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Sword and Fist: A Small, Biased Guide to Murdering Sans-Gunpowder

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falar

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« Reply #45 on: <11-03-15/0858:43> »
For the Centaur Liminal Body option - I would point out the four cyberlegs, which each can provide +3 armor, the chassis itself (which should be +3 armor as well). And the fact that with a 120 meters run speed, you can possibly get out of sight after the charge. So you've got a bonus 15 armor, about 13 armor base, add in +6 armor at least, for 34+Body soak.

Give it a good Reaction + Intuition + Running dodge, possibly with a Full Defense and Agile Defender and you've got something like 17 dodge, at least.

Sure, you might be a little gimmicky, but isn't it also just precious? Also, combine with a gun with a bayonet for being able to blast them while you run away and towards them.

Rift_0f_Bladz

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« Reply #46 on: <11-03-15/0938:23> »
Mm, slag cyber limb..... Or just high up mages with stunbolts. Every dodge/tanks money's worst nightmare.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

falar

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« Reply #47 on: <11-03-15/0946:10> »
Mm, slag cyber limb..... Or just high up mages with stunbolts. Every dodge/tanks money's worst nightmare.

Everything, after all, has to have a counter. Although that's why you get Cyber Singularity Seeker for +1 Willpower per pair of cyber limbs. And be a Nartaki. A Nartaki with a Centaur Liminal Body and four cyberarms.

ZeldaBravo

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« Reply #48 on: <11-03-15/1028:45> »
Mm, slag cyber limb..... Or just high up mages with stunbolts. Every dodge/tanks money's worst nightmare.
Mages in general are everyone's nightmare.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Rift_0f_Bladz

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« Reply #49 on: <11-03-15/1046:52> »
That would add +8 to will. I don't think that is legal, with the augmentation max being +4.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

falar

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« Reply #50 on: <11-03-15/1135:04> »
That would add +8 to will. I don't think that is legal, with the augmentation max being +4.

Per pair of cyberlimbs. Of course, Cyber Singularity Seeker caps itself at +2, so, you know. :)

Jack_Spade

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« Reply #51 on: <11-03-15/1257:31> »
Mm, slag cyber limb..... Or just high up mages with stunbolts. Every dodge/tanks money's worst nightmare.

Slag cyberlimb probably won't be very effective (not with the high object resistance and general armor and structure rating of a cyber-centaur)

@Taking cover vs. running
SR 5 made an in my opinion quite sensible design decision in that you are almost always better advised to go on the offensive instead of digging in. That keeps the game flowing and melee fighters aren't made totally obsolete. 
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Lucean

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« Reply #52 on: <11-04-15/0902:57> »
I'd like you to look at p.171. At the bottom you'll find a handy little table where it's spelled out explicitly that flame based weapons have AP 6
Except that it's labeled Fire Armor Penetration and not Armor Penetration, which is obviously not the same.

Jimmy_Pvish

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« Reply #53 on: <11-04-15/0904:50> »
Go full cyber is more fun with melee.

Metatype: C - Ork (0)
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: D - 22 Skills
Resources: A - 450,000¥

Buy negative qualities to gain 25 Karma

10 Karma to ¥
30 Karma to rise CHA, LOG, EDGE to 2
10 Karma for any utility skills

BOD: 5
AGI: 6 (9)
REA: 5 (7)
STR: 7 (10)
CHA: 2
INT: 5
LOG: 2
WIL: 3
EDGE: 2

Unarmed, Sneak, Throwing 7 (6+specialize)
Perception 1

2x [Alpha] Obvious Cyber Foot
   - Bulk 1
   - Armor 1
   - Skimmers
[Used] Muscle Toner 3
[Used] Muscle Augmentation 3
[Used] Bone Density 4
[Used] Orthoskin 4
Striking Callus 4
Synaptic Booster 2
Reflex Recorder (Unarmed)

For Armor
Sleeping Tiger
Synergist Business Line Long Coat
Ballistic Mask + Helmet + PPP Arms, Legs, Vitals + Forearm Guards

Still have around 48,000¥ to buy other stuffs

15P with 18 dices for his punch, 12 + 3D6 initiative, 30 Armor, 39 resist damage, can run (hover) 72 meters in 1 combat turn.
And he looks all normal (?) well, aside for dressing like a jackass and doesn't wear shoes, of course.

falar

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« Reply #54 on: <11-04-15/0912:23> »
can run (hover) 72 meters in 1 combat turn.
Which, as we all know, is a cool 54 miles per hour - which means you don't really need a car in most cases. You can just book it.

Ballistic Mask + Helmet + PPP Arms, Legs, Vitals + Forearm Guards

Sadly, it's been clarified (somewhere) that you can't stack the Ballistic Mask with the Helmet. If you want to do that, you should just take a full Helmet instead of a partial helmet. I'd also rule that you can't use the Vitals kit with the Sleeping Tiger/Synergist Business Line Longcoat.

Jack_Spade

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« Reply #55 on: <11-04-15/0917:28> »
Sadly, it's been clarified (somewhere) that you can't stack the Ballistic Mask with the Helmet. If you want to do that, you should just take a full Helmet instead of a partial helmet. I'd also rule that you can't use the Vitals kit with the Sleeping Tiger/Synergist Business Line Longcoat.

That I have to dispute. A Mask is no problem if you combine it with a military style helmet. (Source: Have worn (gas)mask+helmet with no problem and there is no printed rule against it)

PPP Arms and Forearm guards are a bigger problem.

Stacking armor is one of the few other benefits high strength characters get. There is no (balance) reason to be restrictive.
« Last Edit: <11-04-15/0920:11> by Jack_Spade »
talk think matrix

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Marcus

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« Reply #56 on: <11-04-15/0925:46> »
SR helmets including military ones fully enclose the head.
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falar

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« Reply #57 on: <11-04-15/0930:02> »
Sadly, it's been clarified (somewhere) that you can't stack the Ballistic Mask with the Helmet. If you want to do that, you should just take a full Helmet instead of a partial helmet. I'd also rule that you can't use the Vitals kit with the Sleeping Tiger/Synergist Business Line Longcoat.
That I have to dispute. A Mask is no problem if you combine it with a military style helmet. (Source: Have worn (gas)mask+helmet with no problem and there is no printed rule against it)

Quote from: Missions FAQ, p31
Does a ballistic mask stack with a helmet? (Run & Gun, pg. 74)

No, you may only wear one or the other.

Jack_Spade

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« Reply #58 on: <11-04-15/0937:09> »
@Marcus
Source?

Otherwise I'll point you to the art on p.74 Run&Gun
Art is of course not a good argument, but I find it highly unlikely that there are only enclosed helmets to be had. For one thing it would be impractical for a lot of purposes like rock climbing or at a construction site.

@falar
Ah, you are referring to missions. That's a whole other case then. I'm talking about normal SR with all printed options available
talk think matrix

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Revenant Kynos Isaint Rex

falar

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« Reply #59 on: <11-04-15/0953:41> »
@falar
Ah, you are referring to missions. That's a whole other case then. I'm talking about normal SR with all printed options available

For a lot of things, Missions is treated as equivalent to official errata. For example:

Quote from: Missions FAQ, p 38
What are stats used for the spear found in the Magic Spear package? (Run Faster, pg. 252)

Spear, Acc 5, Reach 3, Damage (STR + 3)P, AP -2

See also, the actual stats for the Ultimax Rain Forest Carbine.

This is one of the areas that I would treat Missions FAQ as official errata. And I'd tell the player to just get a full Helmet (+3) instead of the normal Helmet (+2) if they want a higher armor count.