Shadowrun
Shadowrun Play => Rules and such => Topic started by: Thefurmonger on <11-15-14/1135:07>
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Hey all so I have not played SR in a LONGGGGGGG time. But am joining a 5th edition (5th only) game.
Anyway I was going to make a nice simple Troll basher.
My question is this.
Weapon accuracy is the max hits i can get with a weapon, so Acc 4 lets you get up to 4 hits?
So it seems that you want a weapon with an Acc of 1/3 your pool so you dont lose many hit as thats the average you will get.
Now with guns there are ways to raise this with scopes and stuff, but CC seems like there isnt.
so should i just go unarmed as it uses my phi limit and not an Acc?
the highest i can find is acc 7 for a katana or rapier, but what if i wanted axes? max of 4? clubs has a few 6s but those are just staves.
is there any way around this?
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Personalized Grip from Sail Away, Sweet Sister can increase the accuracy. The adept power Enhanced Accuracy (Blades) can also increase accuracy. Those are the only two I know of.
After character creation, you can pick up a Highland Forge Claymore, which is pretty amazing. Otherwise, I would just go with Unarmed Combat. I would recommend Titanium or Aluminum Bone Lacing if you do. Throwing weapons are a great choice if you have a high Strength, as they have a pretty good range and good damage.
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You want a weapon with 1/2 your pool to be more precise, unless you frequently want to be throwing hits away.
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If you have huge dice pools you might want to consider spending your free action on Called Shot Vitals or Multiple Attacks rather than Running.....
Knucks let you use your physical limit in case you don't go for bone lacing....
(not impossible to reach pools of 20+ but really hard to reach a limit of 10+)
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You want a weapon with 1/2 your pool to be more precise, unless you frequently want to be throwing hits away.
Right, and see this is my issue.
I at first wanted a gangbanger type with a bat. sadly clubs acc is crap at a 4.
Same with an axe, axes are freakin cool. but again a..... 4.
Personalised grip helps a bit raising it to 5. but thats only really ok up to a pool of 10. (and not even that as you will charge a lot for +2)
Im looking at starting with a pool of 10 or 12 depending on spec. so thats 12/14 on a charge meaning that from just this i need acc 6, and thats a staff (lame) or a sword, as there is no axe that even gets close.
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Try going Adept for 1 more Accuracy from power. But yeah, that high a damage comes at a price.
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My absolute favorite for close combat is Unarmed and Bone Lacing. You get your Physical Limit for Accuracy, it's easy to smuggle in places, you cannot be unarmed, and Titanium is comparable damage wise to a Katana-albeit without the Reach or AP.
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Thanks guys for all the advice.
The Grip will really help and frankly I could go limited adept too. (tho i doubt I will)
I could totally go unarmed and honestly may do just that with some knucks, but would prefer weapons.
In the end I'll do what I always tell others, If it becomes a real problem, ill talk to my GM.
Thanks again guys.
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My suggestion: titanium bone lacing and unarmed combat. You get to use your physical limit for Accuracy.
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You guys are 100% right im sure. Unarmed +BL or other cyber weapon seems to be the best. its just a shame that clubs and axes have such a low limit.
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The Imbue Item ritual from Street Grimoire has an option to increase the acc of a weapon by your initiate grade. That includes weapon foci.
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Katana + customized grip = 8 accuracy. The highest sniper rifle is only a 10. That's not a huge difference, in my opinion.
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Katana + customized grip = 8 accuracy. The highest sniper rifle is only a 10. That's not a huge difference, in my opinion.
Melee kinda need to spend their Free Action on Running (to reach their targets and make them harder to hit, but also increasing their dice pools even further).
A sniper is more free to spend their Free Action on Call Shot Vitals (which reduce their dice pool by 4 dice in exchange for +2 DV) or Multiple Attacks (to split their dice pool but hit up to three -possible unaware- targets at once).
Then again, you normally don't need more than maybe 5-6 net hits. shrug.
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Why Bone Lacing instead of Bone Density Augmentation? The extra armor, or something else? (I guess I generally prefer 4 BOD-for-damage-resist over 3 BOD-for-damage-resist/3 Armor, simply because Body isn't subject to -AP). And it's 10k cheaper, easier on your Essence, harder to detect. Shrug.
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Why Bone Lacing instead of Bone Density Augmentation? The extra armor, or something else? (I guess I generally prefer 4 BOD-for-damage-resist over 3 BOD-for-damage-resist/3 Armor, simply because Body isn't subject to -AP). And it's 10k cheaper, easier on your Essence, harder to detect. Shrug.
No particular reason, the idea was just to change your unarmed attack to Physical damage. The bone lacing is just the first thing that came to mind.
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Bone lacing adds both to your body to resist damage and gives you armor. Bone density doesn't increase your armor
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It gives 3 reducable dice more versus 1 non-reducable die less, but it also has a higher essence cost (1.5 versus 1.2), is more expensive (30k instead of 20k), is detectable by cyberware scanners and easier detected with assensing.
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You need quite high armor penetration values to first reduce the normal armor to zero - and then some.
Until you do the armor bonus from Bone Lacing will not really be reduced by armor penetration.
- I'd say that is basically only an issue if you are nekkid.
A feature that comes with higher armor value is that attacks that normally deal physical damage now might deal stun instead (which often, but not always, is a bonus).
Having said that, the two augmentations are rather comparable.
...and if you want +3 armor, get a used cyber-foot ;)