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Ork Tough

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UmaroVI

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« Reply #15 on: <07-19-11/1527:18> »
Longarms pretty much are that bad - you're better off sniping with assault cannons than with sniper rifles - same Concealment (none), same Legality (F), same max range, better damage, better armor penetration.

Shinobi Killfist

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« Reply #16 on: <07-19-11/1534:23> »
I just think its weird and unrealistic to have a character that is an expert in one type of gun and totally unfamiliar with other types of weaponry, or a guy who could kill somebody with his bare hands, but has no incentive to use any sort of weaponry because he doesn't have skill in it.


I agree, sadly they did a crap job of implementing skill groups.  Heck I think they did a crap job on how they broke down the skill lists.  If Etiquette covers all forms of it from gangs, to high society a Gun skill could just be a gun skill and rely on specialization to cover it.  If you know how to use pistols chances are you are better with a SMG than someone who has never picked up a gun.

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Is it? I didn't realize the AP penalty was that severe.


There are better guns, but it is a perfectly fine gun.  It has a high base damage that more than makes up for its bad AP, the burst fire with a sound suppressor built in is just gravy. It is the most expensive hand gun in the base book so it might not fit the poor street tough thing to well though.   

Shinobi Killfist

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« Reply #17 on: <07-19-11/1536:19> »
Longarms pretty much are that bad - you're better off sniping with assault cannons than with sniper rifles - same Concealment (none), same Legality (F), same max range, better damage, better armor penetration.

You can break down some sniper rifles and long arms includes more normal rifles and shotguns. 

Ethan

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« Reply #18 on: <07-19-11/1547:10> »
Battle Rifles are actually superior to most Sniper Rifles (unmodified). Sure, Sniper Rifles are usually 8DV and -2 or -3, but require hefty modifications to fire in Burst or Full Auto.

The skill groups are odd, Etiquette and Gymnastics as skills cover a wide, wide range of things while weapons which should share some common ground have no interplay.

Gun suggestions:
- Ares Predator IV: Cliche but extremely useful. Slap on a Personalized Grip and a Skinlink as modifications and a Silencer accessory and you're golden.
- Ruger Super Warhawk: Same thing as above, it's even cheap enough to handle an internal smartlink (though no Silencers).

The Slivergun is useful for one thing: Modifying for Full Auto and providing Suppressive Fire. You can even add in an Additional Clip mod if you wanted to, so you could Suppressive Fire for two rounds with only switching to the second ammo clip in between. It's my Anti-Ghoul Gun (though it usually just pisses them off).

I respect the Longarms choice, but there aren't enough Shotgun varieties to put it to good use.

Tsuzua

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« Reply #19 on: <07-19-11/1549:07> »
I wouldn't call longarms worthless.  They are situational, and less likely to come up in a typcial street fight, but the ability to stick someone on a roof/in a window/in the brush with a sniper rifle in a situation where you can pick and prepare the battlefield is most certainly useful.  I don't think I would recomend them an a hyper-specalization to the exclusion of all else, but having someone in the group that can reach out and touch someone from long range is an asset.  And you can always pack a shotgun for close work.


Unfortunately, they are.  There's really only two good situations that longarms can do over automatics (ignoring battle rifles).  Those are hitting people >550 meters away and breaking though high armor vehicles.  Everywhere else, you're usually better with FA SnS fire (especially HV!) unless you can be very sure with hitting with your called shots (then you burst fire).  The Barrett 121 can admittedly almost hold its own.  Nearly everything else is blown away by an AK-97 much less something like an Alpha.

But in their "niche" the panther assault cannon is better at doing more damage with roughly the same effective range.  The errataed(?) gauss rifle is even better than that.  And the skill to use those also lets you use grenade launchers and heavy machine guns (and rockets if they didn't suck). 

On a related note, you are using skill groups right?  I believe you are based on your skills, but if not, use them.

Edit- Formatting issues
« Last Edit: <07-19-11/1550:38> by Tsuzua »

squee_nabob

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« Reply #20 on: <07-19-11/1637:07> »
I wish shotguns were the best at something, anything. I want to build a character who uses a shotgun very badly (I want to do this badly, not that he would be bad at using a shotgun), but every time I try to I remember that Automatics, Heavy Weapons, and Pistols are just better.

Shocklock rounds are unique to shotguns, but that’s for an underbarrel on an assault rifle, because locks don’t tend to dodge.

As far as the character goes, I think you need less ways to kill people, and be better at killing them in one particular way. Being too broad in your kill-ability tends to leave you rather weak at it.

Also, why Respirator 1? That seems like a weird level to buy it at.

There are better heavy pistols than the sliver gun. If you want a breakdown I performed a mass comparison of all guns in Shadowrun (excluding Gun Haven) and can give you some suggestions.

ydirbut

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« Reply #21 on: <07-19-11/1651:22> »
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There are better guns, but it is a perfectly fine gun.  It has a high base damage that more than makes up for its bad AP, the burst fire with a sound suppressor built in is just gravy. It is the most expensive hand gun in the base book so it might not fit the poor street tough thing to well though.   
hmm, I didn't notice that. I'll have to switch it out for a manhunter or something.

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On a related note, you are using skill groups right?  I believe you are based on your skills, but if not, use them.
What do you mean?

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Also, why Respirator 1? That seems like a weird level to buy it at.
Good question. I'm not certain how that got in there.

Shinobi Killfist

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« Reply #22 on: <07-19-11/1709:19> »
I actually dug the respirator 1, I thought it fit as something like every day gear for living in a dystopian future.  I wish things like this worked more like automatic successes vs inhalation vectors and not bonus dice though.  A respirator 6 should just stop a lot of toxins., but really its just 2 more hits

Tsuzua

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« Reply #23 on: <07-19-11/2336:46> »
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On a related note, you are using skill groups right?  I believe you are based on your skills, but if not, use them.
What do you mean?

I mean are you buying skill groups?  Because it looks like you have Firearms 4 & Close Combat 4.  I just was making sure that was the case and you weren't buying them individually.  If not, you should buy those groups instead and save yourself some points.

ydirbut

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« Reply #24 on: <07-20-11/1559:52> »
Alright, new version of the character:

== Info ==
Street Name: Willis Shearwater
Name: Willis Shearwater
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Ork M Age 22
Height 190 CM Weight 120 KG
Composure: 5
Judge Intentions: 6
Lift/Carry: 14 (90 kg/60 kg)
Memory: 5
Nuyen: 0

== Attributes ==
BOD: 8
AGI: 4
REA: 4
STR: 6
CHA: 2
INT: 4
LOG: 2
WIL: 3
EDG: 5

== Derived Attributes ==
Essence:                   5.8
Initiative:                8
IP:                        1
Matrix Initiative:         5
Matrix IP:                 1
Physical Damage Track:     12
Stun Damage Track:         10

== Active Skills ==
Animal Handling            : 0                      Pool: 3
Animal Training            : 0                      Pool: 3
Archery                    : 0                      Pool: 3
Armorer                    : 0                      Pool: 1
Artisan                    : 0                      Pool: 3
Automatics                 : 4                      Pool: 8
Blades                     : 0                      Pool: 3
Climbing                   : 4                      Pool: 10
Clubs                      : 0                      Pool: 3
Computer                   : 0                      Pool: 1
Con                        : 1                      Pool: 3
Cybercombat                : 0                      Pool: 1
Data Search                : 4                      Pool: 6
Demolitions                : 0                      Pool: 1
Disguise                   : 0                      Pool: 3
Diving                     : 0                      Pool: 7
Dodge                      : 0                      Pool: 3
Escape Artist              : 0                      Pool: 3
Etiquette                  : 0                      Pool: 1
First Aid                  : 0                      Pool: 1
Flight                     : 4                      Pool: 10
Forgery                    : 0                      Pool: 3
Gunnery                    : 0                      Pool: 3
Gymnastics                 : 4                      Pool: 8
Hacking                    : 0                      Pool: 1
Heavy Weapons              : 0                      Pool: 3
Infiltration               : 0                      Pool: 3
Instruction                : 0                      Pool: 1
Intimidation               : 4                      Pool: 6
Leadership                 : 0                      Pool: 1
Locksmith                  : 0                      Pool: 3
Longarms                   : 0                      Pool: 3
Navigation                 : 0                      Pool: 3
Negotiation                : 0                      Pool: 1
Palming                    : 0                      Pool: 3
Parachuting                : 0                      Pool: 7
Perception                 : 4                      Pool: 8
Pilot Ground Craft         : 0                      Pool: 3
Pilot Watercraft           : 0                      Pool: 3
Pistols                    : 4                      Pool: 8
Riding                     : 0                      Pool: 3
Running                    : 4                      Pool: 10
Shadowing                  : 0                      Pool: 3
Survival                   : 0                      Pool: 2
Swimming                   : 4                      Pool: 10
Throwing Weapons           : 0                      Pool: 3
Tracking                   : 0                      Pool: 3
Unarmed Combat             : 6                      Pool: 10

== Knowledge Skills ==
Football                   : 2                      Pool: 6
Guns                       : 1                      Pool: 5
Seattle Street Gangs       : 2                      Pool: 4
Spanish                    : 4                      Pool: 8
Street Drugs               : 2 [BTLS]               Pool: 6 (8)
The Barrens                : 6                      Pool: 10

== Contacts ==
Gun Dealer (4, 4)

== Qualities ==
Dependent (Inconvenience)
Home Ground (The Barrens)
Poor Self Control (Vindictive)
Scorched
Simsense Vertigo

== Cyberware/Bioware ==
Sim Module (Hot-Sim Modified)

== Armor ==
Armor Jacket              8/6

== Weapons ==
Colt Manhunter
   +Laser Sight
   DV: 5P   AP: -1   RC: 0
Unarmed Attack
   DV: 3S   AP: -   RC: 0

== Commlink ==
Meta Link (1, 1, 1, 2)
   +Vector Xim

== Gear ==
Ammo: Flechette Rounds (Heavy Pistols) x90
Biomonitor
Concealable Holster
Datachip x5
Fake License (Johnanthon Parbor) Rating 4
Fake SIN (Johnathon Parbor) Rating 4
Flashlight
Jazz x5
Survival Kit



FastJack

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« Reply #25 on: <07-20-11/1625:23> »
Holy crap! When did we get a spoiler tag??

<.<
>.>

Uh... I mean, how do you guys like the spoiler tag? ;D

Critias

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« Reply #26 on: <07-20-11/1629:37> »
Note to self:  Play poker with FastJack.

FastJack

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« Reply #27 on: <07-20-11/1644:11> »
Note to self:  Play poker with FastJack.
Got any twos?

UmaroVI

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« Reply #28 on: <07-20-11/1707:11> »
Looks much improved - let me go through more carefully.

What is the "Flight" skill and why do you have it at 4? Is that supposed to be Pilot Aircraft (and why does he have that)?

Infiltration is very handy and it would be good to have at least 1 point in it so you can sneak around.

Consider knowledge of Urban Brawl rather than Football; in SR, Urban Brawl has sort of replaced pro football.

Consider speaking Or'zet instead of or in addition to Spanish.

Rating 4 fake SIN is Availability 12. I can't remember if it was you or someone else who wanted availability at most 8, though.

You've got a very high body of 8 - I would strongly consider 7 body and 5 reaction. You don't lose a condition monitor point since it rounds up, and an extra dodge dice is about as good as an extra soak dice. You're not wearing enough armor to care about the encumbrance, and more initiative is always good.

On the topic of armor: why not have a regular helmet? It's only 100Y and +1/+2 armor. Sure, it's not always appropriate, but it can't hurt to own and it's cheap.

Form fitting body armor and SecureTech PPP Systems, also gel packs, would all help you. If you don't start with them, consider buying them with earned nuyen.

Back to complaining about guns: you do have a 4/4 Gun Dealer as your contact, and you're a criminal; I don't think it's unreasonable to have a decently nice gun at character creation and it actually seems a bit weird that a guy with lots of skill in firearms, a gun dealer as a close friend, and an interest in guns only owns one cheap gun. Let me suggest the following; I'm trying to stick with stuff that's more on the cheap side. I'm also assuming you play by Pretend Stick and Shock Doesn't Exist rules.

1550: Ruger Thunderbolt (750) with the mod (not accessory!) Gas-Vent 2 (400) and the internal smartgun option (400). With the 1 recoil compensation for 6 strength, you can fire 2 narrow bursts per IP with no penalty. It's the gun Lone Star likes, so it's also quite believable it could have "fallen off the back of the truck" and ended up in your hands.

2275: Ares Alpha (1700), with a shock pad (50), Gas-vent 3 accessory (400), personalized grip (100), Underbarrel Weight (25). While fairly expensive, this is a gun that a discerning shadowrunner who doesn't want a gyrostabilizer or cyberlimbs uses, and it's actually quite cost-efficient. With your 6 Strength, it has an impressive 9 recoil compensation, letting you long/short or full burst with no penalty.

This gives you a smallish gun you can carry around and a bigger gun for when you don't care if you look obviously armed. Ammo-wise, Flechette ammunition is not good except against people with no armor at all - Ex-ex costs the same and is better, Ex ammo costs half as much and is better, APDS ammo costs less and is better (but 16F).

ydirbut

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« Reply #29 on: <07-20-11/1842:09> »
Thanks for the help!

Looks much improved - let me go through more carefully.

What is the "Flight" skill and why do you have it at 4? Is that supposed to be Pilot Aircraft (and why does he have that)?
Part of the Athletics skill group, I believe.

Consider knowledge of Urban Brawl rather than Football; in SR, Urban Brawl has sort of replaced pro football.
Isn't football still around though?

You've got a very high body of 8 - I would strongly consider 7 body and 5 reaction. You don't lose a condition monitor point since it rounds up, and an extra dodge dice is about as good as an extra soak dice. You're not wearing enough armor to care about the encumbrance, and more initiative is always good.
Hmm, that might work. Actually I kind of like that- a lifetime of living on the razors edge has honed his reflexes.

Form fitting body armor and SecureTech PPP Systems, also gel packs, would all help you. If you don't start with them, consider buying them with earned nuyen.
What books are those from? I only have access to Arsenal, Runners Companion, and the core book.

Back to complaining about guns: you do have a 4/4 Gun Dealer as your contact, and you're a criminal; I don't think it's unreasonable to have a decently nice gun at character creation and it actually seems a bit weird that a guy with lots of skill in firearms, a gun dealer as a close friend, and an interest in guns only owns one cheap gun. Let me suggest the following; I'm trying to stick with stuff that's more on the cheap side. I'm also assuming you play by Pretend Stick and Shock Doesn't Exist rules.
Good point. As far as stick-n-shock is concerned, I'm not planning on using them because I think they are cheezy, but I don't think they have been explicitly banned by the GM.

1550: Ruger Thunderbolt (750) with the mod (not accessory!) Gas-Vent 2 (400) and the internal smartgun option (400). With the 1 recoil compensation for 6 strength, you can fire 2 narrow bursts per IP with no penalty. It's the gun Lone Star likes, so it's also quite believable it could have "fallen off the back of the truck" and ended up in your hands.
My character can't use smartlinks on account of the simsense vertigo. Also, why is having the mod rather than the accessory desirable?


 

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