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Ares Alpha vs Ingram X

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Michael Chandra

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« Reply #15 on: <04-03-14/1102:14> »
Just keep in mind that against Trolls and Corp-Sec in Full Body Armor you'll want to grab an APDS Alpha. So if your runs evolve to that kinda opposition, make sure you have some heavy toys available for when drek hits the fan.
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RHat

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« Reply #16 on: <04-03-14/1934:56> »
Just keep in mind that against Trolls and Corp-Sec in Full Body Armor you'll want to grab an APDS Alpha. So if your runs evolve to that kinda opposition, make sure you have some heavy toys available for when drek hits the fan.

Yeah, Shadowrun is not a game where you pick one weapon and try to apply it to every situation.  Weapons are tools, and you use the right tool for the problem.
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JmOz01

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« Reply #17 on: <04-03-14/2000:25> »
To answer how I made such a multi character:

1) I am not good at anything, I am ok at a lot of things, it is his versatility that makes him viable.  You know how most characters are "Primary this" and a "Secondary That".  Well he is a Secondary that on all of his roles

2) Synergy: He is Race=E, Attributes=D, Resources=C, Magic=B, skills=A.  He has poor physical stats, but thanks to magic and a little bio-ware he can hold his own (Spell Increase Strength, Reflex boost, etc...). Mentor Spirit Bear helps a lot too

Cronstintein

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« Reply #18 on: <04-04-14/0936:54> »
I made a similar jack of all trades character and grabbed both.  For daily life take the Ingram (or a smaller machine pistol) but if you're going in heavy, that's what the Ares is for. 


JmOz01

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« Reply #19 on: <04-04-14/1806:40> »
My problem is really one of "where do I put my specialization: SMG or Assault rifle 

Namikaze

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« Reply #20 on: <04-04-14/1812:52> »
That still boils down to your table.  Are you more likely to go stealthy, or heavy?  If you're going stealthy more often, you'll get more bang for your buck (pun intended) out of the SMG specialization.
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Cronstintein

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« Reply #21 on: <04-04-14/1831:48> »
Well actually if you're putting more than 3 points into automatics, you're better off just taking a generic rank.  Specs are 7k but rank 4 is 8k.  And if you're going multi-spec, you probably don't need more than 6.
« Last Edit: <04-04-14/1834:20> by Cronstintein »

Novocrane

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« Reply #22 on: <04-04-14/2339:01> »
That applies outside chargen; before play, you may purchase one specialisation per skill for 1 skill point.

Michael Chandra

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« Reply #23 on: <04-05-14/0702:28> »
Well actually if you're putting more than 3 points into automatics, you're better off just taking a generic rank.  Specs are 7k but rank 4 is 8k.  And if you're going multi-spec, you probably don't need more than 6.
With that you mean that after chargen the specialization is cheaper, so during chargen you should take the generic rank since that gives you more karmic bang for your skillpoint buck?
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JmOz01

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« Reply #24 on: <04-05-14/0852:46> »
Well actually if you're putting more than 3 points into automatics, you're better off just taking a generic rank.  Specs are 7k but rank 4 is 8k.  And if you're going multi-spec, you probably don't need more than 6.

Actually he has a high Agility 5 (7) and low skills (3 ranks close combat, 1 rank & spec in both Pistols and automatics)

ZeConster

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« Reply #25 on: <04-05-14/0910:27> »
That applies outside chargen; before play, you may purchase one specialisation per skill for 1 skill point.
I think that's his point: if you're planning to both get a specialization and rank 6 but are short a skillpoint, it's cheaper to start at 6 and buy a specialization for 7 Karma later than it is to start at 5(7) and raise the skill to 6 for 12 Karma later.

Cronstintein

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« Reply #26 on: <04-05-14/0934:16> »
That is my point, yes.  I would personally trade the close combat and automatics scores.  You're more likely to get into a shooting match than a brawl.

That's a little metagamey, so if your character story makes more sense with fist fighting, go for it I guess.  Though you'll probably only have one up-close weapon so it might be easier to pick an effective specialization that way.

Michael Chandra

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« Reply #27 on: <04-05-14/1257:19> »
If you have Close Combat 3, 2x guns 1+, I'd switch it for Firearms 3, Unarmed 4. (A minor note: If you take Shock Gloves, those get a +2 due to being Touch attacks, and also hit on a tie. So they're real nice.)
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Tarislar

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« Reply #28 on: <05-07-14/2350:49> »
Ingram hands down.
Unless you spend your life in the barrens fighting toxic gouls all day or something else equally wrong.


If you have Close Combat 3, 2x guns 1+, I'd switch it for Firearms 3, Unarmed 4. (A minor note: If you take Shock Gloves, those get a +2 due to being Touch attacks, and also hit on a tie. So they're real nice.)
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Michael Chandra

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« Reply #29 on: <05-08-14/0508:02> »
Update: Run&Gun is a bit unclear about Touch attacks with Shock stuff. You use Touch attacks to establish a hold on someone, which is useful for some techniques and spells, if you then shock them apparently it doesn't involve bonus damage from net hits. It's not clear about what possible scenarios we're talking about.

1: Establishing a hold with +2 and win on ties, and using an attack to Shock them uses no net hits.
2: Touching them with +2 and win on ties, net hits used for damage, no hold established.
3: Normal attack, using net hits for damage but no +2 and no win on ties.

It's unclear whether with Stun Batons and Shock gloves you can do 1, 1+3, or 1+2+3.
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