NEWS

Ork Street Samurai Optimization

  • 2 Replies
  • 3431 Views

Slamm-O!

  • *
  • Chummer
  • **
  • Posts: 151
« on: <03-30-16/1733:58> »
Using the template a friend gave me for a Street Samurai, and trying to optimize it even more.  I play in Missions so our team members very from week to week.  We had zero people playing muscle (I'm amazed) and I jumped into the role. 

https://drive.google.com/file/d/0B-CZ6lNzunicLXpSbXh1dWR6eTA/view?usp=sharing

Mess with the best.  Die like the rest !

Whiskeyjack

  • *
  • Prime Runner
  • *****
  • Posts: 3328
« Reply #1 on: <03-30-16/1849:57> »
Prototype Transhuman?

Kind of a waste to chop off a perfectly good arm and replace it with something marginally equivalent except in the STR department...eh...capacity is nice, sure.
Playability > verisimilitude.

Tecumseh

  • *
  • Prime Runner
  • *****
  • Posts: 3944
« Reply #2 on: <03-30-16/1937:24> »
I am going to echo the concern about the cyberarm. Sure you can punch like a jackhammer but it's an expensive way to get a melee attack.

A couple options:

1) Double-down on the cyberarm by yanking some attribute points out of Agility (since you'll still attack just fine with the cyberarm) and putting them into Reaction, which improves both your Initiative and your odds of not getting clocked in the first place. This leaves you with a large soak pool from high Body + Bone Lacing + Cyberarm Armor just in case an attack gets through.

2) Go the dodgy route. Skip the cyberarm and the bone lacing. Keep the spur for a melee attack. Pick up some muscle augmentation, or consolidate your bioware muscle toner+augmentation into cyberware muscle replacement, which you can now afford essence-wise because you dropped the cyberarm and bone lacing. Take a couple points from Body and put them into Reaction. Use Agile Defender liberally to roll 20 dice to dodge. Counterattack as you can.