Shadowrun

Shadowrun Play => Rules and such => Topic started by: lonewolf1210 on <07-22-13/0704:46>

Title: [SR5] Quick question - Quick answer thread
Post by: lonewolf1210 on <07-22-13/0704:46>
This thread is intended for any short questions that have a short answer. So it should reduce the number of threads that are on here and not make it necessary to open a new thread for every simple question. Please keep lengthy discussions to a minimum.

I´ll start:

- Does a rigger need a Rigger Command Console to control his drones, or can he do most stuff also with a Commlink or Cyberdeck?
- If you shoot a gun mounted on a drone, do you recieve the boni from smartlink when you are rigging it?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: samoth on <07-22-13/0708:42>
Ultrasound Sensor cyberware is available in ratings 1-6, but I can't find what the rating levels do.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Cabfire on <07-22-13/0722:07>
- Does a rigger need a Rigger Command Console to control his drones, or can he do most stuff also with a Commlink or Cyberdeck?

No he don't need it but there is many advantage to do it (p266)

Ultrasound Sensor cyberware is available in ratings 1-6, but I can't find what the rating levels do.

I assume it is for the Device rating and see if this nasty hacker will shutdown it easily or not.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: lonewolf1210 on <07-22-13/0820:45>
Ultrasound Sensor cyberware is available in ratings 1-6, but I can't find what the rating levels do.

The rating of a sensor is the limit for any perception test made with the sensor. Page 445


- Beside the different price and availability, is there any difference between the "Vulcan Liegelord" and the  "Proteus Poseidon" Rigger Command Consoles? (Page 267) The whole table looks like there are a couple of numbers that could use some corrections.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: inca1980 on <07-22-13/1010:32>
When doing a multiple attack with two different weapons (dual wield) that have different dicepools (i.e. pistols for one, automatics for the other), which dicepool do you split?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: sn0mm1s on <07-22-13/1049:47>
Does Seize the Initiative allow someone to get extra actions per combat turn?

Based on the way it is written, if I totaled a 6 initiative and the top PC/NPC scored 33, I would get to act first in every initiative pass that the top initiative roller acts.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Cabfire on <07-22-13/1111:02>
Seize the initiative need a bit of clarification maybe, cause i really don't see any reasons to use "Blitz"
Title: Re: [SR5] Quick question - Quick answer thread
Post by: ZombieAcePilot on <07-22-13/1427:00>
Can you give an example of an indirect combat touch spell being used (both direct and indirect please)? If you have to make the unarmed attack as part of the spell casting, can you try to do damage with the attack in addition to the spell?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Lobo on <07-22-13/1638:14>
@snoMM1s - you are reading it wrong - seize the Initiative lets you go first in an initiative pass that you can act in.  It doesn't increase your initiative.

"Move to the top of the initiative order, regardless of your Initiative Score. If multiple characters spend Edge to go first in the same Combat Turn, those characters go before
everybody else, in order of their Initiative Scores; subsequently, the other players and NPCs take their actions according to their Initiative Scores. This move to the top of the order lasts for the entire
Combat Turn (meaning multiple Initiative Passes); you return to your normal place in Initiative order at the start of the following Combat Turn."

In your example, if I have a 11 initiative, and my opponent had a 23, then normally:

Initiative Pass (IP) 1:
Him 23
Me 11

IP 2
Him 13
Me 1

IP 3
Him 3
I don't get to go

If I seize the Initiative, then it becomes:

IP 1
Me 11
Him 23

IP 2
Me 1
Him 13

IP 3
Him 3
I don't get to go.

Now, if I Blitz, I roll 5d6 in Initiative, meaning I have a higher initiative score, which does two things - it means that I will have more actions, and it means that my score will be higher so I am more likely to go first anyways. 

Seize the initiative is useful when you HAVE to go first.  Blitz is useful when you HAVE to be able to do multiple actions.






Title: Re: [SR5] Quick question - Quick answer thread
Post by: sn0mm1s on <07-22-13/1734:50>
I get that, but from the sample combat in the book, it appeared that being part of the initiative pass was intrinsically linked to taking an action. Once your INIT goes down to 0 or less you are removed from the initiative pass per the rules. However, Seize says you go to the top of the initiative pass regardless of your INIT (assuming if you have 0 or lower init you are added back into the initiative pass). In discussing with some of my group I think we decided that the Seize the Init player still gets to act before anyone else - but they can only take free actions like running or dropping prone (still very useful).
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Lobo on <07-23-13/0011:53>
@snOmm1s

Yes, you do get the free action - perhaps "do nothing" is a bit exaggerated - but my example still holds true, if you simply sub "Free Action" everywhere that I had "do nothing".

In other words, without seizing the initiative, if I roll a 6 and my opponent rolls a 33 then:

IP 1
He gets 2 simple or 1 complex action and 1 free action at 33
I get 2 simple or 1 complex action and 1 free action at 6

IP 2
He gets 2 simple or 1 complex action and 1 free action at 23
I get 1 Free Action

IP 3
He gets 2 simple or 1 complex action and 1 free action at 13
I get 1 Free Action

IP 4
He gets 2 simple or 1 complex action and 1 free action at 3
I get 1 Free Action

If I seize the initiative, I do not get any more free actions, it just means I get to take them before he does.  Since most of what I'm going to need to do as a free action is to dodge - I don't really need to do them first.

Blitz, on the other hand, allowing you to roll 5d6 is going to get you probably 3 IPs where you have complex/simple actions.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Panzergeist on <07-23-13/0137:17>
Are vehicle tests always made with reaction, even if the driver is rigging or controlling remotely through the matrix? 
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <07-23-13/0254:16>
Reaction is the most important attribute for a rigger.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: ChaosPhoenix on <07-23-13/0529:27>
If a decker (or anyone with enough talent) can spot any non-hidden wireless device in 100m, does it enable them to track enemy movements in buildings with absolute precision?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <07-23-13/0647:48>
Once your INIT goes down to 0 or less you are removed from the initiative pass per the rules.
You aren't removed from it. You simply do not get to go again. Page 159-160. "Characters with an Initiative Score higher than 0 get to go again during a second Initiative
Pass. [...] A character with an Initiative Score of 0 or less can only take one Free Action during an Initiative Pass."
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Razhul on <07-23-13/2146:18>
If a decker (or anyone with enough talent) can spot any non-hidden wireless device in 100m, does it enable them to track enemy movements in buildings with absolute precision?

P243:
Quote
You find the physical location of a device or persona in the Matrix. After succeeding with this action, you know the target’s location for as long as you have at least one mark on the target. This doesn’t work on hosts
because they generally have no physical location, or IC programs because they are confined to their hosts.

So, with enough time and Marks, guess you could! :D
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <07-24-13/1558:08>
You need to logout within 45 minutes or so. losing all your marks.

But this sound as if a hacker can mark a target and it show up as AROs on the heads-up of every member in your team. Surprise and ambush time?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Typhus on <07-26-13/0043:56>
When doing a multiple attack with two different weapons (dual wield) that have different dicepools (i.e. pistols for one, automatics for the other), which dicepool do you split?

If it was my table, I would pick the lower of the two skills, because that's the one you have the least control over, thus the most effect on the other gun.  Good question though.  Another option is to average the two and then split them.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <07-26-13/0600:02>
DW let you hit same target twice. Once with each weapon. Split pool.


edit; this is one way of splitting the pool if you got different skills. As far as I seen SR5 does not really state how it should be done. As others have noted the SR4 rule was to split the lowest pool and that might be the intended way in SR5 as well

If using two different weapons just split both pools individually.

Pistol 8
Automatics 4


Total Modifiers -2 (including, but not limited to, recoil and recoil compensation from both weapons)

Pistol hit with 3 dice.
Automatic hit same target with 1 die.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <07-27-13/1648:43>
If you have 5 magic but lose one magic/PP from essence loss.  How much of your starting karma would it cost, in SR5, to raise it back up to 5?

25 karma?
30?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Medicineman on <07-27-13/1659:14>
When doing a multiple attack with two different weapons (dual wield) that have different dicepools (i.e. pistols for one, automatics for the other), which dicepool do you split?
in SR4A it was the lower of the two Pools that got split

He who dances in both Editions
Medicineman
Title: Re: [SR5] Quick question - Quick answer thread
Post by: cip on <07-29-13/0534:38>
Hey guys, two questions:

- How long does the effect of "take cover" last? Until you move away, until your next action or for one combat turn?

- Does the defender know the attackers number of hits and the damage value before he decides how to defend (whether to use edge or an interrupt defense action)?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Elathan on <07-29-13/0932:02>
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <07-29-13/1001:28>
  • How many programs a RCC can run?

Cyberprograms or Autosoft programs?

p.267 Noise Reduction & Sharing
Quote
Along with all the standard features of a commlink, rigger
command consoles have Noise Reduction and Sharing
ratings that you set when you boot the console. The
Noise reduction rating is straight-up Noise Reduction (p.
230), which is cumulative with other forms of Noise Reduction.
The Sharing rating is the number of autosofts
you can run on the RCC
that simultaneously run on all
slaved drones at the same time. One caveat: if a drone is
running any of its own autosofts, it cannot benefit from
the RCC’s autosofts.
The total of both ratings cannot exceed the device
rating of the RCC
. You can adjust the values of these two
special ratings with a Change Device Mode action (p. 163).
Yeah, that means if your RCC has a Device Rating of 1 it can
only have one or the other feature running at a time.


Not sure your RCC can run cyberprograms. If it can, it will probably obey the same limit as Autosofts (see Noise reduction and Sharing above). Your drones, however, can:

p. 269 Autosofts
Quote
Autosofts are specialized programs designed to increase
the effectiveness of a drone’s performance. In
other words, people have skills, drones have autosofts.
An autosoft is rated between 1 and 6. A drone has a
number of slots to use for
autosofts and cyberprograms
equal to half its Device Rating, rounded up
. Swapping
autosofts and programs is a Complex Matrix Action.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: ZedHead on <07-29-13/1148:57>
Why are Skills like Electronic Warfare linked to Logic, but half the Matrix Actions that use Electronic Warfare pair it with Intuition for the test. Is there such a thing as doing a generic Electronic Warfare test without it being tie to a specific Matrix Action?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Crunch on <07-29-13/1238:06>
Why are Skills like Electronic Warfare linked to Logic, but half the Matrix Actions that use Electronic Warfare pair it with Intuition for the test. Is there such a thing as doing a generic Electronic Warfare test without it being tie to a specific Matrix Action?

Sure. Remember that EW also covers non matrix communication and jamming actions.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: cip on <07-29-13/2057:13>
Can one thread the complex form "cleaner" multiple times on low levels to decrease the OS?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <07-30-13/1051:51>
Can one thread the complex form "cleaner" multiple times on low levels to decrease the OS?
You just need to sustain it for Level combat turns and then it will permanently reduce your OS with number of  [Level] net hits. p.252

I see no reason why you should not be able to re-thread a Level 1 Cleaner with Fade Level 2 and sustain it for one combat turn to reduce overwatch score by 1, multiple times. It would take you about two minutes of nothing but threading level 1 cleaners and sustaining them to get rid of 39 points of overwatch score.


(Not sure if you can totally remove overwatch once you triggered it).
Title: Re: [SR5] Quick question - Quick answer thread
Post by: thinklibertarian on <07-31-13/0930:15>
Rigger Jump In:

On page 167 it says it is a complex action.

On page 266 under "Taking the Jump" it says it is Complex Action if you're in AR, or a Simple Action if you're already in VR when you make the jump.

Which is correct?

Thanks
Title: Re: [SR5] Quick question - Quick answer thread
Post by: thinklibertarian on <07-31-13/1128:42>
Do Vehicles and Drones accumulate wound penalties like Vehicles do (every three points of damage is  a-1 penalty).

I say yes, because on page 201, the Vehicle Test Modifier Table has the line:

Piloting damaged vehicle:  –(damage modifier) Handling (minimum 1)

But I can't find where "damage modifier" is explained, so I assume it is like the wound penalties.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Carz on <07-31-13/1608:22>
What does it actually take to slave a device?
In terms of MARKs/ownership and action type.
Do you need to be the owner? Have 3 MARKs on the item? Does it take a complex action to slave a device? Less?

PANS and WANS section, pg 233 tells us we CAN slave devices to comlinks, or cyberdecks to provide them with improved protections, but I can't seem to locate any info on whether you have to be the "owner" of said devices, or even have any specific number of MARKs on them to perform slaving.

The book does indicate that the Master is not necessarily the Owner of the device, so maybe it just requires Owner access to perform the slave action; but then, do you need like 3 marks on the hackers cybedreck to get it to accept the slave, or maybe your just 'offering' the slaving and the cyberdeck owner has to accept with some type of action...


Since the team hacker may want the rest of their team to slave their vulnerable equipment to his high-end cyberdeck for protection, its kind of important to know if they can do it without making the hacker their device's owner too.

On the flip side, a rogue hacker in a host might want to slave a device inside (like a gun turret) to his own cyberdeck; if slaving does NOT require ownership, it seems like the hacker might be able to accomplish that, taking an asset away from the host, at least short term.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <07-31-13/1646:35>
well... the owner of the master device does not have to be the owner of the slaved device.
in English. The decker protection your smartgun does not need to be the owner (4 marks) of your smartgun.

Book is not really clear what slaving is (so it is indeed a good question)

My guess is that your decker invite your smartgun to take a mark on his cyberdeck.
That your decker create a user account on his deck for your smartgun to use.
This way your smartgun can "log on" to his cyberdeck and we have a master-slave coupling (or server-client if you like).

The owner of the smartgun (the street samurai that own the smartgun) must log on to his cyberdeck though.
I don't think you can steal a random smartgun and slave it to your cyberdeck before you taken over the ownership
(or a gun turret that someone you don't know own).


Probably also because of this coupling an hostile hacker will get a mark on both the smartgun as well as the master device if he hack the smartgun.

did that make any sense at all? :D
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Razhul on <07-31-13/1710:55>
p.233 implies that you don't have to own a device that is being slaved to you (i.e. the group's Sam slaving his smartgun to your Deck):
Quote
if you fail a Sleaze action against a slaved device, only the device’s owner gets the mark on you, not the master too. There
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <07-31-13/1716:16>
p.233 implies that you don't have to own a device that is being slaved to you (i.e. the group's Sam slaving his smartgun to your Deck):
Quote
if you fail a Sleaze action against a slaved device, only the device’s owner gets the mark on you, not the master too. There
Right. But the owner of the smartgun (the street samurai) must be your friend.
"he" must willingly slave his device to "your" cyberdeck.
(The street samurai must log on with his smartgun on the deckers cyberdeck).

the decker grant a mark on his cyberdeck to the owner of the smartgun.
the owner of the smartgun use that mark to log on his smartgun to the cyberdeck
(slave his smartgun to the cyberdeck).
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Razhul on <07-31-13/1724:30>
Yeah, looks logical to me :)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: rumanchu on <08-01-13/0121:37>
What exactly counts as a "benefit of a Rating 1 control rig" for the purposes of the Mind over Machine echo?  Is it *everything* listed in the Control Rig description on p.452, or just the mechanical bonuses?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <08-01-13/0932:30>
What exactly counts as a "benefit of a Rating 1 control rig" for the purposes of the Mind over Machine echo?  Is it *everything* listed in the Control Rig description on p.452, or just the mechanical bonuses?
Everything but the data cable, I imagine.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: thinklibertarian on <08-04-13/2233:37>
Does the adept power Combat Sense (p. 309) (and the spell of the same name, page 286) give its defense bonus in Astral Combat?

Thanks
Title: Re: [SR5] Quick question - Quick answer thread
Post by: ChaosPhoenix on <08-05-13/0239:39>
Spirits and melee damage:
Just a clarification. A spirit without a natural weapon deals stun melee damage, right? E.g. a Spirit of Beasts deals strength (F+2) S damage. When using it's Natural Weapon power, he deals physical damage, but only Force P damage. Is that correct?

Thanks :)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: artent on <08-05-13/2209:41>
Can a Comlink run basic cyber-programs?   If so how many can it run at a time?   Its device rating?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kincaid on <08-05-13/2312:38>
Can a Comlink run basic cyber-programs?   If so how many can it run at a time?   Its device rating?

No, it cannot.  Only cyberdecks can run cyberprograms.  Commlinks have a Firewall and Data Processing rating equal to their device rating, but that's it.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kincaid on <08-05-13/2316:17>
1. When a decker rolls Hide, does he roll vs. every IC present or the host in general?  Do all of the IC present add to his Overwatch Rating with their defensive hits?
2. When a decker is running in silent, how often does the host check to see if it notices something is running silently?  Does Patrol IC (or some other form of IC) need to be present?
3. If a decker is discovered but not yet marked, do all IC know the decker's location?  What about IC brought out on subsequent rounds, assuming the initial wave of IC is destroyed before they arrive?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: thinklibertarian on <08-06-13/1506:32>
On page 159, the initiative chart says base dice for astral initiative is 2D6.

On page 314, tha Astral Attributes table says Initiative Dice +2D6 (3D6 total).

Which is correct?

P.S. I did a search for "astral initiative" in the book and found:
Page 100, "For details see Astral Initiative (p. 229) or Matrix Initiative (p. 313)."  Both page references are wrong.
Page 101, The Final Calculations tablelists it as +2D6
Page 110, sample character "Silver" has +2D6
Page 115, street shaman archetype has +3D6
Page 116, combat Mage archetype does not list astral initiative at all (typo?)
Page 298, the watcher and the homunculus have +1D6 (I assume that is because they are rather weak)
Page 303 and 304, the spirits all have +3D6
Page 382, the wagemage lieutenant has +3D6

Thanks
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kincaid on <08-06-13/1545:32>
Reposting.

p. 445 "Sensors can be put into devices that have capacity."

Goggles have capacity, natch.

Here's the question: How good (or bad) of an ultrasound sensor can I actually place in my goggles?

Option 1: Rating 2, based off of the Sensor Housing table on page 446.  This table makes it look like you need a motorcycle for Rating (6) ultrasound, which is odd because you can fit that in your head if you're willing to pay Essence.

Option 2: Rating 8 (although not at CharGen, obviously), based off the capacity [1] cost for a single sensor on the Sensor table also on page 446.  I'm assuming that this is, in fact, the correct way of reading things, but what purpose does the Sensor Housing table serve then?

Option 3: Other?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Novocrane on <08-06-13/1945:59>
Here's the question: How good (or bad) of an ultrasound sensor can I actually place in my goggles?

[The Sensor Housing] table makes it look like you need a motorcycle for Rating (6) ultrasound, which is odd because you can fit that in your head if you're willing to pay Essence.
If you want to buy an ultrasound sensor for under a grand, I think you're going to have to abide by that table and not go over the housing limit for whatever you're putting it in. I'm inclined to say that, seeing as the headware ultrasound sensor has a capacity rating, you could pay the rating * 12000 nuyen and use two capacity from your goggles. Page 221 suggests you can do something similar with commlinks and glasses.

Quote
If a pocket version isn't your style, commlinks are available in a number of other forms, including headwear, glasses, jewellery, cranial implant,belt buckles, and other accessories.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-07-13/0520:57>
1. When a decker rolls Hide, does he roll vs. every IC present or the host in general?  Do all of the IC present add to his Overwatch Rating with their defensive hits?
Once.
IC is just an "extension" of the host.
They are all the same.
Either Host and all IC have you on their spot table or non do. They share.

The Host need to launch Patrol IC in order to have a way of using Matrix Perception to spot you again.
Only Patrol IC that have the "skill" to spot you.
The more evil IC need to wait for the Patrol IC to find the hacker before they can act
(or that the hacker use a Sleaze action that fail)

2. When a decker is running in silent, how often does the host check to see if it notices something is running silently?  Does Patrol IC (or some other form of IC) need to be present?
The Host have no way of spotting you unless it run Patrol IC. Most Hosts typically run Patrol IC 24/7 though.

Book does not say how often the Patrol IC get to spot you.
It can be once every single complex action for all we know.

My house rule is that it will run one check when you enter the Host. Then another if you spend time doing something, like a matrix search (which got a base time of 1 minute). If you are successful with a Matrix Attack action the Host will be instant aware that it is under attack and the Patrol IC should start to check every complex action.

Another house rule could be this:
Players get a -2 repeat modifier when doing the same action over and over - this could maybe be applied here as well... this modifier should in that case be reset when the decker does something to alert the Host again; such as successfully using a matrix attack action.

3. If a decker is discovered but not yet marked, do all IC know the decker's location?  What about IC brought out on subsequent rounds, assuming the initial wave of IC is destroyed before they arrive?
If a Patrol IC spot the decker then the Host and all other IC will also spot the decker (they are the same).
IC loaded by the Host will also have the decker on their spot table.
The Host and all IC will lose the decker if the decker manage to use the Hide matrix action.
Note, that if the Host got a mark on the decker (either from a failed sleaze attempt or if the Host marked the decker with Probe IC) then the decker first have to successfully Erase Matrix Signature before attempting to Hide.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kincaid on <08-07-13/0620:21>
Thanks for the replies!  One more matrix-related question: what does Patrol IC actually roll to try to find you?  Host Rating x2?  DP (In place of Intuition) + IC Rating (In place of Computer, I guess)?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-07-13/0723:49>
IC does not come at different ratings (any more).
The opposed test is Host Rating x 2 [Data Processing] v. Logic + Sleaze

Notice that this is not an attack action, so Patrol IC does not take matrix damage when they fail a perception test. The Host's Data Processing Rating that is used for the limit is also not the same limit as the Host's Attack rating.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kincaid on <08-07-13/0835:13>
IC does not come at different ratings (any more).
The opposed test is Host Rating x 2 [Data Processing] v. Logic + Sleaze

Notice that this is not an attack action, so Patrol IC does not take matrix damage when they fail a perception test. The Host's Data Processing Rating that is used for the limit is also not the same limit as the Host's Attack rating.

The IC in the example for Erase Mark (p. 239) has a rating.  Is this supposed to be the host's rating? 

Yet another question: If I am running hidden but have 3 marks on the host and the Patrol IC spots me (just standing there), what happens?  Presumably nothing, since I look like an authorized user.  Am I safe from checks until I do a Sleaze or Attack action?  Any matrix action?

[I have no doubt that most of these questions could be settled by "GMs call" and that's what I'll do at my table, but if my face in SRM gets capped, I'd like to try a decker and I'm hoping to hammer these things out beforehand.  Actually, I'm hoping the face doesn't get capped.]
Title: Re: [SR5] Quick question - Quick answer thread
Post by: The Wayfarer on <08-07-13/2126:30>
Two questions here:

1)  Can someone explain to me the significance of the Data Processing rating?  Despite the index, I've been unable to find a definition in the rulebook.

2)  Autosofts.......where is the price list for them?  What page?  I don't see them listed on page 442.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kincaid on <08-07-13/2135:08>
Two questions here:

1)  Can someone explain to me the significance of the Data Processing rating?  Despite the index, I've been unable to find a definition in the rulebook.

2)  Autosofts.......where is the price list for them?  What page?  I don't see them listed on page 442.

1. Data Processing serves as the limit in various Matrix actions, notably Edit File and Matrix Perception.  It also is the backbone of Matrix initiative.

2. There's a price in the just-released errata.  https://dl.dropboxusercontent.com/u/12034805/SRM5%20Hot%20Patch%20Errata%20v1.0.pdf
Title: Re: [SR5] Quick question - Quick answer thread
Post by: ZeConster on <08-07-13/2136:04>
Two questions here:

1)  Can someone explain to me the significance of the Data Processing rating?  Despite the index, I've been unable to find a definition in the rulebook.

2)  Autosofts.......where is the price list for them?  What page?  I don't see them listed on page 442.
1: Data Processing is used for cold-sim and hot-sim VR Initiative, and as your limit when using the Control Device Action, the Edit File Action, the Jump Into Rigged Device Action, the Matrix Perception Action, the Matrix Search Action, the Reboot Device Action, and the Trace Icon Action (page 244 has a list, although some of the actions don't require a test, but count as a 'legal', and therefore Data Processing, action).

2: listed in the temporary errata (http://forums.shadowruntabletop.com/index.php?topic=12106.0): Availability is Rating x 2, Cost is Rating x 500¥

pre-edit: gah, ninja'd.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: The Wayfarer on <08-07-13/2149:46>
Thanks.

1)  What quality (device rating, data processing, etc) limits the amount of programs a device can run at once such as a riggers RCC or a cyberdeck?  I understand you can have any amount in storage.



Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kincaid on <08-07-13/2158:12>
Thanks.

1)  What quality (device rating, data processing, etc) limits the amount of programs a device can run at once such as a riggers RCC or a cyberdeck?  I understand you can have any amount in storage.

The number of programs a cyberdeck can run at one time is deck-specific.  See page 227.  I can't actually find the limit for RCC's, but I think it would be a safe assumption that device rating would work.  Cyberdecks' limits are equal to their device rating, but listed separately, so I'm assuming once the Matrix book comes out there will be ways a decker can run extra programs and they didn't want any confusion (adding to program limit, but not adding to device rating).
Title: Re: [SR5] Quick question - Quick answer thread
Post by: ZeConster on <08-07-13/2228:00>
Where does it even say RCCs can use programs? The book describes their functionalities as commlink + drone stuff, so other than autosofts (simultaneous limit is the RCC's Sharing rating, and Sharing + Noise Reduction <= RCC's Device Rating), I don't think RCCs can use any programs.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kincaid on <08-07-13/2229:14>
Where does it even say RCCs can use programs? The book describes their functionalities as commlink + drone stuff, so other than autosofts (simultaneous limit is the RCC's Sharing rating, and Sharing + Noise Reduction <= RCC's Device Rating), I don't think RCCs can use any programs.

The sidebar on p. 269.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: ZeConster on <08-07-13/2249:53>
Ah, of course. Strange how easy to miss those big red boxes can be. :-\ Yeah, I'd go with the RCC's device rating as active cyberprogram limit.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: jeffhartsell on <08-07-13/2309:31>
Do wired reflexes work in the Matrix VR modes? They do not in previous editions, but I don't see that called out in SR5. And there is mention of the +5d6 dice cap in the matrix user modes section, which implies that you can get bonuses to initiative dice in VR.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-08-13/0341:16>
Thanks.

1)  What quality (device rating, data processing, etc) limits the amount of programs a device can run at once such as a riggers RCC or a cyberdeck?  I understand you can have any amount in storage.
Noise Reduction & Sharing p.267
You split your device rating between Noise Reduction and Sharing.
Sharing is the number of programs you can run at the same time.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <08-08-13/0559:14>
Yeah, I'd go with the RCC's device rating as active cyberprogram limit.
I seem to recall that has been confirmed as intended by the way, though not sure.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-08-13/0614:06>
Yeah, I'd go with the RCC's device rating as active cyberprogram limit.
I seem to recall that has been confirmed as intended by the way, though not sure.
Noise Reduction & Sharing p.267
You split your device rating between Noise Reduction and Sharing.
Sharing is the number of programs you can run at the same time.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: ZeConster on <08-08-13/0804:29>
Yeah, I'd go with the RCC's device rating as active cyberprogram limit.
I seem to recall that has been confirmed as intended by the way, though not sure.
Noise Reduction & Sharing p.267
You split your device rating between Noise Reduction and Sharing.
Sharing is the number of programs you can run at the same time.
I suggest you read that section again: Sharing determines how many autosofts you can run on the RCC at the same time (allowing your slaved drones to use the autosofts without having them installed themselves), not how many rigger cyberprograms you can run on the RCC at a time.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-08-13/0858:33>
I suggest you read that section again: Sharing determines how many autosofts you can run on the RCC at the same time (allowing your slaved drones to use the autosofts without having them installed themselves), not how many rigger cyberprograms you can run on the RCC at a time.
You are correct. I was confusing it with p.269 where they talking about drones, autosofts and cyberprograms. Here they mention that they act roughly the same  (take the same time to load, can have the same amount loaded in memory at the same time).

Rules does not explicit say autosofts and cyberprograms when talking about RCC.
Until further notice you have to house rule the number of cyberprograms you can use.

So either you
- decide that RCC can not run cyberprograms since there is no rule that describe how many cyberprograms you can load (and/or house rule that the red box say on p.269 is wrong)
- Or you decide (house rule) that they use sharing as the limit on how many cyberprograms  and autosofts you can load at he same time (similar to the existing rule about drones).
- Or you just take some other arbitrary number, such as device rating. Or device rating divided by two.

There are only a handful programs that are useful for a rigger though. Of all cyberprograms I think there is only 10 that are of any use at all. you can also unload and load new programs on the fly. the number of loaded programs does not really have to be huge.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: jeffhartsell on <08-08-13/1313:24>
How much do autosofts cost? They are not active softs.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kincaid on <08-08-13/1418:42>
How much do autosofts cost? They are not active softs.

Availability: Rating*2
Cost: Rating*500¥

(From the Hot Patch Errata)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Pumpkin on <08-08-13/1755:31>
P.366 cyberware scanner table - why does more implants make it harder to detect the cyberware, should the table modifiers not be reversed?

Title: Re: [SR5] Quick question - Quick answer thread
Post by: Razhul on <08-08-13/2025:51>
P.366 cyberware scanner table - why does more implants make it harder to detect the cyberware, should the table modifiers not be reversed?

The threshold goes up with the number of items as the scanner has more information for your to provide. Not only would it tell you location, function etc. of 1 or 2 items but maybe 5+! I would rule that you get to choose whether you want a lot of info about a specific or 2 specific devices or I spread the successes over all the items that the scanner can pick up.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Novocrane on <08-08-13/2214:37>
P.366 cyberware scanner table - why does more implants make it harder to detect the cyberware, should the table modifiers not be reversed?
The fluff provided in earlier editions supports it being harder to distinguish packed electronics and more extensive cyberware.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: NightRain on <08-08-13/2317:11>
How do registered sprites and overwatch score work?  Once you register it, it loses any existing OS and stops accumulating more, but once it does something illegal it starts counting up again.  I'm assuming that using its powers don't count as illegal actions, as they're not matrix actions.

But if it uses a matrix action, then it starts counting up.  This appears to effectively undo the benefit of registering it in the first place, which seems a bit over the top, given how difficult registering is for high level sprites...
Title: Re: [SR5] Quick question - Quick answer thread
Post by: ZeConster on <08-08-13/2326:22>
I assume that if you use the Standby task, your sprite's Overwatch Score is erased.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: NightRain on <08-09-13/0000:27>
Yeah, that would make sense.  I forgot about it being a dedicated service...
Title: Re: [SR5] Quick question - Quick answer thread
Post by: SoulGambit on <08-10-13/0545:48>
Speaking of Sprites. A summoner can spend Edge on behalf of their conjured spirits. Can a Technomancer spend Edge on behalf of their Sprites?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: SoulGambit on <08-11-13/0348:16>
Is noise calculated based on the attacker's location or the defender's? Or both? If both, are they added together or take highest?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Bonreu on <08-12-13/1016:15>
The restriction for character gen, having only 1 attribute at 6, does magic count for this? Having someone start with 6 magic and 6 int, or do they have to drop the int down to 5?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <08-12-13/1018:58>
P66: "Characters at character creation may only have 1 Mental or Physical attribute at their natural maximum limit; the special attributes of Magic, Edge, and Resonance are not included in this limitation."
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kincaid on <08-12-13/1036:01>
Is noise calculated based on the attacker's location or the defender's? Or both? If both, are they added together or take highest?

I'm not 100% sure I understand what you're asking, but Noise is calculated by the distance between the attacker and the defender.  Other things contribute to it as well, like being in a densely matrix-trafficked area.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: artent on <08-12-13/1045:51>
ok..drones and sensors.   Drones get a Sensor Array for free, and it so happens that they are all rating 3.   So I can't add any sensor functions greater than 3 and any enhancements in those functions are also limited to 3.   This also serves as the limit for sensor checks...ok got it.   

Now, what do I have to pay for?   Say I want the camera function...is that free? or do I pay for it?   What about any enhancements on the camera?   are they free or do I pay for them?

I kinda want to say that the function is free...but enhancements to the function cost money, so I would get the camera for free but the vision enhancement on the camera would cost money.   Is this accurate?   Am I misunderstanding something?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kincaid on <08-12-13/1055:12>
ok..drones and sensors.   Drones get a Sensor Array for free, and it so happens that they are all rating 3.   So I can't add any sensor functions greater than 3 and any enhancements in those functions are also limited to 3.   This also serves as the limit for sensor checks...ok got it.   

Now, what do I have to pay for?   Say I want the camera function...is that free? or do I pay for it?   What about any enhancements on the camera?   are they free or do I pay for them?

I kinda want to say that the function is free...but enhancements to the function cost money, so I would get the camera for free but the vision enhancement on the camera would cost money.   Is this accurate?   Am I misunderstanding something?

I assume that each array has 8 specific functions (p. 445 for the rule, p. 446 for the list of functions).  Since camera is listed, I'd say it's free.  Tweaking the camera with stuff on page 444 (like thermo, vision mag, etc.) would be an additional cost.  Just to keep the numbers simple, I'm houseruling that items in a sensor array (3) have a default capacity of (3) as well.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Rafkin on <08-12-13/1416:47>
I'm assuming it takes a skill point to  specialize but I couldn't find the rule.

Also, does the karma for Addiction seem high to anyone else?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Crunch on <08-12-13/1418:13>
I'm assuming it takes a skill point to  specialize but I couldn't find the rule.

Also, does the karma for Addiction seem high to anyone else?

At character creation you can sacrifice 1 skill point for a specialization. Afterwards it costs 7 Karma. I'm away from my books right now but can find the citation tonight if you need it.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <08-12-13/1425:50>
P89, second paragraph.

Addiction rules can make it rather hard in the long term, so while for shorter campaign it's perhaps a bit cheap, in longer campaigns it's likely a nightmare.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kincaid on <08-12-13/1431:10>
Specialization cost at chargen is found on p. 89, at the very beginning.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: SoulGambit on <08-12-13/1810:54>
Re: Noise.

My Decker is in Soybucks on the other side of town, chilling and hacking a host to support his team. The target host is sitting next to a Jammer 6. Does my Decker receive +6 Noise?

As above, but he is instead trying to hack something inside a tunnel. Does he receive the Noise for the target being in a tunnel?

Lets swap this around.

My Decker, still in SoyBucks, is hacking that host. Lets say the Jammer was disable. A random parade starts outside. Does my Decker receive the penalty for the parade / event despite the target not being anywhere near it?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kincaid on <08-12-13/1848:38>
These answers are based on the idea that Noise cares about where the decker is, not where the target is or what level of electronic activity is taking place between them.  I'm making that assumption because SR5 clearly wants to encourage people to take the decker inside the building now (so the decker, not the target, has to move) and it would be impossible to do any sort of decking across a neighborhood if all the Matrix traffic counted.

Re: Noise.

My Decker is in Soybucks on the other side of town, chilling and hacking a host to support his team. The target host is sitting next to a Jammer 6. Does my Decker receive +6 Noise?

No, jammers jam things in their range.  His team is probably getting jammed (and regretting the decker not being there), but he is not.

Quote
As above, but he is instead trying to hack something inside a tunnel. Does he receive the Noise for the target being in a tunnel?

Yes, physical barriers and distance always apply, no matter who's on what side of whatever.

Quote
Lets swap this around.

My Decker, still in SoyBucks, is hacking that host. Lets say the Jammer was disable. A random parade starts outside. Does my Decker receive the penalty for the parade / event despite the target not being anywhere near it?

Assuming the GM ruled that the parade created a bunch of Noise (and not just noise), yes.  Being downtown and getting stuck in the middle of an ad blitz can ruin a decker's day.  Enough episodes like this and the decker will likely tag along into the building next time where he can hook up to the host directly, eliminating Noise.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: martinchaen on <08-13-13/0109:55>
Short question: does the Simple action "Stand Up" count as "Moving" for the purposes of the "Intercept" action?

Longer question, with scenario:
1. Character A goes first in initiative order, and uses a Free Action to make a Knockdown Called Shot for his Complex Melee Attack action to send Character B to the ground, doing no damage.
2. Character B is knocked to the ground, and can either:
a. Use a simple action to Stand up (potentially opening himself up for an Intercept attack), then perform another simple action (such as firing a weapon without any penalty), or
b. Use a simple or complex action to fire a weapon, or use a complex action to attack from the ground with whatever penalties the GM assigns.
c. If an Intercept action IS triggered by attempting to stand up, Character B can instead use a complex action to avoid the intercept all together and simply crawl away, though at whatever movement speed prone allows one to move at.

In essence, the reason I'm asking about Intercept and Standing Up with regards to the Knockdown melee attack is because I think it seems entirely improbable that a character that was just knocked to the ground could potentially just stand right back up again without fear of reprisal.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: SoulGambit on <08-13-13/0227:17>
Thanks! One more example, then my understanding of Noise shall be complete.

In the parade example, assuming it is an Ad Blitz, what if the Decker's target was in that underground tunnel. Is the Noise from the two areas added, or take the highest?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <08-13-13/1741:09>
Speaking of Sprites. A summoner can spend Edge on behalf of their conjured spirits. Can a Technomancer spend Edge on behalf of their Sprites?

According to the rules, no. There's a non-zero chance that ability could be granted in future source books.

Is noise calculated based on the attacker's location or the defender's? Or both? If both, are they added together or take highest?

The attacker's noise is the only one that counts. Distance does factor in the target's relative position but not the noise level in that particular location.


Side Note: Yes, it's quite abstract, but I'm guessing most folks would rather play than stop and do math. If we wanted real simulation fidelity, we'd have to use square roots, and not even Advanced Squad Leader goes that far.

Title: Re: [SR5] Quick question - Quick answer thread
Post by: Nero on <08-14-13/0003:49>
Still really new to Shadowrun and I'm just not grasping the way the first half of the Control Device test is written.

Test: (as action) [Data Processing (or special)] v. (as action) or Electronic Warfare + Intuition [Sleaze] v. Intu-ition + Firewall.

Could someone please explain how the bolded part works and what determines which test you use?

Thanks!
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Shade on <08-14-13/0333:58>
Still really new to Shadowrun and I'm just not grasping the way the first half of the Control Device test is written.

Test: (as action) [Data Processing (or special)] v. (as action) or Electronic Warfare + Intuition [Sleaze] v. Intu-ition + Firewall.

Could someone please explain how the bolded part works and what determines which test you use?

Thanks!

It means if you are controlling a remote surgery suite you roll medicine + logic. If you are controlling an automotive assembly line you roll logic + mechanic, if you are trying to spot something with a camera you roll perception + intuition, etc.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: DigitalZombie on <08-14-13/0352:56>
Still really new to Shadowrun and I'm just not grasping the way the first half of the Control Device test is written.

Test: (as action) [Data Processing (or special)] v. (as action) or Electronic Warfare + Intuition [Sleaze] v. Intu-ition + Firewall.

Could someone please explain how the bolded part works and what determines which test you use?

Thanks!

It means if you are controlling a remote surgery suite you roll medicine + logic. If you are controlling an automotive assembly line you roll logic + mechanic, if you are trying to spot something with a camera you roll perception + intuition, etc.

Is it also correctly understood that a rigger using a drone to perform brain surgery on a patient rolls medicine+logic, but if he later wanted to do something simple , like using the drone to pick up a dropped shoe, he would roll intuition+firewall [sleaze] (and using a commlink would automatically fail, as it has noo sleaze attribute), and even if he succeeded he would start accumulating OS?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Elektrycerze3 on <08-14-13/0358:32>
If we wanted real simulation fidelity, we'd have to use square roots, and not even Advanced Squad Leader goes that far.

There are calculations which use square roots in SR, namely the explosives damage calculation, IIRC. I love simplicity and so the fact that this root of evil is still in the book makes me kinda sad: my little brother still can't play the game.

Question: is there an alternative to cable for TMs? It seems there is no way for them to connect to a device directly.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: ZeConster on <08-14-13/0832:53>
There are calculations which use square roots in SR, namely the explosives damage calculation, IIRC. I love simplicity and so the fact that this root of evil is still in the book makes me kinda sad: my little brother still can't play the game.
Because a single, rarely used, section of the rules requires a calculator? ???
Title: Re: [SR5] Quick question - Quick answer thread
Post by: SoulGambit on <08-14-13/0836:40>
Thanks Aaron! That was quite helpful.

Q: Which of the following modes are capable of Burst Fire: SS, SA, BF, FA? Obviously things that can't get a magazine of 20 rounds are out, but assume infinite ammo for now. The book doesn't seem to specify, but I think I'm missing it?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Elektrycerze3 on <08-14-13/0847:48>
Because a single, rarely used, section of the rules requires a calculator? ???

Just a failed shot at being humorous. Nevermind :-)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <08-14-13/0911:38>
Question: is there an alternative to cable for TMs? It seems there is no way for them to connect to a device directly.

Since technomancers can't use cable, they're stuck with satellite TV. Just kidding.

There's no such ability in the core rules. There's a non-zero chance that something like the echo in SR4's Unwired that allows techomancers to directly connect by touching a device might make an appearance in a future source book.

Thanks Aaron! That was quite helpful.

Q: Which of the following modes are capable of Burst Fire: SS, SA, BF, FA? Obviously things that can't get a magazine of 20 rounds are out, but assume infinite ammo for now. The book doesn't seem to specify, but I think I'm missing it?

For what it's worth, I like to think of the modes and the actual fire actions separately. In my head, the fire modes are SS, SA, BF, and FA, and the fire options are one-, three-, six-, and ten-round bursts. If you're asking which modes can perform a three-round burst, that would be SA as a Complex Action or BF as a Simple Action.

On the other hand, you mention a twenty-round magazine, which leads me to believe that you might have been asking about suppressive fire rather than burst fire. If that's the case, the only mode for which suppressive fire is available is FA (with the usual non-zero chance blah blah future source book blah blah blah =i).
Title: Re: [SR5] Quick question - Quick answer thread
Post by: SoulGambit on <08-14-13/0928:38>
Oh whoops. Way to recognize my typo--Suppressive Fire was the thing giving me troubles.

Re: Technomancers. Aren't Trodes a viable alternative to cable for Technomancers? Datataps are apparently wireless, meaning you should be able to use those as well.

An aside, but eventually Technomancers want to nuke one Resonance for the sake of a Pain Editor, +Logic Augmentations, and a Datalink anyways--more if they can get higher grade ware on that stuff.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <08-14-13/0932:39>
Good point, Suppressive Fire doesn't directly state it's FA-only. However, it mentions it's a combination of controlled and "fully automatic bursts", so its fluff indicates it's FA-only.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Elektrycerze3 on <08-14-13/0943:59>
Thanks Aaron!

Aren't Trodes a viable alternative to cable for Technomancers? Datataps are apparently wireless, meaning you should be able to use those as well.

That solves the problem, thanks.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Razhul on <08-14-13/1328:12>
Still really new to Shadowrun and I'm just not grasping the way the first half of the Control Device test is written.

Test: (as action) [Data Processing (or special)] v. (as action) or Electronic Warfare + Intuition [Sleaze] v. Intu-ition + Firewall.

Could someone please explain how the bolded part works and what determines which test you use?

Thanks!

It means if you are controlling a remote surgery suite you roll medicine + logic. If you are controlling an automotive assembly line you roll logic + mechanic, if you are trying to spot something with a camera you roll perception + intuition, etc.

Is it also correctly understood that a rigger using a drone to perform brain surgery on a patient rolls medicine+logic, but if he later wanted to do something simple , like using the drone to pick up a dropped shoe, he would roll intuition+firewall [sleaze] (and using a commlink would automatically fail, as it has noo sleaze attribute), and even if he succeeded he would start accumulating OS?

Not quite. If the drone is your own and you want it to do something that's not a normal action, I'd just let you do it. The "vs Int + Firewall" is for when you're trying to force someone else's device against the owner's will to do something. That's when the device would get a defense roll of Int + Firewall and the Matrix would notice something is up (adding OS).
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Nero on <08-15-13/0311:57>
The book describes agents as "semi-autonomous", so can I direct an agent to keep an eye out for any attacks on my gear and counterattack if an attack is detected, or is that too vague?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <08-15-13/0809:14>
The book describes agents as "semi-autonomous", so can I direct an agent to keep an eye out for any attacks on my gear and counterattack if an attack is detected, or is that too vague?
Pilot Programs, p. 269.

(Wow, this really is a quick answer thread. =i)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Unahim on <08-15-13/1203:34>
When am I allowed to take a Full Matrix Defense action for one of my devices? Am I automatically aware it is under attack as soon as the attack happens?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Orci on <08-16-13/0607:47>
As a failed Attack Action does not make you aware of the attack, no.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: SoulGambit on <08-16-13/0623:57>
I assume some degree of system transparency is required here.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Crunch on <08-16-13/0914:57>
I assume some degree of system transparency is required here.

By the rules, a system becomes aware on a failed sleaze roll, or a succesful attack roll.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: thinklibertarian on <08-18-13/1846:06>
Hot Sim VR gives "a +2 dice pool bonus to all Matrix actions" (page 230)

Would that include defense rolls? Damage reduction rolls?

Thanks
Title: Re: [SR5] Quick question - Quick answer thread
Post by: ZeConster on <08-18-13/1914:20>
Page 244 lists all Matrix Actions, although some of them don't require a test, and therefore don't get the +2. Defense rolls are not on the list (and Full Matrix Defense doesn't require a test), and neither are damage reduction rolls, so no.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-19-13/1337:39>
Re: Noise.

My Decker is in Soybucks on the other side of town, chilling and hacking a host to support his team. The target host is sitting next to a Jammer 6. Does my Decker receive +6 Noise?
A "host" can not sit next to a jammer. A "host" is not really a physical location.

But if a device (such as a security camera) is next to a rating 6 jammer then you can't hack it wireless as the item currently lost its wireless functionality due to high noise that is not generated from distance (unless you can reduce the jammer rating with enough noise reduction to get through. data jack provide 1 point of noise reduction. signal scrub program provide 2 points of noise reduction. you can get noise from a RCC, you can also get noise reduction with RCC with electronic warfare on the fly).

...and the camera can't wireless send his live feed, either.

You can still hack the security camera with a direct cable (this ignore noise, direct connection p.232).  If the security camera is part of a host, then you can first hack and enter the host and from there hack the security camera (as you will don't get noise interference when hacking from inside the host. pans and wans p.233)

As above, but he is instead trying to hack something inside a tunnel. Does he receive the Noise for the target being in a tunnel?
A tunnel does not really increase noise, not as long as there are other wireless devices that can route your traffic (a car tunnel have - for example; lamps, gridguide, vents, emergency stations etc etc).

If  the target device is the only (or one of very few) devices in a an abandoned underground area you would get some +3 noise (according to the table on p. 231)

Lets swap this around.

My Decker, still in SoyBucks, is hacking that host. Lets say the Jammer was disable. A random parade starts outside. Does my Decker receive the penalty for the parade / event despite the target not being anywhere near it?
Yes you do.

here is a book example of that: If you use your deck as a jammer "Jam Signals" you will increase noise for everyone hacking "by or targeting any devices within 100 meters." p.240

same thing here. if you hack from a device that is located near the parade (your cyberdeck) or if the target you are trying to hack (the security camera) is close to the parade = you will get noise.

if there is a parade between you and the target, then you will not suffer noise, as your signal will be routed to and from the target through devices located in less noisy areas.

also, you get +2 noise if you hack from within the public grid (and everyone with a SIN that belong to low lifestyle or less always start out in the public grid - you need to hack your way to another grid to avoid this penalty). you might also suffer another penalty for hacking across grids if you are on one grid and your target on another.

you never suffer noise or grid penalties for defense rolls.



A satellitelink will limit noise due to distance to -5.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <08-22-13/1055:42>
For what it's worth, noise isn't just signal attenuation, it's also latency and bandwidth issues and traffic prioritization, along with other factors that slow down Matrix use.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <08-22-13/1057:39>
Interesting fact: I just read a report that the massive amount of wifi spots in the Netherlands threatens to cause a lot of connection issues because everyone is on the 2.4 GHz frequency area.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-22-13/1113:31>
Thats why we ae moving towards 5GHz
(but yeah, this is a problem... back when mobile phones was not really mobile at all NMT450 and NTM900 had to be replaced by GSM because of a similar issue)

Don't think this is an issue in SR5 though, since you only get better and faster access the more devices around you that can route your traffic.

Zones with very few devices to route your traffic and zones with a lot of advertising or spam will be problematic though.

...and checking how much air you have in your internal air tank when diving in more than half a meter of salt water ;)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: nogusielkt on <08-22-13/1522:58>
Do damage compensators ignore its rating in damage boxes chosen when you apply damage modifiers or when they are installed?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-22-13/1702:50>
Do damage compensators ignore its rating in damage boxes chosen when you apply damage modifiers or when they are installed?
not sure if i understand what you are asking for.
just to make sure. you still take the damage. you still fill up your damage boxes

when you install them you select how many boxes of physical and/or stun damage you should ignore.
say you buy a rating 3 and let it ignore 2 boxes of physical damge and 1 box of stun damage.


if you later take 4 boxes of physical damage you would normally get a negative modifier (even at 3 boxes really).
....but since you have the bioware you don't suffer any negative modifier. yet.
if you take one extra box (total of 5) the you would suffer a negative modifier (5-2=3)



note that you can only have max rating 4 at chargen and the bioware is illegal
Title: Re: [SR5] Quick question - Quick answer thread
Post by: nogusielkt on <08-22-13/1912:47>
Thanks.

I've seen the cyberware scanner and MAD scanner for cyberware, but how exactly would someone detect internal bioware?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: SoulGambit on <08-22-13/2255:13>
Why, the old fashioned way, of course. With a knife. Muahahahhaha!
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <08-22-13/2300:04>
Thanks.

I've seen the cyberware scanner and MAD scanner for cyberware, but how exactly would someone detect internal bioware?

Medical exam and a trained radiologist.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-27-13/0754:34>
Can you see/sense auras of living entities on the other side of a mundane wall with astral perception
- or do you need to use astral projection and put your astral head through the wall first?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <08-27-13/0806:41>
Physical objects aren't solid in astral space, but they are opaque.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Lobo on <08-27-13/0829:50>
In the combat section it lists the base astral initiative as Int x 2 + 2d6.  On page 314 it shows it as 2d6(3d6).  Which is it?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-27-13/0901:58>
Can I spot a wireless non-silent running device on the other side of a wall if i use AR?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-27-13/0952:32>
In the combat section it lists the base astral initiative as Int x 2 + 2d6.  On page 314 it shows it as 2d6(3d6).  Which is it?
Follow up on that. Does it stack with wired reflexes?

Do matrix initiative in AR stack with wired reflexes?
Do matrix initiative in VR stack with wired reflexes?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <08-27-13/1004:47>
Can I spot a wireless non-silent running device on the other side of a wall if i use AR?
It would probably work like real world AR. You'd see an icon in the direction the device/RFID is located even if in your meat body you're staring at a wall. As you move around, the icon moves around in your field of vision as you change your orientation to it.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: thinklibertarian on <08-27-13/1039:45>
Page 252, Puppeteer

"Make a Software + Resonance [Level] v. Willpower + Firewall test with a threshold based on the type of action: 1 for a Free Action, 2 for Simple, and 3 for Complex."

Is this an opposed test, a simple test using the threshold, or both? How would that work? You roll out the opposed test and then compare the net hits to the threshold?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <08-27-13/1044:57>
I'd assume so, yes, though it could do with clarification so it's acknowledged as badly phrased rather than an error.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-27-13/1314:34>
Can I spot a wireless non-silent running device on the other side of a wall if i use AR?
It would probably work like real world AR. You'd see an icon in the direction the device/RFID is located even if in your meat body you're staring at a wall. As you move around, the icon moves around in your field of vision as you change your orientation to it.
So it can be used to spot PANs of enemy patrols before they come around the corner...?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <08-27-13/1333:26>
Assuming they're not part of a Host's WAN, yeah. Don't you have to be in a host to see icons that are located in the host?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Crunch on <08-27-13/1341:40>
They could also be Running Silent.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <08-27-13/1357:20>
They could also be Running Silent.
His follow up question specified non-silent mode, so I avoided going there, LOL. I'm actually not sure how this interacts with the 100 meter thing. Will have to look when I get a chance.

Edit: ...and I can't tell. The rules for hosts imply you cannot see icons that are in the host.
Quote from: SR5, pg. 246
The virtual space inside a host is separate from the outside grid. When you’re outside of a host, you can’t interact directly with icons inside it, although you can still send messages, make commcalls, and that sort of thing. Once you’re inside, you can see and interact with icons inside the host, but not outside (with the same caveat for messages, calls, etc.).
At the same time, matrix perception section indicates you can always see stuff within 100m if it isn't running silently.
Quote from: SR5, pg. 235
You can automatically spot the icons of devices that are not running silent within 100 meters of your physical location.
Fun times...
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Chrona on <08-27-13/1405:13>
Smartlink benefits. (please respond in the following format)
Smartgun, Smartlink, Wireless Off, no trodes/sim module = ?
Smartgun, Smartlink, Wireless On, no trodes/sim module = ?
Smartgun, Smartlink, Wireless Off, Datajack/sim module = ?
Smartgun, Smartlink, Wireless On, trodes/sim module = ?
Smartgun, Implanted Smartlink, Wireless Off, no trodes/sim module = ?
Smartgun, Implanted Smartlink, Wireless On, no trodes/sim module = ?
Smartgun, Implanted Smartlink, Wireless Off, Datajack/sim module = ?
Smartgun, Implanted Smartlink, Wireless On, trodes/sim module = ?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: thinklibertarian on <08-27-13/1529:24>
Smartlink benefits. (please respond in the following format)
Smartgun, Smartlink, Wireless Off, no trodes/sim module = ?
Smartgun, Smartlink, Wireless On, no trodes/sim module = ?
Smartgun, Smartlink, Wireless Off, Datajack/sim module = ?
Smartgun, Smartlink, Wireless On, trodes/sim module = ?
Smartgun, Implanted Smartlink, Wireless Off, no trodes/sim module = ?
Smartgun, Implanted Smartlink, Wireless On, no trodes/sim module = ?
Smartgun, Implanted Smartlink, Wireless Off, Datajack/sim module = ?
Smartgun, Implanted Smartlink, Wireless On, trodes/sim module = ?

With apologies, your question leaves out wired connections, so perhaps the questions should be rephrased:

Smartgun + Smartlink + No Connection = No Benefit
Smartgun + Smartlink + Wired Connection = +2 ACC and +1 to hit
Smartgun + Smartlink + Wireless Connection = +2 ACC and +1 to hit

Smartgun + Implanted Smartlink or Cybereyes with Smartlink + No Connection = No Benefit
Smartgun + Implanted Smartlink or Cybereyes with Smartlink + Wired Connection = +2 ACC and +1 to hit
Smartgun + Implanted Smartlink or Cybereyes with Smartlink + Wireless Connection = +2 ACC and +2 to hit

A Wired Connection is a cable linking the gun's universal access port (UAP) to an optical device's UAP (glasses, goggles, imaging scope, binoculars, but not contacts) or to a datajack for someone with cybereyes.

A Wireless Connection links the gun to a direct neural interface (trodes, implanted commlink, cyberdeck, or a datajack).

And don't forget that cyberguns (page 458) also come with Smartlnks, and since you paid essence for the gun, you always get the +2 to hit regardless of the Smartlink being implanted or not:

Cybergun + any Smartlink + No Connection = No Benefit
Cybergun + any Smartlink + Wired Connection = +2 ACC and +2 to hit
Cybergun + any Smartlink + Wireless Connection = +2 ACC and +2 to hit
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Chrona on <08-27-13/1539:08>
With apologies, your question leaves out wired connections, so perhaps the questions should be rephrased:
Sorry, maybe it wasn't clear but that is what i meant by wireless off, but using a datajack. Thanks for the answers though.

This only covers the bonuses though, I keep hearing mention that there are other smartlink benefits that only come with certain set ups. like sometimes you can eject the clip in a free action and sometimes you cant? What are these other benefits and when do you get them?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-27-13/1543:18>
Smartgun, Smartlink, Wireless Off, no trodes/sim module = No bonus (no cable right?)
Smartgun, Smartlink, Wireless On, no trodes/sim module = +2 accuracy, shoot around corners for -3 dice, adjust wind one row up
Smartgun, Smartlink, Wireless Off, Datajack/sim module = +2 accuracy and shoot around corners for -3 dice (if by datajack you actually mean a wire from your gun to your goggles, not to your data jack)
Smartgun, Smartlink, Wireless On, trodes/sim module = +2 accuracy, shoot around corners for -3 dice, +1 dice, eject clip as free action, change fire mode as free action, adjust wind one row up

Smartgun, Implanted Smartlink, Wireless Off, no trodes/sim module = No bonus (no cable right?)
Smartgun, Implanted Smartlink, Wireless On, no trodes/sim module = +2 accuracy, shoot around corners for -3 dice,  adjust wind one row up
Smartgun, Implanted Smartlink, Wireless Off, Datajack/sim module = +2 accuracy, shoot around corners for -3 dice (if by data jack you mean a cable from your gun to your datajack)
Smartgun, Implanted Smartlink, Wireless On, trodes/sim module = +2 accuracy, shoot around corners for -3 dice, +2 dice, eject clip as free action, change fire mode as free action, adjust wind one row up
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Chrona on <08-27-13/1554:21>
So eject clip as free action, change fire mode as free action are only available with both wireless and dni, thanks.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <08-27-13/1559:28>
In the combat section it lists the base astral initiative as Int x 2 + 2d6.  On page 314 it shows it as 2d6(3d6).  Which is it?

This question is better posed in the errata thread.

Can I spot a wireless non-silent running device on the other side of a wall if i use AR?

Yes, as long as that wall isn't part of a Faraday cage.


Aaron

Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-27-13/1606:16>
So eject clip as free action, change fire mode as free action are only available with both wireless and dni, thanks.
It is listed as a wireless bonus for smartgun systems on p.433

General wireless bonus rule on p.412 state that your device need
1) wireless ON
2) access to the Matrix

The "Change Linked Device Mode" free action on p.163 state that to "changing a smartgun’s firing mode" you need:
1) Smartgun linked to your DNI

The "Eject Smartgun Clip" free action on p.164 state that you need
1) Linked to a ready smartgun (you can not eject the clip if it is in a holster)
2) Mental command (DNI?)

The other option to manually change fire mode would be with the simple action "Change Gun Mode" on p.165 and to manually eject the clip with the simple action "Remove Clip" on p.166

You get DNI by wearing trodes or installing internal commlink headware, internal cyberdeck headware, control rig headware or a data jack.

To use your DNI for VR or if you want to use AR in "super mode" you also need a a sim module (internal commlink, cyberdecks and control rig come with them default. You need to buy one for your external commlink).

If you want to experience VR in illegal and potentially dangerous and addictive "super mode" then you need to mod your sim module for hot-sim. Only Cyberdecks come with sim module modded for hot-sim by default.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Chrona on <08-27-13/1609:08>
Thanks xenon
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <08-27-13/1609:46>
Can I spot a wireless non-silent running device on the other side of a wall if i use AR?
Yes, as long as that wall isn't part of a Faraday cage.
Aaron, what if the devices in question are part of a Host WAN that you haven't yet entered. I guess my question is: does the Host buffer supercede the 100 meter deal.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: rumanchu on <08-28-13/0254:27>
How long does the noise increase from Pulse Storm last? 
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-28-13/0732:14>
How long does the noise increase from Pulse Storm last?
Either it should be duration "sustained" (or "permanent") and need an errata or the rule as written is correct and in that case it is instant.

Instant for resonance library mean that it happens instantly with no lasting effects.

If instant is intended than it is very situational.... Unless maybe it can be used on a persona to jam them high enough to cause them to lose wireless connectivity and be dumped out of the Matrix, taking dump shock damage if being in cold-sim or hot-sim VR....?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Razhul on <08-28-13/1629:14>
Can I spot a wireless non-silent running device on the other side of a wall if i use AR?
Yes, as long as that wall isn't part of a Faraday cage.
Aaron, what if the devices in question are part of a Host WAN that you haven't yet entered. I guess my question is: does the Host buffer supercede the 100 meter deal.

Please everyone remember that Host WAN is NOT also INSIDE Host. That means, the guards' devices can be slaved to a host but not be in the host. In the BK bank heist example, the Maglock is slaved to the Host's WAN but is not actually an icon inside the host (if you traveled there).
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <08-28-13/1733:02>
Please everyone remember that Host WAN is NOT also INSIDE Host. That means, the guards' devices can be slaved to a host but not be in the host. In the BK bank heist example, the Maglock is slaved to the Host's WAN but is not actually an icon inside the host (if you traveled there).
But it certainly could be. Not that it's all that relevant to the question. Well, not really relevant to the question I meant to ask. Sorry, my using WAN was unnecessary and needlessly complicated the matter.

The real question is whether icons that are within a host (devices, files, personas, whatever) are visible to someone who is not in the host. From implications in the book, you can't see an icon if it is inside a host unless you also enter that host. So if a guard's pistol icon was hanging out in his employer's host (whether or not it's slaved to the host in a WAN), you definitely wouldn't be able to spot it if it was physically further than 100 meters away from you since you can't spot things inside of a host. What I don't know is whether the 100-meter signal range supercedes that quality.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-28-13/1946:11>
assuming that decvices can enter a host (not sure they can)

(and if they can then we are back to the concept of hiding your electronic devices inside a host when going on a shadowrun since they would be impossible to detect and attack)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <08-28-13/2115:09>
I thought this was supposed to be the "quick answer" thread. =i)

In a host, you can see the icons that are also in the host. Also, you can see the devices that are slaved to the host from inside the host, as if they were within 100m out on the grid.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-29-13/0645:02>
Are you allowed to take Assensing as a skill if you have a rating 4 qi focus tattoo that give you 1 power point worth of astral percetion?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <08-29-13/0702:20>
Are you allowed to take Assensing as a skill if you have a rating 4 qi focus tattoo that give you 1 power point worth of astral percetion?

Short answer: yes.

Long answer: yeeeeeeessssss. (That never gets old.)

Actual long answer: all you need for Assensing is the ability to astrally perceive. If you start learning the skill after you get the focus (or at chargen, when the assumption is that you got the focus first), you're good to go.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Rotor on <08-30-13/0550:01>
Could a non-hacker replace (temporarily) his commlink by a cyberdeck to run wrapper and present his smartgun as a medikit (rather than running it silent and risking to attract enemy deckers attention when they do a perception check)? Or do you need certain skills to use a cyberdec at all?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <08-30-13/0953:47>
Could a non-hacker replace (temporarily) his commlink by a cyberdeck to run wrapper and present his smartgun as a medikit (rather than running it silent and risking to attract enemy deckers attention when they do a perception check)? Or do you need certain skills to use a cyberdec at all?
Anyone can Change Icon on a device or persona that you are the owner of. All you need is a commlink.

p.238
Quote
CHANGE ICON       (Simple Action)    Marks Required: Owner    Test: none (Data Processing action)
You change the target’s icon to one that you have a copy of or have designed yourself. Changing an icon doesn’t change the results of a Matrix Perception action, but might fool personas who don’t take the time to inspect your new look. You can target your own icon, if you like.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Rotor on <08-30-13/1533:42>
Quote
Wrapper: This program overrides the Matrix’s protocols
for icons. While this program is running, your icons
can be anything you want them to be when you use the
Change Icon action.
Thanks. The wrapper description led me to think that that the  icons of  at least certain "sensitive"  objects could not be changed at will by ordinary users .(which makes perfect sense from a security point of view) It's not the case?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Crunch on <08-30-13/1536:26>
The Icon you change to with Change Icon has to obey the Matrix rules for Icons. So personas must be X devices must be y etc. Wrapper would allow you to make a persona Icon that looked like a device or vice versa.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: MrPendragon on <08-30-13/1850:06>
Okay quick question, for the armorer skill or building in general, is there a standard or is it all left up to the GM? Is the price the same to build something as buying it, are there any restrictions caused by rarity? The book only lists modifiers but none of the other factors that go into it.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <08-31-13/0957:08>
The Icon you change to with Change Icon has to obey the Matrix rules for Icons. So personas must be X devices must be y etc. Wrapper would allow you to make a persona Icon that looked like a device or vice versa.

Except that one of the Matrix rules for icons is that form must follow function. Your weapon can't look like a medkit unless you're running a Wrapper program.

To answer the original question, to the casual observer the icon would look like that of a medkit, but if anybody bothers to spend the time actually looking at it with a Matrix Perception Test, it would become clear that the icon's a fake. Kinda like when you're walking down the street wearing a decent wig; nobody's going to notice unless they give you a good look.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <08-31-13/0958:46>
Okay quick question, for the armorer skill or building in general, is there a standard or is it all left up to the GM? Is the price the same to build something as buying it, are there any restrictions caused by rarity? The book only lists modifiers but none of the other factors that go into it.

There aren't any guidelines for the cost of something you make or build yet, but I expect there will be Real Soon.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Crunch on <08-31-13/1026:30>
The Icon you change to with Change Icon has to obey the Matrix rules for Icons. So personas must be X devices must be y etc. Wrapper would allow you to make a persona Icon that looked like a device or vice versa.

Except that one of the Matrix rules for icons is that form must follow function. Your weapon can't look like a medkit unless you're running a Wrapper program.

To answer the original question, to the casual observer the icon would look like that of a medkit, but if anybody bothers to spend the time actually looking at it with a Matrix Perception Test, it would become clear that the icon's a fake. Kinda like when you're walking down the street wearing a decent wig; nobody's going to notice unless they give you a good look.

Isn't that what I said?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Mr.Trikorder on <08-31-13/2146:31>
I have some questions about Control Thoughts:
I take a complex action to give a command, but how is the command executed?
Does the target immediately act on the command, or on his next action phase?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: ChaosArmoury on <09-02-13/1212:15>
The Crack File action is an Attack, so using it automatically alerts the system that there's an intrusion. If I need to access and edit a protected file without leaving any evidence that something happened, what's the best course of action?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Rotor on <09-02-13/1721:29>
Get a mark on the owner then spoof the device to send you the file? It wouldn't work if the file is in a host but if it's stored in a commlink or a camera?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Daedalus on <09-02-13/2327:20>
Thanks.

I've seen the cyberware scanner and MAD scanner for cyberware, but how exactly would someone detect internal bioware?

Medical exam and a trained radiologist.
Assensing will get you the info as well.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: deek on <09-03-13/0003:48>
During my game tonight a question came up about Interrupt Actions and I haven't been able to find any information to support the ruling I made at the table.

Example #1:

In the first Initiative Pass, the enemy attacks at with a melee weapon on Initiative 10.  He is attacking a player that previously went on Initiative 17 (so the player has already acted).  Instead of taking his free defense, he chooses to Parry with his katana, thus dropping in Initiative score to 12.  At the end of the combat turn, I subtract 10 from all initiatives and the only one able to attack is the player (now at 2).

Any problem with that?

Example #2:

A player attacks at Initiative 10 and kills one guy, but now has to deal with two gangers coming at him with knives (one on Initiative 7 and the other at Initiative 3).  The player does a Parry against the first ganger attack (on 7), dropping his Initiative to 5.  The player does a second parry against the second ganger attack (on 3), dropping his Initiative to 0.

Any problem with that?

It seems that since the end of combat turn hasn't occurred and the -10 Initiative hits, that anyone with at least 5 Initiative in that final pass, would use these interrupts (if they could).  It seems like it may not be what was intended if you can do these interrupts after you have already acted in an Initiative Pass.  I can understand NOT doing it if you are going to lose an action in the next Initiative Pass (i.e. you already acted on 12 and by Parrying in the same Initiative Pass, you drop your score to 7 and at the end of the pass, you end up at -3, thus losing an action in the next IP). But barring that, it seems like you can use your high score to take extra Interrupt actions.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Namikaze on <09-03-13/0442:34>
One of my players is a physical adept, and he's looking to initiate for the first time.  I know, I wanted to make him a cake or something.  Anyway, the 5th edition rules state that a character must roll Arcana + Intuition in order to successfully initiate.  Problem is, most adepts that I've played with don't even have Arcana.  I can easily house rule this whole thing, but I'm curious about if there has been any consensus on a method to allow adepts to initiate more easily.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <09-03-13/0946:57>
Initiative Questions
Those all look fine to me. Hell, the way the passage on initiative is written, it sounds like you can always defend yourself, even with a negative initiative.
Quote
A character with an Initiative Score of 0 or less can only take one Free Action during an Initiative Pass. However, a character with 0 or less Initiative is allowed one Free Action. She can also respond to attacks by dodging or defending herself.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <09-03-13/0949:56>
One of my players is a physical adept, and he's looking to initiate for the first time.  I know, I wanted to make him a cake or something.  Anyway, the 5th edition rules state that a character must roll Arcana + Intuition in order to successfully initiate.  Problem is, most adepts that I've played with don't even have Arcana.  I can easily house rule this whole thing, but I'm curious about if there has been any consensus on a method to allow adepts to initiate more easily.
Considering initiating involves discovering the higher mysteries of magic, I think one rank in Arcana is warranted as a prereq.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: deek on <09-03-13/2007:00>
Initiative Questions
Those all look fine to me. Hell, the way the passage on initiative is written, it sounds like you can always defend yourself, even with a negative initiative.
Quote
A character with an Initiative Score of 0 or less can only take one Free Action during an Initiative Pass. However, a character with 0 or less Initiative is allowed one Free Action. She can also respond to attacks by dodging or defending herself.
So you think someone could just continue to defend herself until they run out of defense pool (which they will eventually due to the -1 penalty per previous attack)? And none of that negative initiative carries over to the next initiative pass/combat turn?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: deek on <09-03-13/2009:26>
Another quickie: Do drones/vehicles suffer from the double recoil penalty for any uncompensated recoil or is that just for metahumans using heavy weapons?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <09-03-13/2014:25>
So you think someone could just continue to defend herself until they run out of defense pool (which they will eventually due to the -1 penalty per previous attack)? And none of that negative initiative carries over to the next initiative pass/combat turn?
The way it is written? I guess. The part I quoted seems really confusing. Going with the last sentence modifying the previous, it seems to say that a character with 0 or less initiative can dodge/defend themselves (of course, that begs the question of what that means, can you block?).

I don't think any of it effects Combat Turns, which seem to be self-contained. But it definitely would impact IPs. A character with a 21 initiative score who acts and then blocks three times in the first IP will lose their remaining IPs until the next CT.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: deek on <09-03-13/2033:15>
Yeah, I get that part, JackVII.  But if that same character had a 10 initiative score and already acted, it seems like the rules support taking two active defenses (say a pair of Parries) and then continued defenses way into the negative initiatives with no penalties in the next CT.

I would think there was a sort of limit meant to be there, hence the subtracting of 5 initiative each time, but that part you quoted really seems to go against that.  I suppose the -1 per previous attack is a way to limit that, so it won't go to infinity.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <09-03-13/2054:24>
Yeah, I don't really agree with it, to be honest. It just seems that is how it is written. Personally, I think a reasonable house-rule would be that a character can take interrupt defensive actions as long as they have an initiative score greater than 0. So, your initiative 10 guy could take two defensive interrupts or a full defense action, but after that they're done.

In fact, reading the Interrupt Action section, it seems to imply that is how it is supposed to work:
Quote
When a character uses an Interrupt Action, such as Full Defense, he takes an action out of turn, but only if he has enough Initiative Score left in the Combat Turn to pay the price for the action.
Since specific overrules general, I have to go with the "not as exact" language in the Defending In Combat section or go with a houserule. The next line of the Interrupt Action section even implies that initiative can willingly be dropped below 0, although they may be referring to jumping from VR to meat or other initiative changing actions.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <09-04-13/0349:02>
This one got asked in the FAQ on July 12th by the way, and hasn't been answered yet.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: mrcatman on <09-05-13/1959:32>
If you have to make the unarmed attack as part of the spell casting, can you try to do damage with the attack in addition to the spell?

I've seen other threads on this, but I personally don't think so. A melee attack (with the intention of causing damage) requires a Complex action. Casting the touch spell requires a Complex Action (or Simple Action if reckless) and happens to include the unarmed/touch as part of it for the purpose of discharging the spell (touching the subject, not trying to damage them with your fist). Don't see how you can do both in one turn.

Can you give an example of an indirect combat touch spell being used (both direct and indirect please)?

p.281, under step 2 (top right column), touch spells don't require you see target, but must make unarmed attack to make contact with unwilling target. Touch through clothes/armor/paint is fine.
p.173, under "grazing hit" - touch-only combat spells can succeed if the opposed test is a tie
p.187, under "touch-only attack" - you get +2 to unarmed skill attack dice pool to touch foe

So simply make your touch attack (unarmed skill + agility, limit physical), with +2 to attack dice pool. You succeed if you get a tie, or if you get more hits.

p.283, under "combat spells", lists what you do for the "direct" vs. "indirect" aspect. In short, for direct, roll Spellcasting+MAG vs. BOD (for physical spells) or WIL (for mana spells), with net hits = damage dealt (there is no base damage value for these). For indirect, it's like normal mundane attacks w/ Spellcasting+MAG [attack] vs. REA+INT [defense], damage = spell force + net hits, then soaked by BOD+Armor [modified by AP based on spell force].
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <09-06-13/1626:59>
Example #1:
Any problem with that?
No problem with that.

Example #2:
Any problem with that?
No problem with that.
Note that the player is now at 0 initiative score and can not take any more interrupt actions during this IP. After the IP is over the player will be at -10 initiative score and can not take any more interrupt actions during the next IP either. You must have enough initiative score to pay for the interrupt.

...the way the passage on initiative is written, it sounds like you can always defend yourself, even with a negative initiative.
Yes, you get to roll a standard defense test when attacked even if you are out of initiative score.
(reaction+intuition, willpower+firewall, willpower+logic etc depending on what you were attacked with)

No, you are not allowed to take an interrupt action if you are out of initiative score.

So you think someone could just continue to defend herself until they run out of defense pool (which they will eventually due to the -1 penalty per previous attack)? And none of that negative initiative carries over to the next initiative pass/combat turn?
Yes, he can declare a standard defense test against attacks and take -1 dice pool penalty per attack he defend against until he run out of defense pool or he get to act again in his next action phase.

No, he can not continue to use interrupt actions once he run out of initiative score.

But if that same character had a 10 initiative score and already acted, it seems like the rules support taking two active defenses (say a pair of Parries) and then continued defenses way into the negative initiatives with no penalties in the next CT.
You don't get negative initiative score for taking a standard defense test. Only for interrupt actions. You can not take interrupt actions unless you have enough initiative score left to pay for them.

I would think there was a sort of limit meant to be there, hence the subtracting of 5 initiative each time, but that part you quoted really seems to go against that.  I suppose the -1 per previous attack is a way to limit that, so it won't go to infinity.
There is.

Once you reach 9 initiative score or less you can no longer take an interrupt action that cost 10 initiative score (such as full defense or full matrix defense). Once you reach 4 initiative score or less you can no longer take an interrupt action that cost 5 initiative score (such as missile parry, counter spelling, block, dodge, hit the dirt or intercept).

...The next line of the Interrupt Action section even implies that initiative can willingly be dropped below 0, although they may be referring to jumping from VR to meat or other initiative changing actions.
Initiative score is not reduced by 10 after your action phase. Your initiative score is only reduced at the end of the initiative pass when everyone have acted. So if you have for example 13 initiative score in a an action phase you can take one interrupt action (unless you are surprised) which will instantly bring down your initiative score to 8. Then you take your action (a complex action or two simple actions) - this does not affect your initiative score until the end of the initiative pass - you still have an initiative score of 8; so you can still take one more interrupt action if you like (in case someone is slower than you in the same initiative pass). After the initiative pass is over everyone get -10 initiative score and you end up at -3 score.

This is the negative score they are talking about in the pass you just read.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <09-06-13/1635:46>
I would point out that this oddly worded section:
Quote
A character with an Initiative Score of 0 or less can only take one Free Action during an Initiative Pass. However, a character with 0 or less Initiative is allowed one Free Action. She can also respond to attacks by dodging or defending herself.
Does specifically say that they can dodge, which is an interrupt action, but I am willing to view this use of the word "dodge" in a generic sense rather than the interrupt action.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <09-06-13/1640:45>
ahh. Now i see what you mean.

No.

When they wrote that they did not mean "full defense, full matrix defense, missile parry, counter spelling, block, dodge, hit the dirt or intercept".

When they wrote that they just meant "a defense test".

I really hate that they "try" to make for a better or more fun reading and just ending up causing confusion. Would be so much better if they used the exact same term every single time......


Interrupt actions clearly state you need to have enough initiative score to pay for the interrupt action during this combat turn or else you are not allowed to take the interrupt action this combat turn.

Since you don't pay for initiative at your action phase, but after the initiative pass, you might very well end up at negative initiative score after the IP is over.

Title: Re: [SR5] Quick question - Quick answer thread
Post by: Djinnocide on <09-07-13/2322:47>
Let's say I've got a Decker on a team who is attempting to hack a metal detector at the entrance of a McHugh's. The Metal Detector has a device Rating of 3 and my Decker wants to use Hack on The Fly to get a Mark on the Metal Detector before moving onto other Matrix Actions. Per the rules for HoTF, He rolls his Hacking + Logic [Sleaze] vs the Metal Detector's Intuition + Firewall. How would I determine what the Metal Detector's Intuition + Firewall would be? If it's assumed the Metal Detector is somehow being defended by the McHugh's Host, how do you determine things like Intuition, Firewall, Willpower, etc., for a Device/Host?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <09-08-13/0109:25>
Use the Device Rating for the Mental Attribute if the device is unattended. The book uses a door lock as an example. If the metal detector isn't being monitored, I'd probably treat it the same way. If there was someone there actively operating the machine, I'd use their Mental Attribute, if higher.

If the device is slaved to a host in a WAN, use the host's Firewall, otherwise use the Device Rating again.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: mercaptan on <09-08-13/1830:54>
What kind of action (free, simple, complex, etc) is it to recall a sprite that's on stand-by?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <09-10-13/1746:19>
In the first Initiative Pass, the enemy attacks at with a melee weapon on Initiative 10.  He is attacking a player that previously went on Initiative 17 (so the player has already acted).  Instead of taking his free defense, he chooses to Parry with his katana, thus dropping in Initiative score to 12.  At the end of the combat turn, I subtract 10 from all initiatives and the only one able to attack is the player (now at 2).

Any problem with that?

Nope.

Quote
Example #2:

A player attacks at Initiative 10 and kills one guy, but now has to deal with two gangers coming at him with knives (one on Initiative 7 and the other at Initiative 3).  The player does a Parry against the first ganger attack (on 7), dropping his Initiative to 5.  The player does a second parry against the second ganger attack (on 3), dropping his Initiative to 0.

Any problem with that?

Nope.

One of my players is a physical adept, and he's looking to initiate for the first time.  I know, I wanted to make him a cake or something.  Anyway, the 5th edition rules state that a character must roll Arcana + Intuition in order to successfully initiate.  Problem is, most adepts that I've played with don't even have Arcana.  I can easily house rule this whole thing, but I'm curious about if there has been any consensus on a method to allow adepts to initiate more easily.

Not in the core rule book, but there might be something in a future source book.

So you think someone could just continue to defend herself until they run out of defense pool (which they will eventually due to the -1 penalty per previous attack)? And none of that negative initiative carries over to the next initiative pass/combat turn?

They can keep making defense tests, yes, but they can't use further Interrupt Actions to augment that dice pool unless they have the Initiative Score to pay for it. That's the difference between someone with an Initiative Score of 10 and someone with a 2.

Another quickie: Do drones/vehicles suffer from the double recoil penalty for any uncompensated recoil or is that just for metahumans using heavy weapons?

Yep.

Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <09-10-13/1747:46>
What kind of action (free, simple, complex, etc) is it to recall a sprite that's on stand-by?

Simple, if I recall correctly.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Djinnocide on <09-10-13/2028:53>
Let's say my Decker wants to turn a wirelessly connected device off. Simply power it down. He does not want to Reboot the device or Format it. What Matrix action does he need to use and how many Marks on the device does he need to just turn something off?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: deek on <09-10-13/2048:06>
So, the troll at my table moves into melee combat with his katana (Reach 3 when all is tallied). He attacks Mook 1 with a gun, so should I consider Mook 1 "in melee combat" when his initiative comes up?

How about Mook 2 that is standing next to Mook 1? I wouldn't think Mook 2 is "in melee combat" since the troll didn't attack him, but based on the troll's reach and SR5 intercept rules, it seems like he could be Intercepted by the troll if he tries to move out of the troll's reach, right?

So, is Mook 2's option limited to (1) staying where he is and firing at the troll (and risking hitting his buddy if the troll rolls more successes on his defense test), (2) staying where he is and firing on another target, (3) move away from the troll and risk an Intercept or (4) gang up on the troll with Mook 1 in melee?

Is that the intention of SR5 melee? Reach is going to potentially lock down several targets from moving (or risk Intercept).
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Crunch on <09-10-13/2137:59>
Yep. It's one of the subtle buffs to melee in this edition. Reach and Intercept is a deadly combo.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <09-11-13/1726:56>
Let's say my Decker wants to turn a wirelessly connected device off. Simply power it down. He does not want to Reboot the device or Format it. What Matrix action does he need to use and how many Marks on the device does he need to just turn something off?

He uses Reboot Device and sets the delay for a year. Sounds flippant, I know, but that's how it's done.

Title: Re: [SR5] Quick question - Quick answer thread
Post by: ZeConster on <09-11-13/1750:49>
Followup question: if I decide to turn off a wirelessly connected device by 'bricking' it (by which I mean throwing it against a brick wall with a Throw Weapon Simple Action), does that count as my sole attack action for that Initiative Phase?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Aaron on <09-11-13/1802:41>
Followup question: if I decide to turn off a wirelessly connected device by 'bricking' it (by which I mean throwing it against a brick wall with a Throw Weapon Simple Action), does that count as my sole attack action for that Initiative Phase?

Did the brick wall get a defense test? =i)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <09-11-13/1806:52>
You merely hurt its feelings.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: HiddenBoss on <09-15-13/1826:44>
if i say have  have a basic bioware that cost 0.6 ESS. but i later get the Delta version of the same bioware to replace it  do i lose extra ESS or do i get some back?
and if i get cyber arm but it get cut off, and i get a clone arm,would i get it back i becoming as more human/
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Sendaz on <09-15-13/1840:41>
if i say have  have a basic bioware that cost 0.6 ESS. but i later get the Delta version of the same bioware to replace it  do i lose extra ESS or do i get some back?
and if i get cyber arm but it get cut off, and i get a clone arm,would i get it back i becoming as more human/
You still have the 0.6 Essence 'hole', it's just that the delta version will use less of of that hole, 0.3 Ess worth.  So you could still use another 0.3 Ess before you actually use any more Ess as that 0.3 will fill in the hole so to speak first.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Chrona on <09-15-13/2144:37>
if i say have  have a basic bioware that cost 0.6 ESS. but i later get the Delta version of the same bioware to replace it  do i lose extra ESS or do i get some back?
and if i get cyber arm but it get cut off, and i get a clone arm,would i get it back i becoming as more human/
If you lose a cyberarm and get a clone arm you still have the essance hole caused by the arm, there was a very long and expensive medical procedure in SR4 to regain essence, but it is not in 5th yet. It was so expensive though it was unlikely to ever see use. (It was 75,000 up front, then 20,000 a month, restoring 0.1 essence a month)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <09-16-13/1205:26>
I can't find anything about an essence "hole" in the SR5 rulebook and I can't find anything about regaining essence (not even when you have been exposed to the essence drain critter power).

So in SR5 RAW is that you permanently lose the essence when you get the cyberware and that you pay the full amount of essence if you later choose to remove the augmentation and install a new augmentation. RAI is probably still that you get an essence hole; they just did a very poor job explaining it in the rules.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <09-16-13/1211:59>
Well, the Critter's Essence Drain ability does say:
Quote
This power allows a critter to permanently take away another being’s Essence and add it to its own.
I think that version of permanent is intended as the dictionary definition of permanent.

Incidentally, permadeath to all vampires.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Crunch on <09-16-13/1212:24>
Check the Missions FAQ for Essence holes (and remember that no version of the base book has covered them, in SR4 they were in Augmentation)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Lanaya on <09-18-13/1747:26>
How are mental stats for matrix entities determined? I want to Hack on the Fly to put a mark on a host, which is opposed by its Intuition + Firewall, but I can't see how its Intuition is determined.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <09-18-13/1750:53>
Attributes (not Matrix Attributes) = Device or Host Rating (I can find a page number if you need it)
Edit: With the qualification that "monitored" devices can use their Owner's or Master's (assuming the example is correct) mental attributes to defend.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: deek on <09-19-13/1231:23>
Quick Question:

Do drones and vehicles pay double for uncompensated heavy weapon recoil like metahumans?  I know drones and vehicles get their Body value in recoil compensation, but I wasn't clear if the followed the same heavy weapon rules.

Thanks!
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Razhul on <09-19-13/1255:14>
The previous page in this very thread has your answer:

Another quickie: Do drones/vehicles suffer from the double recoil penalty for any uncompensated recoil or is that just for metahumans using heavy weapons?

Yep.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Xenon on <09-19-13/1433:09>
Will Overwatch Score get removed/erased (not increase on its own over time) if you you reduce it to null with Cleaner?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: deek on <09-19-13/2317:09>
The previous page in this very thread has your answer:

Another quickie: Do drones/vehicles suffer from the double recoil penalty for any uncompensated recoil or is that just for metahumans using heavy weapons?

Yep.
Der...I missed that (obviously).
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <01-01-14/1720:45>
Explosives directly attached to target:

p. 198 says the DV gets doubled.

p. 436 says the targets Armor gets halved.

Is it both? Or, if not, which one applies?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Namikaze on <01-01-14/2141:27>
I think that it's either.  The result is the same, whether the DV is doubled or not.  Probably one of many typos and inconsistencies.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: ZeConster on <01-02-14/0014:33>
How is the result the same? DV x2 and Armor/2 are different things.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <01-02-14/0543:33>
Yeah it's definitely not the same. After doing some math, I'd say I'd prefer both - which is entirely possible, since the explosive's DV and AP are two different matters; the confusion only comes from the two rules being in two different chapters.

EDIT: in SR4, it's both - direct attaching means DV*2 and Armor/2 both. Maybe someone else was wondering as well :)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Namikaze on <01-02-14/1404:04>
Hmm...  yeah you guys are right.  I wasn't doing my math correctly.

Test Scenario: DV 10, Armor 10.  DV x2, Armor x1 results in 10 damage.  DV x1, Armor x1/2 results in 5 damage.  So yeah...  my mistake!  As pointed out, it is both in SR4, so I'm sure that's the intention.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: ZeConster on <01-02-14/1410:08>
DV 10, Armor 10, DV x2, Armor x1 doesn't result in 10 damage: it results in 20 pre-soak damage and (Structure + 10) soak dice.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: hayek on <01-02-14/1717:06>
Very basic question on Edge, but I can't seem to find it anywhere in the book... Let's say I have an Edge of 3 and I spend a point to add 3 dice to a test. Now I have 2 Edge remaining. Later on if I spend another point, do I add only 2 dice to a test, or do I add the original 'attribute value' of 3 dice?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <01-02-14/1722:00>
Original 3.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: S.K. Ren on <01-02-14/1831:22>
Lets say I have a partial Cyberarm with no upgrades and my base strength is 7. Which tests do I use my normal strength and which tests do I use the Cyberarm's strength? Would I only use the cyberarm's strength if it was a matter of gripping something and my normal strength for everything else?

Similarly if I have a Partial Cyber arm with a Modified Agility rating of 9 and my base Agility is 1, which do I use for shooting my pistol? Do I take the average?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Crunch on <01-03-14/1055:59>
If the test involves only the cyberarm you would use the Cyberarms stats only (the books example for this is leading with the arm in a melee attack).

If the test involves "close coordination" you use the lowest stat.

If the test is "anything else" you use the average of all applicable limbs with the torso counting as a limb.

What falls in each category is left pretty much entirely up to the GM.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Top Dog on <01-03-14/1221:14>
For a partial arm, the living part will do enough of the swinging to count as requiring average, I'd think. Still, as Crunch says, ultimately it's a GM call when you get to specific cases like that. Myself I'd probably use average for the sword swing and the cyberarm for the gun.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Crunch on <01-03-14/1337:19>
Similarly if I have a Partial Cyber arm with a Modified Agility rating of 9 and my base Agility is 1, which do I use for shooting my pistol? Do I take the average?

The GM could rule that you use the arms 9 Agility (if he ruled that shooting a pistol used only the dominant hand)

Or she could rule that you use your 1 Agility (if they ruled that shooting a pistol required close coordination between between the hand holding the pistol, the torso and legs absorbing the recoil and turning to follow the target etc).

Or it could be ruled to be the average of all limbs if it's ruled to be neither only the arm nor close coordination. In that case you would take 1+1+1+1+9/5 and get 2.6 and then round up to 3.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Top Dog on <01-03-14/1515:30>

Or she could rule that you use your 1 Agility (if they ruled that shooting a pistol required close coordination between between the hand holding the pistol, the torso and legs absorbing the recoil and turning to follow the target etc).
At the risk of making this a non-quick answer, "leading an attack with your cyberarm" is specifically listed as using only the cyberarm stats, so this wouldn't be the case; as far as the rules are concerned you can do it with just the arm. Since it's a partial cyberlimb you might need to split it with the rest of your arm though. Further debate on this might ask for it's own topic.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Crunch on <01-03-14/1556:23>
At the risk of making this a non-quick answer, "leading an attack with your cyberarm" is specifically listed as using only the cyberarm stats, so this wouldn't be the case; as far as the rules are concerned you can do it with just the arm. Since it's a partial cyberlimb you might need to split it with the rest of your arm though. Further debate on this might ask for it's own topic.

Leading an attack could be read to apply to melee attacks. That would certainly be the common English usage of the phrase. Like everything else in the Cyberarm rules it will fundamentally come down to how the passage is read by the GM.

Further debate should probably go to another thread, but the fundamental answer will be that the Cyberarm limb rules are so vague and badly written that all you can really do is make sure to get your GM to answer your questions before committing to a build (or if you're a GM to make sure you're clear on your rulings before a player makes choices based on a different reading than yours). 
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <01-03-14/1620:04>
A non-quick answer to the cyberarm topic:

I'd say attacks use the whole arm - not from a scientific point of view, but gamebalance. I think most cyberarms are bought to have incredible Str or Agi for your attacks and implanted weapons.
You could install +3 str and agi in a partial arm and still have 4 cap for a weapon. And it's 0.55 Ess less than a full arm.
If you want the Condition Box, 2 partials for 0.9 E give the same as a full for 1 E.

So something needs to give a full arm some edge over a partial and I think it's gotta be the attack bonus.

Title: Re: [SR5] Quick question - Quick answer thread
Post by: brantlymedders on <01-05-14/1352:16>
I have a quick question about Hosts and Mental Attributes:

I'm assuming that when one wants to perform an Edit File inside a host, you utilize the Host's rating in place of Intuition in the opposed Computer + Logic [Data Processing] v. Intuition + Firewall test. (Since I'm assuming files inside the Host are effectively owned by the Host).

However, how does this work with really high rating (7+) hosts?  Do they get their full Host rating or are they limited to the normal maximum of 6?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <01-05-14/1526:54>
The maximum racial attribute rating has nothing to do with DR.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: brantlymedders on <01-05-14/2104:01>
Good point. So the Security Host in Splintered State would get a whopping 17 dice to defend against an Edit File action?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: S.K. Ren on <01-06-14/0819:00>
Can you install an RCC into a cyberlimb like you can a Cyberdeck?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: martinchaen on <01-06-14/0853:18>
According to RAW: unlikely. While the RCC is mentioned as being "like a deck", it is not a cyberdeck by the rules. As such, there's no corresponding RCC augmentation.

As a GM, I would personally allow it, using the same rules for the cyberdeck augmentation, but that would most likely be a house rule if anything.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Namikaze on <01-06-14/1142:10>
According to RAW: unlikely. While the RCC is mentioned as being "like a deck", it is not a cyberdeck by the rules. As such, there's no corresponding RCC augmentation.

As a GM, I would personally allow it, using the same rules for the cyberdeck augmentation, but that would most likely be a house rule if anything.

Ditto.  It seems totally reasonable to install a RCC inside a cyberlimb.  Maybe not in a skull, but a torso, arm, or leg sure.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <01-06-14/1213:30>
Can drones substitue Electronic Warfare for Perception?

To be exact, can they substitue Electronic Warfare autosoft for the Clearsight, while using Sensor perception?

This would pretty much make Clearsight obsolete, so I'm guessing no. But hey, worth a shot.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Razhul on <01-14-14/1356:39>
According to RAW: unlikely. While the RCC is mentioned as being "like a deck", it is not a cyberdeck by the rules. As such, there's no corresponding RCC augmentation.

As a GM, I would personally allow it, using the same rules for the cyberdeck augmentation, but that would most likely be a house rule if anything.

Ditto.  It seems totally reasonable to install a RCC inside a cyberlimb.  Maybe not in a skull, but a torso, arm, or leg sure.

I don't know. A Cyberdeck is described as the size of 2 cards of decks. A RCC is described as briefcase sized. I cannot imagine cramming a briefcase into my arms or legs, to be honest.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Bariasu on <01-14-14/1427:56>
Does a spirit have a armor = force ?

i know it has a Immunity to physical attacks AKA Hardened Armor = Essence * 2 = Force *2

but in the case that the spirit is hit with a Weapon Focus or a Fire Ball ... what's his effective Armor against those ?

thanks!
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <01-14-14/1828:53>
None. Against Magical damage, a Spirit resists solely with Body.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Bariasu on <01-15-14/0908:59>
None. Against Magical damage, a Spirit resists solely with Body.

Thanks you!
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <01-24-14/0814:24>
I feel like this has probably been addressed in a previous edition, but not yet clarified in 5E:

Does the Remote Operation specialization for the various Pilot skills apply to a rigger who has jumped in? Or is it intended for Control Device style operation?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <01-24-14/0822:42>
My guess would be that "Remote Operation" applies if your body is not in the vehicle, whether you are using Control Device or Jumped In via wireless (I think that's possible? :S).

Question: how much does a weapon retrofitted with internal smartlink cost? I assumed 1*Weapon Cost (for the weapon) + 2*Weapon Cost (for the smartlink). But I saw a lot of posted character builds use 2*Weapon Cost for the whole retrofitted weapon (so sum is 2x, not 3x). Anyone knows which one it should be?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <01-24-14/0831:02>
I think the text in the accessory description is more clear than the table.

Quote
Retrofitting a firearm with an internal smartgun system doubles the weapon’s price and adds 2 to its Availability.

It seems like the text refers to purchasing the weapon and modifying it at the same time it is purchased. Given that the final two modifiers (cost and availability) apply to the weapon, I would go with (Weapon Costx2) for the whole thing.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <01-24-14/0837:10>
Ooops, it seems I missed the text :D Thanks!
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <01-24-14/1002:36>
I think I know the answer to this question, but figured I would check to see if there are any alternate opinions.

Can social skills, particularly the Leadership skill, be used to bolster drone allies?

I ask as I am building a drone rigger who has Leadership as a flavor skill and was wondering if I could get any mileage out of it.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Namikaze on <01-24-14/1026:37>
I would say no.  Pilot software isn't capable of being motivated.  The rigger controlling the drone while jumped in would get a bonus from Leadership though.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <01-24-14/1503:29>
Wanted to make sure I wasn't missing something for SR5:

Are autosoft ratings limited by anything other than the 1-6 specified in the book? In other words, does the pilot rating of the drone or RCC device rating limit the rating of an autosoft running on it? I know an RCCs device rating limits the number of autosoft that can be run/shared, but I didn't see anything about capping autosoft ratings. TIA!
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <01-24-14/1519:06>
I dug through and found nothing indicating a Rating restriction. It fits with the technology simplification of SR5, as well with how skill levels now go higher and defense rolls use two attributes now.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <01-24-14/1524:03>
Thanks Michael. With Skillsoft having restrictions, I just wasn't sure if there was a corrolary I missed.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <01-25-14/0855:21>
If you use Multiple Attacks with a Long Burst, do both of your targets get the -5 defense modifier or is it -2/-2 (as if it was one Burst Fire / target)?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <01-25-14/1400:44>
No answer. Multiple Targets section completely ignores Burst Fire, so there's no obvious interpretation, especially given the balance differences between the editions. (In SR4 you split the burst but not the dice, in SR5 you'd split the dice, but do you split the burst or...) You'll have to await errata, I fear.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <01-28-14/1627:20>
In matrix defense tests, can you use your Device Rating (Commlink's, RCC's, Deck's) instead of Willpower / Logic whatever?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Namikaze on <01-28-14/1749:45>
In matrix defense tests, can you use your Device Rating (Commlink's, RCC's, Deck's) instead of Willpower / Logic whatever?

Like if the test calls for Willpower + Firewall, can you use the Device Rating in lieu of Willpower (thus making the test Device Rating + Firewall)?  Good question if I understand it correctly.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <01-28-14/1800:03>
The only thing I can find remotely relevant to your question is in the PANs and WANs section about slaved devices:
Quote
Whenever a slaved device is called on to make a defense test, it uses either its own or its master’s rating for each rating in the test. For example, if your slaved smartgun is the target of a hacker’s Brute Force action, it would use your Willpower or its Device Rating, and its Firewall or your commlink’s, whichever is higher in each instance. If a slaved device is under attack via a direct connection (as through a universal data connector), however, it cannot use its master’s ratings to defend itself.
But I am not sure if that is what you are asking about. If you're suggesting whether you can use a top-shelf cyberdeck to nullfy the penalty of making a Decker with low Willpower and Intuition, I don't think that is the case.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Namikaze on <01-28-14/1835:34>
But I am not sure if that is what you are asking about. If you're suggesting whether you can use a top-shelf cyberdeck to nullfy the penalty of making a Decker with low Willpower and Intuition, I don't think that is the case.

My question is more about a node that doesn't have a persona associated with it.  So I see what you mean about decks...  I suppose it would have to apply universally, but I'm not 100% sure.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <01-28-14/1847:41>
In that case, I think the rules are pretty explicit:
Quote
When a defense test calls for a Mental attribute, use the owner’s rating. Even if she isn’t currently defending or even interacting with the device, her previous interactions and settings affect the defense test. If a device is completely unattended, the Device Rating stands in for any Mental attributes an icon needs but doesn’t have. For example, a device that an owner sets and forgets, like a door lock, uses its Device Rating in place of Intuition as part of the defense pool against a Control Device action.
It seems weird, but I guess its about balance.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <01-29-14/0351:48>
Thanks. Yeah this is exactly what I was asking about. So my commlink and RCC have better matrix defense on their own than with me. Sadz.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: RHat on <01-29-14/0525:16>
Thanks. Yeah this is exactly what I was asking about. So my commlink and RCC have better matrix defense on their own than with me. Sadz.

But they have to be completely unattended - factory defaults and sitting on the ground.  Otherwise, due to your low Intuition and Willpower, you've screwedup the configuration and created vulnerabilities.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <01-29-14/0600:00>
Which is pretty dumb, really. I mean, it just begs for "I let the Mage configure it for me and it runs stuff automatically for me, so I don't ever interact with it". I can imagine someone with high stats boosting it, but someone with poor stats automatically screwing it up when all they do is make phone calls with it? What?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <01-29-14/0755:45>
Also tying to wp/int makes little sense. If it was some decker related skill I'd accept it easier (setting aside the issues a skill in a defense roll would mean); currently even the best deckers are worse than a factory default (good) commlink.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Forrest on <01-29-14/0845:25>
I've read a coupe of places in these threads that there is no defense against AOE attacks (spells or grenades). But there is listed in the defense section of the book a -2 dp modifier for defending against AOE's.  What gives, is that an errata or can you defend against grenades and kind of jumping jack your way out of the area, or do y just miraculously dodge around the shrapnel/cuncussive force?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <01-29-14/0908:20>
Q: Does the (-1) penalty for defending against each previous attack include Matrix defense? I'm playing in a game that uses that rule (and have no problem with it), but am wondering if that is how others play it.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <01-29-14/0916:46>
I've read a coupe of places in these threads that there is no defense against AOE attacks (spells or grenades). But there is listed in the defense section of the book a -2 dp modifier for defending against AOE's.  What gives, is that an errata or can you defend against grenades and kind of jumping jack your way out of the area, or do y just miraculously dodge around the shrapnel/cuncussive force?
It's been confirmed as an artefact, a relic from an earlier version that shouldn't be in the book. There is no defense possible against Indirect Area spells and grenades.

JackVII: That penalty is something that applies to physical combat, applying it in the Matrix is rather strange. You don't have cover and melee vs ranged in the Matrix either.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <01-29-14/1247:50>
Q: Does anyone know where in the book it states that drones automatically come with a sensor array? Additionally, are the sensors in the array free?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Dakka on <01-29-14/1318:32>
Page 270

Quote from: SR5
DRONEPERCEPTION
A drone observes its surroundings with a Pilot + Clear-sight [Sensor] Test. If you’re jumped into the drone, you make a Perception + Intuition [Sensor] Test. Either way, you get to use the drone’s entire sensor suite, if it has one

You can safely assume a drone has normal sensors.  Probably 1-2 cameras, 1-2 audio.  Also page 445-446 on Housings.  Small drones can have max rating 3 sensors, medium drones 4, large drones 5.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: RHat on <01-29-14/1326:37>
Also tying to wp/int makes little sense. If it was some decker related skill I'd accept it easier (setting aside the issues a skill in a defense roll would mean); currently even the best deckers are worse than a factory default (good) commlink.

Actually, it means you can't BE the best decker with low Willpower and Intuition.  Because they're required for your defense, those are required attributes for deckers; pretty important balance wise really.

Michael Chandra: If I remember Aaron's responses on the subject correctly, that doesn't work.  If it's in your possession, as I understand it, it uses your attributes.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <01-29-14/1340:25>
Michael Chandra: If I remember Aaron's responses on the subject correctly, that doesn't work.  If it's in your possession, as I understand it, it uses your attributes.
Then quote me his exact post, if it indeed states that, despite what the rules read, the attributes IMMEDIATELY flip to yours, then I'll follow that as official until we get the proper FAQ/errata.

Page 445 notes that vehicles and drones come factory-equipped with a sensor array at a rating that is listed in their stats. You can upgrade them theoretically, assuming they're big enough.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Pontoark on <01-29-14/1545:49>
Which is pretty dumb, really. I mean, it just begs for "I let the Mage configure it for me and it runs stuff automatically for me, so I don't ever interact with it". I can imagine someone with high stats boosting it, but someone with poor stats automatically screwing it up when all they do is make phone calls with it? What?

It's dumb but it is what is written (page 237), how would you handle it instead?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <01-29-14/1818:37>
Maximum(Attribute, DeviceRating). Possibly DR-1, depending on whether it's a big issue.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Pontoark on <01-29-14/2236:38>
1 - Running silent imposes a –2 dice pool modifier to all of your Matrix actions p. 235
2 - Any bonus you get to Matrix actions also apply to Vehicle actions when you’re jumped in  (p. 266)

So when you are jumped in running silent you get +0 to vehicles actions, right? (It's very likely true, but as I was caught by surprise I wandered if other people noticed it too)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <01-30-14/0422:12>
It depends. +VCR Rating -2 Silent Running (+2 Hot Sim). So anything from -1 to +3.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <01-30-14/1323:13>
Q: I'm pretty confident there isn't an explicit rule in the book about this (and thus probably prohibited), but I wondered if someone could slot a skillsoft at a lower level than what it actually is (i.e. a Rating 4 Automatics skillsoft slotted as a Rating 2 or 3). Thoughts?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Triskavanski on <01-30-14/1429:32>
I don't get swimming.

Why does it use your willpower to hold your breath.. with a specialization from diving? Isn't diving what you do when you're swimming underwater?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Dakka on <01-30-14/1435:38>
Swimming and Diving currently do similar things.  The mention of controlled hyperventilation under Using Swimming would suggest they really meant Diving + Willpower [Physical] not Swimming, but whatever.  Personally I see Swimming as "tankless diving".  If you aren't using SCUBA gear or something similar you aren't using the diving skill.  Controlled Hyperventilation then becomes a possible specialization of both skills.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: samoth on <02-01-14/1256:25>
Smartgun systems note that their camera can be installed with a vision enhancement.  Could you then install Vision Magnification to reduce range penalties on all Smartlinked shots?

Chameleon Suit's benefits - should they apply if you have other gear on (belts, weapons, etc) or if you are only in the suit?  I would say for balance you can wear your gear, but no extra clothing or armor but I suppose it's up to GM discretion.

Implanted Commlink: could you switch out the commlink to a different model without replacing the entire cyberware?  I would think a full replacement would be needed.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <02-01-14/1437:37>
Smartlink+V.Mag: I don't see why you couldn't install it, but you still need to Take Aim to use the Vision Magnification.

And then you need to buy it for every smartgun you own... I'd still just slap 'em on glasses or goggles.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: samoth on <02-01-14/1442:39>
Agreed, I'm not sure what you would want to put into the smartlink camera that can't also be used in eyeware more easily.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: TormDK on <02-01-14/1628:15>
Quick question on Weapon Foci -

I would like to craft a Bow for a runner mage that will be hating on guns, but RAW states that Weapon Foci are always melee weapons.

There's no love for "primitive" weapons? :(
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <02-01-14/1631:11>
You can't get the benefit of weapon foci on ranged attacks, the second the magic leaves contact with you it stops working. The only thing you could do with a Weapon Focus Bow that still gives the weapon focus benefit is slap people upside the head with it.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Hellishmuse on <02-01-14/2056:55>
What variables would I need to know if I wanted to launch an indirect attack using a mortar?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <02-02-14/0517:44>
Range, bearing (direction), wind, manner and form any possible cover or obstacles you need to shoot behind. And you probably need a FO to correct your shots since you don't see your target.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Namikaze on <02-02-14/1052:35>
In 4th edition's supplement Arsenal, there were rules for Indirect Fire.  Initially you had to determine if your round guided itself or not.  They had this broken into "Information-Guided" and "Target Designator-Guided" attacks.  Then the spotter had to maintain the lock or sight line.  Once you had determined the guidance method, you used a standard attack test and took a penalty based on which guidance method you used.  Net hits would reduce scatter until the scatter became 0.  Additional hits beyond that point added to DV.

I would assume that Run and Gun will have rules on indirect fire, but overall the system isn't too complicated.  The spotter has to lock on to the target with a sensor test, net hits being used for extra dice on the attacker's test.  Not too bad.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <02-02-14/1751:36>
Priority Table / Aspected Mages: how is this balanced? Aspected get no spells for free? Am I missing something? As it is they're ridiculously weaker than a full mage or MA.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <02-02-14/1754:20>
Your quick answer is that Aspected Magicians are garbage requiring house ruling to make them at all worthwhile compared to a full mage. The ONLY place where they may be worthwhile is at Priority D and really only as a Summoner.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <02-03-14/0643:09>
Thanks JackVII!

Next: if I use Electronic Warfare for Sensor Tests instead of Perception, do I roll EW+Int or EW+Log?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <02-03-14/0647:27>
Since it merely says you replace Perception with EW, I'd say you still use Intuition. I should also note that some uses of EW already use Intuition, so it's not as if it's always Logic.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <02-03-14/0707:24>
Thanks, I was pretty much just... hoping :D

How strict are specializations? Can we make new ones up? For example a (Vehicles) spec for Sneaking?

What exactly does the "Ballistics" spec of Gunnery mean? I assume specializations generally cover the whole spectrum so "Ballistics" would be everything that's not an Artillery piece (like a howitzer or a mortar), an Energy weapon (lasers I guess), Rocket or Guided Missile. So pretty much all vehicle-mounted weapons that fire projectiles of some kind.

Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <02-03-14/0750:45>
Ballistic is basically bullets, yeah. The GM can theoretically make/allow a specialization.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Hellishmuse on <02-03-14/1428:34>
Range, bearing (direction), wind, manner and form any possible cover or obstacles you need to shoot behind. And you probably need a FO to correct your shots since you don't see your target.

No no, I meant for game mechanics.  If a player wanted to use a mortar, would Heavy Weapons allow him to operate it?  If a mortar was such and such distance away, when would the mortar shell land during the combat turn?  Just trying to keep things simple here
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Namikaze on <02-03-14/1823:39>
No no, I meant for game mechanics.  If a player wanted to use a mortar, would Heavy Weapons allow him to operate it?  If a mortar was such and such distance away, when would the mortar shell land during the combat turn?  Just trying to keep things simple here

For Indirect Fire rules, those are covered in 4th edition, Arsenal.  There are no rules for Indirect Fire in 5th edition.  I would simply take the 4th edition rules and common sense them into 5th edition.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Ranarion on <02-06-14/0809:45>
If i use the spell Detox on someone wo used Drugs, what DV do i use? Cant find anything in the book.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: TormDK on <02-06-14/1311:19>
Time for more crafting questions;

If I wanted to make a magic set of platemail armour, how would I go about that?

I'd need Armourer skill to craft it, and artificering for enchanting it - but page 307 mentions "telesma’s Object Resistance". So my question quickly becomes ; What is steel considered?

I can see on page 295 that alloys are considered to have nine dices worth of object resistance so from a gameplay perspective it wouldn't matter if I were crafting with steel, or titanium? (But it would be a question of cost I wager :))

Thank you in advance for your input, and I understand that it's a lot of trouble to go into from a armour perspective but I'd like to understand the crafting aspect of magic better.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: RHat on <02-06-14/1643:00>
Gotta ask:  Magic how?  What you want may not actually be possible.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <02-06-14/1644:44>
This is a kind of weird concept, but I guess you could pull it off by crafting a piece of armor that is also a hgih force sustaining focus, then cast Armor on it? Other than that, I don't know...
Title: Re: [SR5] Quick question - Quick answer thread
Post by: RHat on <02-06-14/1649:03>
This is a kind of weird concept, but I guess you could pull it off by crafting a piece of armor that is also a hgih force sustaining focus, then cast Armor on it? Other than that, I don't know...

Of course, at that point there's no reason not to use something smaller and simpler, and use the modern (and more effective) armour that's actually in the book...
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <02-06-14/1649:53>
Of course, at that point there's no reason not to use something smaller and simpler, and use the modern (and more effective) armour that's actually in the book...
Rationality may not be the concept he is going for.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: TormDK on <02-06-14/1703:21>
Gotta ask:  Magic how?  What you want may not actually be possible.

I was wanting something similar to a weapon foci, but for armour. So something that would premanantly (While worn) would provide defensive dice. Re-reading your comments and page 319 I realize that what I'm wanting isn't really supported by the current ruleset, unless I go for a set of armour with Qi inscribed "Mystic Armour", or as Jack notes bond it as a power or sustaining foci and cast the armour spell on it.

And you're quite right, it's not overly rational - I'm making a test runner and will add karma to see how the system evolves over time as I will be GMing my first run in about a months time. Just recently picked up the rules and have re-read the book a few times, so it's time to kick this pig and see what comes rattling :)

I know my players will be asking similar questions so it's best to be on top of Things.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <02-06-14/1705:42>
Tbh that's probably not Armorer since that covers firearms and other modern weaponry. It would be Artificer - Blacksmithing.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: RHat on <02-06-14/1706:36>
Yeah, that sort of idea doesn't really work.  Though there was that one thing in Storm Front where Harlequin wore King Arthur's armour to take on Ghostwalker.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: TormDK on <02-06-14/1712:54>
Tbh that's probably not Armorer since that covers firearms and other modern weaponry. It would be Artificer - Blacksmithing.

The description of Armorer on page 143 leads me to believe otherwise, as it also mentions making melee weapons. Artificing mentions you must have the telesma before you start the Artificing process on page 306, so I'm not really sure Artificing is the right skill for both crafting the telesma, and doing the enchanting?

I mean, I'm sure my awakened players will be happy to have to avoid spending karma on Armorer, it just doesn't feel right with me :)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <02-06-14/1725:26>
I think he meant "Artisan" with a specialization in Blacksmithing.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: RHat on <02-06-14/1726:23>
The description of Armorer on page 143 leads me to believe otherwise, as it also mentions making melee weapons.

Well, yes, but that would be modern techniques.  Making replica armour (and, for that matter, traditional rather than modern melee weapons, which would perform worse, so the AP and damage would need to be reduced) like that feels more like Artisan to me.

That said, you don't have to craft your telesma from scratch.  If you want to make a weapon focus katana, for example, you can just buy a katana.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <02-06-14/1740:11>
I think he meant "Artisan" with a specialization in Blacksmithing.

Yes, thank you :)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: samoth on <02-07-14/0628:05>
Gotta ask:  Magic how?  What you want may not actually be possible.

I was wanting something similar to a weapon foci, but for armour. So something that would premanantly (While worn) would provide defensive dice. Re-reading your comments and page 319 I realize that what I'm wanting isn't really supported by the current ruleset, unless I go for a set of armour with Qi inscribed "Mystic Armour", or as Jack notes bond it as a power or sustaining foci and cast the armour spell on it.

And you're quite right, it's not overly rational - I'm making a test runner and will add karma to see how the system evolves over time as I will be GMing my first run in about a months time. Just recently picked up the rules and have re-read the book a few times, so it's time to kick this pig and see what comes rattling :)

I know my players will be asking similar questions so it's best to be on top of Things.

Nothing's stopping you from getting a sustain focus in the shape of a armor coat button or something like that.  Of course you have to keep the spell sustained in the focus, but IIRC foci can take any shape you please.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: orcmeat on <02-07-14/1654:42>
Am i reading it right from magic priority that aspected mage does not get any rituals/spell/preps without spending karma on them?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <02-07-14/1657:57>
Correct: They are viewed pretty unfavorably, with the possible exception of the Rank D Conjurer (since they can't use spells anyway and so don't lose anything).
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <02-07-14/1803:12>
Would it be balanced to assume Aspected should (were meant?) to receive the same amount of spells full mages get at the same priority?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: orcmeat on <02-07-14/1808:03>
I may house rule that they get 2 less spells as the magician as the same priority...that feels equitable...
Title: Re: [SR5] Quick question - Quick answer thread
Post by: RHat on <02-07-14/1809:27>
Would it be balanced to assume Aspected should (were meant?) to receive the same amount of spells full mages get at the same priority?

What do you do about conjurers?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <02-07-14/1810:12>
I believe one of the designers said that that was not the intention as it would put Summoners at a disadvantage to Spellcasters and Enchanters.

My house rule is to give them a standard Magic progression (6/4/2 rather than whatever BS they have right now that doesn't even line up with the Adept), the Skill Group benefit, and a flat +2 dice modifier to any check made using a skill in their Aspected wheelhouse.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <02-07-14/1812:22>
Ench / conj could start with (number of spells * 5) karma worth of artifacts / bound spirits?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Triskavanski on <02-07-14/1850:15>
With cybernetics..

If lets say, I start off with a standard cyber limb leg, it costs 1 point of essence, and later on, I purchase a delta cyber leg, which costs .5 essence..


1) Do I recover the .5 essence from switching the two?
2) if not, do I lose an additional .5 essence for removing the old cyber leg and putting on the new better one?

Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <02-07-14/1851:27>
Assuming you replace the gap: You'd have an Essence Hole of 0.5 that can be filled with other augmentations in the future. Either the HotPatch or the Missions FAQ contains that rule.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Triskavanski on <02-07-14/1918:01>

Alright then, What about Biotech? If I get some bodily changes done via biotech, do I need to get cut open and stuff again to replace a standard with delta?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <02-07-14/1920:47>
It is treated the same way.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: orcmeat on <02-08-14/1108:19>
Back again, sorry. Do dwarves no longer have thermographic vision, or was it accidentally omitted?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <02-08-14/1156:52>
Accidentally omitted. I believe the Missions Hot Patch Errata addresses it.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: orcmeat on <02-08-14/1337:22>
Thank you! ^.^
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Namikaze on <02-09-14/0050:48>
Thank you! ^.^

The just-released errata addresses the issue of Dwarf thermographic vision.  Here's the link (http://www.shadowruntabletop.com/2014/02/shadowrun-fifth-edition-errata-now-available/) - I hope you enjoy!
Title: Re: [SR5] Quick question - Quick answer thread
Post by: TormDK on <02-12-14/1030:43>
Next quick question;

Great weapons (aka, two handed melee weapons)- It's either the Katana or bust?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <02-12-14/1032:32>
I believe the Combat Axe, Polearm, and Staff are also supposed to be two-handers.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Namikaze on <02-12-14/1038:43>
Next quick question;

Great weapons (aka, two handed melee weapons)- It's either the Katana or bust?

What do you mean by "bust"?  The katana is a two-handed weapon, the battle axe is a two-handed weapon as well.  Basically anything with a Reach of 2 is going to be approximately 2 meters long, which is the realm of the two-handed weapon.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: TormDK on <02-12-14/1040:37>
I believe the Combat Axe, Polearm, and Staff are also supposed to be two-handers.

Thanks much, so if I wanted a maul or a real two handed sword I'd base it on the combat axe's stats?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <02-12-14/1049:06>
Thanks much, so if I wanted a maul or a real two handed sword I'd base it on the combat axe's stats?
I wouldn't have a problem with that, I'm big on abstraction for stuff like that. As long as it follows the same rules, you can call it whatever you want.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Namikaze on <02-12-14/1236:54>
I'd side with Jack on this.  Keep in mind that a maul would probably have +1 DV and -1 AP from the stats of the battle axe.  In either case, accuracy would probably be no higher than a 5 at best.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: RHat on <02-12-14/1530:44>
I believe the Combat Axe, Polearm, and Staff are also supposed to be two-handers.

Thanks much, so if I wanted a maul or a real two handed sword I'd base it on the combat axe's stats?

I'd grab the claymore from SR4 and convert it.

Also, a katana CAN be used one handed.  It's more like a bastard sword in western terms.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <02-12-14/1548:01>
Q: Under the Marks Required field, the Send Message Matrix Action lists: n/a (or 1).

I am guessing n/a refers to legitimate use of a device by the owner to call, send a text, etc (although should probably say Owner). With that said, is it ever mentioned how you can utilize the action with 1 mark? Can you hack a mark on a commlink and then call someone or send a message to a drone using it? Is there a reason this wouldn't be handled under Control Device?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Namikaze on <02-12-14/1719:44>
Q: Under the Marks Required field, the Send Message Matrix Action lists: n/a (or 1).

I am guessing n/a refers to legitimate use of a device by the owner to call, send a text, etc (although should probably say Owner). With that said, is it ever mentioned how you can utilize the action with 1 mark? Can you hack a mark on a commlink and then call someone or send a message to a drone using it? Is there a reason this wouldn't be handled under Control Device?

I think what it means is that if you get a mark on someone's commlink, you can then send them a message.  I don't think it allows you to send messages on their behalf (that would be covered by Control Device as you pointed out, or Spoof Command).
Title: Re: [SR5] Quick question - Quick answer thread
Post by: RHat on <02-12-14/1724:45>
Q: Under the Marks Required field, the Send Message Matrix Action lists: n/a (or 1).

I am guessing n/a refers to legitimate use of a device by the owner to call, send a text, etc (although should probably say Owner). With that said, is it ever mentioned how you can utilize the action with 1 mark? Can you hack a mark on a commlink and then call someone or send a message to a drone using it? Is there a reason this wouldn't be handled under Control Device?

I think what it means is that if you get a mark on someone's commlink, you can then send them a message.  I don't think it allows you to send messages on their behalf (that would be covered by Control Device as you pointed out, or Spoof Command).

That would be covered by the 0 mark version.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Namikaze on <02-12-14/1816:03>
What I mean is sending a message to someone that has inbound messaging turned off.  Either that or it's as Jack stated, already covered by other commands.  Maybe it's a typo.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: TormDK on <02-13-14/1609:38>
I believe the Combat Axe, Polearm, and Staff are also supposed to be two-handers.

Thanks much, so if I wanted a maul or a real two handed sword I'd base it on the combat axe's stats?

I'd grab the claymore from SR4 and convert it.

Also, a katana CAN be used one handed.  It's more like a bastard sword in western terms.

Only Shadowrun book I have access to is the 5E version :)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Lanaya on <02-13-14/2256:07>
The Mind over Machine submersion gives a technomancer the benefits of a control rig. Control rigs come with (essentially) a built-in datajack. Is there any particular reason that a TM with MoM can't 'plug in' to anything within one metre using their mind powers?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Dakka on <02-13-14/2300:32>
You mean besides the lack of a 1 meter cable and universal access port?  It's been suggested it could go either way, but I personally come down on the side of MoM being useful for drones, not useful for datajack.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Triskavanski on <02-13-14/2319:28>
You mean besides the lack of a 1 meter cable and universal access port?  It's been suggested it could go either way, but I personally come down on the side of MoM being useful for drones, not useful for datajack.

Even I say its a toss up, and comes down to the GM on this. You might have a 'datajack' in your hair and become an 8 foot tall blue skinned cat person. Or you might have a direct Psyche link, or you just are able to jump into a drone.

If all else fails, use a trodenet, the datajack for people who care about their essence.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <02-14-14/0647:38>
You can already jump into drones with that echo, without a direct connection. Normal Riggers can also jump in through the matrix.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Linkdeath on <02-14-14/1102:20>
I believe the Combat Axe, Polearm, and Staff are also supposed to be two-handers.

Thanks much, so if I wanted a maul or a real two handed sword I'd base it on the combat axe's stats?

I'd grab the claymore from SR4 and convert it.

Also, a katana CAN be used one handed.  It's more like a bastard sword in western terms.

Only Shadowrun book I have access to is the 5E version :)

In 4E, the claymore has exactly the same stats as the combat axe, it just costs 300 nuyen more.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Lanaya on <02-15-14/0106:08>
Two linked questions:
- If I take priority E magic or resonance, can I put my special attribute bonuses into magic/resonance to gain a rating in that ability and become a mage or technomancer?
- If so, could I be both a mage and a technomancer by raising both with special attribute bonuses or picking up one with priority and the other with special attribute points?

I assume the answer to both these questions is no, but I haven't seen any actual rules to support that.

EDIT: Never mind, found where it says you can't.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <02-15-14/0959:30>
Q: Other than the line in the Incompatibility section, is it ever specifically mentioned that laser sights don't work with shotguns? It seems an odd place to put a specific ruling like that, without also mentioning it in either the shotgun or laser sight item descriptions. While this totally makes sense for shotguns firing shot, it doesn't really make much sense for when they are firing slugs. Am I missing a rules reference somewhere?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <02-15-14/1012:01>
Given how the Enfield uses a Laser Sight...
Title: Re: [SR5] Quick question - Quick answer thread
Post by: JackVII on <02-15-14/1019:40>
LOL, true! I didn't even notice that... maybe they meant to add something to the Medium and Wide Choke settings about laser sights similar to the prohibition against Called Shots. Thanks for pointing that out.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <02-15-14/1821:28>
In terms of fitting into a normal weapon mount, what is bigger than an AR? Heavy Weapons are obvious, but what's up with Longarms?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Linkdeath on <02-17-14/1349:10>
In terms of fitting into a normal weapon mount, what is bigger than an AR? Heavy Weapons are obvious, but what's up with Longarms?

I always assumed it was the order that the weapons were listed in the gear section, meaning that sniper rifles and shotguns would be bigger. Then again, I've ruled those weapons compatible with mounts before, so maybe it's just heavy weapons. Anyone else have a more rules-centric view of this?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: RHat on <02-17-14/2018:02>
In terms of fitting into a normal weapon mount, what is bigger than an AR? Heavy Weapons are obvious, but what's up with Longarms?

I always assumed it was the order that the weapons were listed in the gear section, meaning that sniper rifles and shotguns would be bigger. Then again, I've ruled those weapons compatible with mounts before, so maybe it's just heavy weapons. Anyone else have a more rules-centric view of this?

You could go with Concealability modifiers, which would basically be the same save for allowing shotguns.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Geewaagh on <02-19-14/1220:37>
Spotting Running Silent Icons
RAW says "the first thing you need to do is have some idea that a hidden icon is out there...the next step is to actually find it."  Matrix pereption is a complex action. 

Question: One complex action to find out if there are any running silent & one to find it OR two rolls on one complex action?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Namikaze on <02-19-14/1228:32>
One Matrix perception test with 2 hits will do it.  One hit to detect the icon, the second hit to identify it.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Dakka on <02-19-14/1259:29>
Incorrect.  One hit on a simple test will tell you there are stealth icons out there, but to find one is a second complex action looking for it specifically.  It gets to roll Logic + Sleaze to try and hide, opposed roll to spot.

Quote from: SR5
If you’re looking for an icon that is running silent (after you’ve determined that it’s present), the test becomes an Opposed Test, with the target defending with Logic + Sleaze. Net hits are used just like
you would for spotting distant targets, with the first one for spotting the target and the rest for analysis.

Note that it says AFTER you've determined it's present.  2 total Complex Actions to find a stealth icon.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: RHat on <02-19-14/1729:55>
One Matrix perception test with 2 hits will do it.  One hit to detect the icon, the second hit to identify it.

An opposed test is required to identify the icon, not a single hit.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: pts on <02-23-14/1522:13>
Question on Sensors:
OK, a a sensor in a mini-drone has a limit of 3, so the max. number of sensor perception success is 3 dice. However, lets say it is a camera with vision enhancement 3, which adds a positive limit modifier to visual perception tests - would the resulting camera sensor have a limit of 6 (3 sensor, +3 from enhancement) ?

Or, to put it in other words, would my decker controlling this drone make Sensor Perception tests with Logic+Electronic Warfare [6] ? Or still with Logic+Electronic Warfare [3] ?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <02-23-14/1523:44>
Intuition + EWar (+ 3 if visual) [6], actually.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: pts on <02-23-14/1546:12>
Intuition + EWar (+ 3 if visual) [6], actually.

Ok thanks for the limit confirmation, but why Intuition+EWar ? If i substitute the Perception skill (=skill level+Intuition) with Electronic Warfare (=skill level+Logic) for sensors, why would i use Intuition for this test ? Sounds like i'm supposed to just substitute skill levels without the linked attribute...

Ok and follow-up, if i use this sensor for targeting, is the Sensor limit on  Gunnery [3] or [6] when targeting an enemy via this camera ?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <02-23-14/1600:50>
In the Intuition + Perception test, you get to substitute EWar for Perception. The Intuition stays, just like when you use Sneak to look for someone hiding, you use Intuition + Sneak skill.

For Passive Targeting, the limit would be 3, since it's not a (visual) perception test, so Vision Enhancement doesn't apply.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: pts on <02-23-14/1616:01>
In the Intuition + Perception test, you get to substitute EWar for Perception. The Intuition stays, just like when you use Sneak to look for someone hiding, you use Intuition + Sneak skill.

For Passive Targeting, the limit would be 3, since it's not a (visual) perception test, so Vision Enhancement doesn't apply.
All right, thank you! I was worried a bit about the low limits for gunnery, but it seems i can work around that by using AR/VR: i can increase limits of any test by +1/+2 (p.201), which should be enough without the Vision Enhancement on a R3 Sensor (which only helps for perception like you said, anyway).
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Kanly on <02-23-14/1633:08>
Sadly, that AR/VR bonus doesn't apply to anything other than Handling (and a huge maybe for Speed in Speed Chase Enviroments).

Good news is, you don't have to use Sensor Targeting when using your Gunnery skill. Any remote operated vehicle mounted weapon can roll Logic + Gunnery [Accuracy].

The best way to boost your limits while driving or using gunnery is to get a Vehicle Control Rig augmentation! Also, if you're remotely controlling vehicles or drones (you're not directly jacked into them with a cable from your VCR or Datajack), your intermediary device's (RCC or Commlink or Cyberdeck) Data Processing limits your... well... Limits.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: pts on <02-23-14/1703:40>
First time reading into drones, seems the rules are spread all over the book. Anyway, my goal is to get my decker one or two drone "pets", unfortunately he cannot afford a real VCR (essence&money), but he has a good cyberdeck and comlink (both have data processing up to 6 / 6) and DNI. The weapon accuracy targeting should solve my problems (if "vehicle" also includes remotely operated drones). Thanks again.

Btw, there don't seem to be any drone actuator rules in the book (aka how to use the drone's limbs to open doors, use skills or generally do anything beside moving, sensing and shooting), or rules for carrying capacity beyond weapon slots. But i guess they couldn't cover everything in the basic rules... :-)
Title: Re: [SR5] Quick question - Quick answer thread
Post by: RHat on <02-23-14/1823:07>
Btw, there don't seem to be any drone actuator rules in the book (aka how to use the drone's limbs to open doors, use skills or generally do anything beside moving, sensing and shooting), or rules for carrying capacity beyond weapon slots. But i guess they couldn't cover everything in the basic rules... :-)

Part of it is that the printed drones, quite simply, do not have those capabilities - or, you know, hands.  The only way a Steel Lynx is opening a door is to ram it down.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: TormDK on <03-16-14/1250:07>
I'm building a prime runner opponent, and wondered if Reflex wires/Synapse booster stacks with drugs that gives iniative dice?

I understand that the enhanced cap is +4 to an attribute, and that the max dice is 5d6
Title: Re: [SR5] Quick question - Quick answer thread
Post by: martinchaen on <03-30-14/2016:28>
Quote from: Drone Infiltration, SR5 p270
When jumped in, the test is Stealth + Intuition [Handling] vs. Perception + Intuition [Mental]; you probably want your persona operating under silent running while you’re at it.
Is this supposed to be Sneaking + Intuition, or does a rigger really use the Stealth skill group and/or the Stealth autosoft when infiltrating while rigging?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Insaniac99 on <03-31-14/0402:04>
Quote from: Drone Infiltration, SR5 p270
When jumped in, the test is Stealth + Intuition [Handling] vs. Perception + Intuition [Mental]; you probably want your persona operating under silent running while you’re at it.
Is this supposed to be Sneaking + Intuition, or does a rigger really use the Stealth skill group and/or the Stealth autosoft when infiltrating while rigging?

I'd assume sneaking, there are multiple places they misname that skill in the core book
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Longes on <04-01-14/0445:03>
I'm building a prime runner opponent, and wondered if Reflex wires/Synapse booster stacks with drugs that gives iniative dice?

I understand that the enhanced cap is +4 to an attribute, and that the max dice is 5d6

Initiative adders usually don't stack, unless otherwise noted.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <04-01-14/0454:37>
Yes, but drugs are really special beasts, iirc by intent they violate augmented maximum and stack with ware. As things are phrased when taken literally, they stack with near-everything, and I'd assume they should just stack with everything. They let you bypass Augmented Maximum, but the max dice remain 5d6.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: martinchaen on <04-01-14/0758:32>
Wait, where is it stated that drug effects can surpass augmented maximum?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Reaver on <04-01-14/0801:40>
I'm building a prime runner opponent, and wondered if Reflex wires/Synapse booster stacks with drugs that gives iniative dice?

I understand that the enhanced cap is +4 to an attribute, and that the max dice is 5d6

Initiative adders usually don't stack, unless otherwise noted.

someone broke this all down in a different post.

Short answer, yes.
Long answer: <see his post> depends.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: SeamusHarper on <04-02-14/0029:20>
Does a power focus add dice or add to effective magic rating?  That is, if I have 4 Magic and a rating 3 power focus, can I cast force 7 spells without risking physical drain (and other force-related effects and formulae following suit)?
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Insaniac99 on <04-02-14/0137:25>
Does a power focus add dice or add to effective magic rating?  That is, if I have 4 Magic and a rating 3 power focus, can I cast force 7 spells without risking physical drain (and other force-related effects and formulae following suit)?
Dice only
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <04-02-14/0509:22>
Does a power focus add dice or add to effective magic rating?  That is, if I have 4 Magic and a rating 3 power focus, can I cast force 7 spells without risking physical drain (and other force-related effects and formulae following suit)?
In short, the fluff talk is raising 'effective' Magic, which as in-game mechanic solely has a dicepool bonus on your Sorcery/Conjuring/Alchemy tests. This means no impact on overcasting or PP, but also no stacking with Spellcasting/Dispelling/Conjuring/alchemicalstuff foci that also add dice. The math is that if you have more than ... 3 iirc?... different kinds of things you'd like a Focus on, Power Focus is superior.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Cronstintein on <04-02-14/1216:33>
Hmm I thought that power focus vs drain issue came up the other day and we determined that it does effect drain.  I don't have a book in front of me to double check the wording but I was convinced at the time.
Title: Re: [SR5] Quick question - Quick answer thread
Post by: Michael Chandra on <04-02-14/1603:05>
Definitely not the case. Didn't do so in SR3 either, and the phrasing hasn't really changed since SR4: It's just a dicepool bonus on any test that has +Magic in it.