I, too, actually have a question about the "Unaware of an Attack" rules. My question is specific to the following sentence: "This does not apply to defenders who are already engaged in combat (see Character Has Superior Position, p. 187)." That sentence is being interpreted in two different ways on the boards. The way I read it is follows: the main clause, that the condition does not apply to defenders who are already engaged in combat, is always true. The parenthetical modification supplies extra information, which allows melee attackers to gain a dice pool benefit from perceptual advantage, but in no way shape or form stops the main clause from always being true. A few other posters seem to believe that the parenthetical modification makes the main clause only true when the parenthetical modification is applicable. In other words, if you are not attacking with a melee weapon it is possible for your target to still be unaware of the attack during combat. Which interpretation of that sentence is correct by the Rules as Intended?
Once you're in combat, you're pretty much expecting an attack from anywhere. The only times you'll be unaware of an attack is if it comes from somewhere you were certain was safe, as with an ally turning on you, or perhaps a bush that you thought was cover but turned out to be an Awakened carnivorous plant ...
Q: How does one use the Complex Action Use Skill: Leadership?
The rules state that by using a complex action (presumably Use Skill) you can use Leadership for one of four effects; Command, Direct, Inspire, and Rally.
Command, Direct, and Rally all seem straight forward; the character uses the Use Skill Complex Action, rolls Charisma + Leadership [Social], then hits apply in various forms. But the Inspire function has a curious effect, in that net hits "act as a Teamwork Test for your subordinates' Surprise Test for the rest of the Combat Turn.
A Teamwork Test adds net hits as dice to the focus' (in this case subordinates) dice pool. How would you be able to take a Complex Action to aid subordinates before being Surprised? Or do they get to roll extra dice after the surprise test, effectively changing the sequence of surprise?
Since surprise can happen at
ANY TIME (see, you didn't see that coming), you can substitute the Surprise Test with your Leadership Test. Your team is better prepared for sudden changes in the situation.
If wearing multiple pieces of gear providing AV, which armor modifications apply?
The rules for "Armor and encumbrance" on page 169 states that only "the value of the highest armor piece applies for determining armor applies". Then, under "Specialized protection" on the same page, it is stated that "additional protection is used along with the modified Armor values to determine total Armor against an attack.".
Use the best protection for the attack you're resisting on a case-by-case basis. On the other hand ...
Q: When wearing multiple pieces of armor that provides the same AV, can you choose which AV to use[/quote]
If your armor is doing the resisting (as with cold or acid attacks), then the armor on the outside (farthest from your tender skin) is the subject of the effect.
Q Is it actually intended that an awakened character that initiate (but does not spend karma to raise magic rating, common for [Physical] Adepts) is harder to heal with magic?
(SR5, p288)
...this means you take a dice pool modifier equal to the target’s actual Essence minus his maximum Essence (which will turn out to be 0 or a negative number), rounded up.
Initiation doesn't increase your Essence, just your maximum Magic rating, which doesn't have anything to do with Essence health spells.
Q What augmentations, drugs or magic enhancements increase Matrix AR Initiative?
All of them. Your AR Initiative is the same as your physical Initiative because while everything happening is virtual, the AR controls and displays are, at least for you, in physical space.
Q What augmentations, drugs or magic enhancements -if any- increase Matrix VR Initiative (Cold Sim and Hot Sim)?
Anything that raises your Intuition, basically.
Quick question on reach. Say a character has +3 reach, does that mean he is engaging the opponent 3m out or are they adjacent (say within a meter) and the 3m is just relevant for determining intercept range?
The physical measurement (1m times Reach) is only for interception (p. 194, SR5). Your Reach 3 character can intercept anyone who comes within 4 meters.
Q: How does toxins with multiple vectors affect the toxin resistance test?
In other words, can you apply multiple pieces of protective gear against such toxins?
Nope. Only the best one (or the worst one if your GM hates you).
Q: How big is a non-implanted simrig device?
There is little information on this in the rulebook, so it'd be nice to know if I'm carrying around a credstick sized, item, something a little bigger like a cyberdeck, or even larger like a rating 4 or higher medkit.
It can fit into a commlink, so it's not that big. Put it between a credstick and a cell phone.
Some question:
1. Is your answers are "official" answers from the SR5 developer group?
They're as official as I can make them. I worked on the book and on the rules committee that came up with the rules before the book was written. I'm working on the Shadowrun FAQ that will be released once Line Developer Jason M. Hardy has a chance to look it over. Those answers I'm not 100% certain about I vet with Jason and the folks who work on Shadowrun. I never post an answer that I think might be contradicted in a future update. Other than that, you get what you pay for.
2. How chargen skill limit works: (A) Summary of skill and improved ability adept power should be less or equal to chargen skill limit 6(7) or (B) improved ability can increase the skill over the chargen skill limit?
Yep, to the maximum that ability allows (natural rating x 1.5).
3. Analytical Mind quality: "This quality gives the character a +2 dice pool modifier to any Logic Tests involving pattern recognition, evidence analysis, clue hunting, or solving puzzles."
Does the character get +2 for all of her Logic test (and the listing is only a filler text) (A), or she can get the bonus only those Logic tests, where she has to recognize patterns or analyze evidences or etc. (B) ?
The dice pool modifier from Analytical Mind applies only to those tests involving pattern recognition, evidence analysis, clue hunting, or solving puzzles. The list is not filler text.
4. Gearhead quality: "She also receives a +2 dice pool modifier when attempting difficult maneuvers or stunts in the vehicle. This bonus lasts for 1D6 minutes."
How long this ablity's cooldown? If it isnt time based, what event triggers the cooldown of this ability? Pilot has to rest, or just a new action or vehicled fight or something else?
The "cooldown" of this power is after the vehicle that's been pushed to its limits has had some maintenance performed on it. Pushing a vehicle isn't like pushing a mount; it doesn't heal between sessions.
5. Weapon mount and clip size: "Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo."
How does it work? The smaller sized weapon get bigger clip (A), or some automat changes the standard clips (B), or the weapon is modified to belt (C), or you have to change the small clips by hand (D), or other way?
The weapon is modified to feed ammunition from an internal magazine. For some weapons it's a belt, for others it's a drum, for still others it's something completely unique to the weapon.
6. If an extended test has not treshold does it mean, the dice pool doesnt decreasing after every throw? (for example at Natural Recovery)
That's been asked and answered a few times. For natural recovery, the pool decreases after every throw until you're fully healed or you discover that you need medical attention. It's possible that this will be changed with future errata, but I have no information either way, so I'm sticking to what the rules say.
Thank you!
You're welcome!
Hi! Hunting around for these questions on the boards and elsewhere, and not seeing it. Would appreciate anyone's input.
Main Q: Can I hack a commlink and have it turn on a device that is slaved to it (that currently has wireless off)?
These are the assumption questions that need to be answered for a yes to the main question.
Q: Can a device be slaved if it's wireless is off? (if not, that mean it needs to be re-slaved each time it's rebooted or turned on; that doesn't seem to be the case)
Q: Where does the command to turn on a wireless device originate from? (I assume if it's slaved, from the commlink it's slaved to, but this is the part I am least sure of)
Q: Is control device or spoof the appropriate matrix action? If neither, IS there an appropriate matrix action?
My goal is proactive grenade defense...by hacking the commlink of the guy with wireless grenades slaved, turning them on, then turning him off. 
Main A: No. A commlink isn't a user, it's a device. Devices can't own other devices, even when they're a master in a PAN.
A: It's not technically slaved when it's off, but can be set to re-slave by the owner when it turns back on. The master-slave relationship doesn't have to end when you power something down.
A: The owner of the devices (which, incidentally, has to be the same for both master and slave).
A: I'm not sure what you're asking. I imagine the Grid Overwatch Division considers Spoofing to be inappropriate at pretty much all times, and the Control Device action can be rather rude depending on the circumstances.
Q: What happens if you fire a cybergun installed in your arm while wearing a pair of AR or Gecko Gloves?
And for that matter;
Q: How long does it take to ready a cybergun?
In other words does a cybergun even require readying, and if it does is it a free, simple, or complex action to do so? Can a cybergun be quick-drawn? So many questions, so little time...
"Smaller cyberguns fire through a hidden port in the palm or knuckles, while larger cyberguns fold back the user’s hand at the wrist." (p. 458, SR5) That, I hope, answers your question about the gloves.
Arguably, a cybergun is always readied. You might need a Free Action to release the safety.