PM
QUOTE (MK Ultra) |
Is the Ares Viper Slivergun supposed to be that deadly?
It has 8P +2 w fechet ammo, thatīd make a "virtual" 6S 0 basedamage & AP. Thats more powerfull then every other pistol, and not even taking into account the burstmode! |
Can't take ammo other than flechette though, so a predator with Ex-explosive would be more powerfull as long as we were firing single shot and against an armoured target.
Moon-Hawk
Jan 6 2006, 06:26 PM
The Ares Viper Slivergun is, and always has been, an excellent example of why Ares is the leading arms developer. That is to say, that gun has always been a little overpowered.
It isn't an uber-gun that owns all other guns. It is just a very good gun.
Stormdrake
Jan 7 2006, 11:47 PM
Question on the Panther Assualt Cannon damage. Am I right in thinking that it is to low? It is described as a light tank round but does only 10P? Seems rather light considering that in 3rd edition it had a damage rating of 18D.
Jaid
Jan 8 2006, 02:53 AM
QUOTE (TheHappyAnarchist @ Jan 6 2006, 11:47 AM) |
QUOTE (Jaid @ Jan 5 2006, 10:22 PM) | the stun baton probably has better reach, definitely has more charges (10, iirc) and can be charged up for free. might also have better concealability (is it the one that shrinks down?)
anyways, the tasers have 4 charges before needing recharge, and it costs 5 per shot (50 per 10 darts). also, it doesn't ever specify what skill it is to use the defiance shocker in melee, so one could argue it is an exotic skill (which is much worse than the generalised skill needed for a stun baton).
but really, i think the main thing is 4 shots... that's not an awful lot really...
plus the fact that stick'n'shock can do the same thing, pretty much...
however, the shocker, with it's damage code of 8S, is still very attractive... |
Yeah, but when compared to the stun baton it is cheaper, does more damage (the contacts are the same as the taser darts, unless they adapt it) doesn't seem to use up any charges when you use it in melee and the melee is just an added bonus when you don't want to use the 20m reach. I would suggest it is much like pistol whipping though, and is improvised, not an exotic. Though much like pistol whipping I would allow an exotic skill. That is a cool character concept, Exotic Skill - Pistol Whipping. Character = Ex Star  Just seems like it would be more expensive to shoot taser darts than to make contact shockers into a stick, especially less powerful capacitors. |
i see nothing to indicate that you somehow have unlimited use of it in melee. sure, you can pistol-whip all you want, but if you want electric pistol whipping action, you have to get that electricity from somewhere... such as the taser darts.
however, i must agree that, in general, the tasers are some danged nice guns, especially for the cost... and with integral smartlink, they still cost less than the Predator

indeed, one of my characters is using the defiance shocker as one of his main weapons, it's that good. if you are expecting close quarters combat, it can't be equalled IMO.
[edit] oh, and i agree the panther seems a little weak compared to what it used to be... once upon a time, it was a death sentence to get hit by one unless you had some kind of insane armor or something... now, it still hurts, but isn't all that terrifying compared to before (for example, someone with body 5 and no armor could take a hit from one and live now). [/edit]
Squinky
Jan 8 2006, 07:30 PM
Real life tasers have the cartridge on the front (barrel) end. You simply take off the cartridge and the contacts are exposed, allowing you to shock without expening a cartridge. The same thing can be done if you only hit with on of the fishooks, you can poke the victim with the end of the taser to complete the circuit. Even though this gun in the book is different, I wouldn't think it would use up any shots.
Jaid
Jan 8 2006, 10:34 PM
hmmm... i suppose i had presumed the darts themselves have the charge in them, and would only be good for one use, since pulsar darts and shocker darts cost the same...
Stormdrake
Jan 8 2006, 11:39 PM
Compared the 3rd edition damage for fire arms against 4th edition last night. I can almost see the formula they used. If you take Deadly to equal 4th edition Physical damage it looks like they either subtracted 2 power levels from the damage to raise the code one or in some cases they subtracted one power level to raise the code one to get 4th edition damage codes. The Panther Assault Cannon is the only one when compared between the two that does not fit into this pattern. No biggie as I will just change it for my own game but am curious if any one else noticed this?
TheHappyAnarchist
Jan 9 2006, 06:14 PM
Yeah, the panther should be upped.
As for the taser darts, you are forgetting, the defiance is attached by a cord. It actually has unlimited charge. For instance, if you rip the fishhooks out of the target you can reload the taser that way. Or if you leave the fishhooks in, you can continually shock them with it. That is the way real tasers work anyways.
The other taser has built in capacitors in the darts. You need to replace each dart.
Another note of weirdness is the Cherry Blossom Storm. Namely, how it's ammo looks and works.
We have to clues.
Ammo is 10 (ml) x4. This means it is muzzle loading. Does it have 10 "lines" of four bullets that you can load in at a time? Or each line of 4 bullets is loaded at once? Also, it does not say anywhere that burst firing takes 4 rounds instead of 3.
The way they seem to want it is that it can fire 10 bursts, or individually.
BlackHat
Jan 9 2006, 06:20 PM
I think it is (at least, based on the picture, and on the MetlaStorm gun) 4 barrels, which can have 10 rounds loaded into them. I assume you chose which barrel will fire at any given time, or something. I dunno - doesn't seem to matter much except that there are 40 bullets in the thing.
Azralon
Jan 9 2006, 06:56 PM
The Fubuki's artist showed up on the forums a while back and basically explained to us that the weapon has four detachable barrels, each loaded with 10 in-line rounds that are electrically ignited.
The little black bar above the picture of the gun is a removed barrel (muzzle). And yeah, I'd hate to be the guy trying to match ballistics evidence on those things.
SEAL Intel
Jan 9 2006, 11:33 PM
QUOTE (Azralon) |
And yeah, I'd hate to be the guy trying to match ballistics evidence on those things. |
Perhaps the magnetic flux within the projectile is altered by the firing mechanism. This would produce tell tale signs that can be checked just like lands and grooves are now. No reason to let your players not worry about the CSI guys.
TheHappyAnarchist
Jan 10 2006, 12:01 AM
Okay, so you have 10 bursts then.
If each barrel can be detached, do you detach a line of barrels after firing it's bullets?
Or is it more of you load all the barrels bullet by bullet at home, then attach them all. The only quick reload is to have another set on you and attach all the barrels at once?
It seems really weird the way the ammo works on that gun.
FrankTrollman
Jan 10 2006, 12:08 AM
That's
Metal Storm Technology for you. Pretty weird. The magazine
is the barrel, and since the bullets are already in position to be fired, there's nothing stopping you from firing all the bullets in a single action (except the fact that it would detroy all four barels and shatter the bones in your arm).
-Frank
MK Ultra
Jan 10 2006, 12:34 AM
2 Qīs about contact lenses in SR4
1. What are advanced vision contacts running on?
Do they need recharge, if so, how often will that be?
Are they running on photoelectric energy, if so, how long can they last in the dark?
Are they powert by the electrostatic energy from your eyelids when you blink?
2. How many options can you put into one paire contacts?
I found no limit for this, but itīd seam resonable to have only one option for each pair, I mean, they are much smaller than cybereyes!
If you can put multiple options into them, will this effect Q 1?
Jaid
Jan 10 2006, 02:41 AM
QUOTE (TheHappyAnarchist) |
As for the taser darts, you are forgetting, the defiance is attached by a cord. It actually has unlimited charge. For instance, if you rip the fishhooks out of the target you can reload the taser that way. Or if you leave the fishhooks in, you can continually shock them with it. That is the way real tasers work anyways. The other taser has built in capacitors in the darts. You need to replace each dart. |
no, i was aware of how RL tasers work... just there is nothing about the shocker that indicates that's how it works.
for example, what is the damage code on further shock attacks? is it undodgeable? if you are continuously shocking them with it, shouldn't the target be uncontrollably twitching on the floor, unable to do anything more than twitch uncontrollably on the floor? ie, no way to defend themselves from continuing attacks?
and wouldn't that be a bit much? i mean, it would basically be a death sentence to ever get hit by the shocker if that's the case...
TheHappyAnarchist
Jan 10 2006, 04:11 PM
Essentially I consider the further defense and attack rolls the target trying to remove the dart. The "twitch" effect is the electricity damage test.
If they fail their twitch test, then yes a taser is a death sentence. You get hit by a taser then you generally don't get up and come after someone more. Unless you are big (high body) or exceptionally tough (high will).
So essentially it is covered by the rules. For further rounds trying to shock you make your ranged attack test like normal, probably getting a bonus modifier that is appropriate. They make their defense test as normal (if allowed, i.e. they passed their twitch test) then if they succeed they ripped the dart out. If not, treat it as another successful attack. It just doesn't use up another dart, rather using the one already attached.
Seems to follow the rules pretty well.
Jaid
Jan 11 2006, 12:26 AM
ok then, so how come wired 3 makes your taser shock them more often?
TheHappyAnarchist
Jan 11 2006, 12:54 AM
Obviously the enhanced nuerokinetics running through out your body channel more electricity through the wireless connection to your taser and apply more juice.
Simple really.
Double Down
Jan 11 2006, 07:01 PM
QUOTE (MK Ultra) |
2. How many options can you put into one paire contacts? I found no limit for this, but itīd seam resonable to have only one option for each pair, I mean, they are much smaller than cybereyes! If you can put multiple options into them, will this effect Q 1? |
As far as options on contacts, the availability of enhancements is cumulative with the contact lenses base avail. of 6, so while you could theoretically have contacts with Vision Enhancement 4, Thermographic Vision, and Ultrasound built-in, the availability would make them unattainable... unless you have a fixer with access to the most heavily-guarded top-secret corp prototype equipment.
Kerberos
Jan 11 2006, 07:19 PM
QUOTE (Double Down) |
QUOTE (MK Ultra) | 2. How many options can you put into one paire contacts? I found no limit for this, but itīd seam resonable to have only one option for each pair, I mean, they are much smaller than cybereyes! If you can put multiple options into them, will this effect Q 1? |
As far as options on contacts, the availability of enhancements is cumulative with the contact lenses base avail. of 6, so while you could theoretically have contacts with Vision Enhancement 4, Thermographic Vision, and Ultrasound built-in, the availability would make them unattainable... unless you have a fixer with access to the most heavily-guarded top-secret corp prototype equipment. |
Availability only applies to controlled equipment bought on the black market (p. 302), so contact lenses with low light, flare compensators, image link Thermograph, ultrasound vision enhancement and vision magnification availability 32 can be bought at an ordinary shop. As long as you don't need a smar link you're cool.