Shadowrun
Shadowrun Play => Gamemasters' Lounge => Topic started by: rvianarpg on <11-20-12/1148:57>
-
Hi friends. Im Brazilian, 38 yrs old, and returning to shadorun. im with some problems understanding the Technomancer.
Letīs say how is a cybercombat with a technomancer? with attributes i use?
if im reading correct is the same way as hacker...ie Cyber combat + offensive programm, but actualy is a complex form. right?
thanks in advance.
-
You would use the cybercombat skill plus the appropriate program, typically attack but blackout or blackhammer might also be appropriate.
-
Yes that is correct.
You should avoid cybercombat though. Both as a hacker and a technomancer.
Use stealth to get in undetected.
If combat comes up have a sprite protect you and then just grab and run.
As a technomancer cybercombat can kill you as you only have your own condition track.
Rasmus
-
Lets not confuse the issue and editorialize. Sneak and grab isn't always feasible for a variety of reasons.
-
Yes that is correct.
You should avoid cybercombat though. Both as a hacker and a technomancer.
Use stealth to get in undetected.
If combat comes up have a sprite protect you and then just grab and run.
As a technomancer cybercombat can kill you as you only have your own condition track.
Rasmus
Hackers can't really win the stealth game. At chargen it's tough to get past Stealth 5, while a chargen Technomancer can Thread himself up to 10+ with ease. Investing in cybercombat is wasteful for a Technomancer, but a reasonable strategy for a Hacker, IMO, unless you want to take the time to hack the slow way.
To explain, rather than editorialize:
Hackers are limited by the ratings of their programs, which are limited by their System rating. At chargen, availability limits generally limit you to a System of 5, so your program ratings can't go above 5. If you go with the quality that lets you get higher-availability equipment though, you could bypass this issue. In general, though, this limitation means that a Hacker who is hacking a high-security system "on the fly" will absolutely set off an alert, at which point the Hacker had better have something to protect himself with.
Technomancers are ill-suited for cybercombat, however, because *all* attack programs affect a Technomancer like Black IC (that is, they do physical damage). Risking your actual physical damage boxes in cybercombat is a terrible idea, as you will usually be fighting without the rest of your team. Furthermore, Technomancers have two features that make this kind of risk completely unnecessary: Threading and Sprites. Threading allows you to pump up the effective rating of a Complex Form (the TM equivalent of Programs) by an amount equal to your Resonance. So assuming that you have a Resonance of 5 (not hard to get at all) you could have a Stealth of 10, meaning that anyone trying to spot you on a node needs 10 hits, and the threshold for the extended test by the system to detect you while you're trying to break in is 10. Sprites are like Agents that you don't have to pay for, plus they get special powers. Nearly every Technomancer can summon one type of Sprite that is good at combat (Tank, Paladin, whatever). Just toss that sucker in front of you if trouble starts, and you'll be fine.
Basically, in SR4A, just play a Technomancer. They're just better.