/srg/ - Shadowrun General - Revenge Edition

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>Shoot straight
>Conserve ammo
>And never, ever cut a deal with a dragon

Hello fellow SHADOWRUNNERS! What COMPUTER CRIMES have you committed lately? Have you RUN against any EVIL CORPORATIONS and stolen VALUABLE SECRETS?

...

Nice try GOD

>elf poser

Salve, /srg/, give me some input.

I'm building a Human Combat/Face Hybrid with the bare minimum of combat *Ware (Reaction enhancers, Muscle Toner, Wired Reflexes), leaving me with A Priorities in both Attributes and Skills.

I already gave him 5 in Charisma and 6 in Agility, but i'm really torn on how i should allocate the 10 Points i have for Skillgroups.
Any ideas?

>I already gave him 5 in Charisma and 6 in Agility
What are his Reaction and Intuition?

>i'm really torn on how i should allocate the 10 Points i have for Skillgroups
6 points in Influence, 4 points in Stealth.

Reaction is 5(9) (Enhancers III, WR I), Intuition sits at 4.

Are you really sure about the 6 Points in Influence? Would keep me from taking specialisations and thats imho a good place to waste this fuckton of Skillpoints on.

What's this girls name?

>Reaction is 5(9) (Enhancers III, WR I), Intuition sits at 4.
Get that Intuition to 5 - take a point out of Agility if you have to.

>Are you really sure about the 6 Points in Influence?
It's that or 6 in the Stealth group and 4 in Athletics.

There aren't a ton of skill groups in the first place, and fewer still actually worth taking.

Also, Influence only has Etiquette, Leadership, and Negotiation. You'd still have Con, Impersonation, Intimidation, and Performance to take as non-grouped face skills.

Read the fucking file name.

Listen man, It's 5:50 in the morning. I just got up, and I could only see the first two words in the file name.

>making excuses instead of just owning your mistakes

I was gonna add an actual apology, to turn the excuses into a joke, but then I thought it might just come across as sarcastic so I didn't bother. I didn't want to delete what I typed though, so I posted it anyway.

Why would that point of INT be of such high importance?

Thinking about the whole concept, it might be easier to switch priorties a bit, going from skills A to B and then increasing Nuyen from C to B, so i can fit tailored pheromones in there.

Because atm, i basically have basically softmaxed all usefull skills and still have 16 Skillpoints left.
Would also allow me to ditch "In debt II" ...

wow, rude

I have absolutely no idea, sorry

>Why would that point of INT be of such high importance?
It's used for Initiative and Perception. An extra die on shooting tests is of comparatively minor importance.

>Thinking about the whole concept, it might be easier to switch priorties a bit, going from skills A to B and then increasing Nuyen from C to B, so i can fit tailored pheromones in there.
Do that.

>Would also allow me to ditch "In debt II" ...
DEFINITELY do that.

Okay, working on it, lo and behold, i actually can fit pheromones Lvl 3 in there.

Any ideas for Qualities and gear?
(Please no sleeping tiger)

>Any ideas for Qualities and gear?
Berwick suit and jacket, First Impression, Bland.

Hey Yekka, the Skillbonuses from Tailored Pheromones aren't showing up in Chummer.
Any quick way of fixing this?
Same with clothing like the Berwick Suit.

Berwick has skill bonuses?

+1 on Social Skills with WiFi on

Oh, that. I generally take the view that wireless bonuses are user-manageable, and keep putting off implementing proper wireless bonuses. What you can do is make an override entry to add the appropriate bonus or make your own wireless entry in the Improvements tab once you hit career mode.

>make your own wireless entry in the Improvements tab once you hit career mode.

That works well enough.

Anyone wants to give me some input on Weapons of choice for my talky/shooty Guy?

Automatics is usually the Skill of choice for me, but for a parttime Face, I might actually go for Pistols?

Note: I don't have a smartlink, so if i go for automatics, I'd probably take an FN HAR and an Onotari Arms Equalizer.

For pistols, i have no fucking Idea.
Warhawk for Damage?
Savalette Guardian for Burst Fire?
Manhunter for the holosight?

>Savalette Guardian for Burst Fire?
The Guardian is a good default choice.

>(Colt) Manhunter for the holosight?
Manhunter is good for being unbrickable, but for the holosight.

Get a smartlink on your contacts, if not your eyes.

Are you planning on being a sneaky, infiltrator type? Pistols. Does swapping between auto-shotguns and sniper rifles sound fucking rad to you? Longarms. Anything else? Automatics.

Steyr TMP, Ingram Smartgun X, and Ares Alpha/AK-97 will be your go-to weapons if you're Automatics.

Savalette Guardian, Colt Agent Special, and a taser for pistols.

An Enfield AS-7 for a shotgun and either the Ares Desert Strike or the Remington 950 for snipers.

Slivergun.

>a gun only useful against soft targets
Warcrime-tier disgusting.

Automatics is largely superior to Pistols, but everyone knows this, and it gets real boring real fast.

Pistols is a good choice for a face. You can pull a Han Solo / Greedo if you need to and you can carry a weapon (taser) around basically anywhere without looking like the deranged criminal that you are. You should definitely smartgun your pistols, and get the smartlink in contacts or in your eyes. If you're concerned about wireless, you can always turn it off. The guardian is the best heavy pistol in 5e, but the warhawk is the most stylish.

>get the smartlink in contacts or in your eyes

Get it in your eyes directly, you don't have magic to lose. The extra die when shooting might just make the difference.

I already have almost no money left, the one die i get with a smartlink over a Laserpointer isn't really worth the additional Karma I'd have to spend to get the Nuyen.


Crap, I'm really torn atm.
Yeah, the Smartlink gives an extra die to both Accuracy and Shooting, but fuck it, i implanted a god damn targeting laser in myself.

The age old struggle between style and substance.
I think I'll stick with the laser ATM and get the smartlink later ingame. 4800 for an alphagrade Smartlink vs 1200 for an alphagrade Targetinglaser. I already spend 5 Karma on Nuyen and have only 2100 left, while still needing to buy a Home and maybe some sort of transportation.

>implanted targeting laser
For what purpose?

Not having to put the thing on every weapon i buy, especially the ones that already have very limited place for upgrades, e.g. Pistols.

>targeting laser
Bad, dumb choice, fampai.

Exfoliate your onions, Chumpai?

Its the infrared Version, i don't see any disadvantages.

Posting a WIP, feel free to comment, fellow shadowsteppers.

It's worse in every way than a smartlink. Just get rid of something to get a smartlink.

1200 Nuyen, works on every gun i get into my hand vs 4000 Nuyen + several hundred nuyen per gun, works only on weapons with the appropriate modification and useless on guns that i grab on the go before somebody hacks them for me.

Yeah na, not worth the hassle.
Might get one later in play, depending on how the character developes, but the Smartlink really doesn't give me enough of a bonus to justify the added cost.
It might get interesting again when I'm able to get the improved range finder, but thats a few runs probably.

>First Impression, Bland

>your face doesn't seduce everyone and make them take their pants off before shooting them

Dzoo-noo-qua-tier ugly

>shooting everyone in their junk with flechettes

That's exactly the kind of thinking I want on my shadowrunning teams.

You're dumb and doing something bad, but you do you, fampai. Good luck.

To be fair, it is only one less die for quite a bit less nuyen.

Where do your runners meet your Johnsons?

Life lesson: There are many times in life when it pays to be frugal. There are many times in life when costs to be frugal. When it comes to implanting something in your fucking body, get the best that you can.

Nah, it works. He becomes the kind of guy who can charm the pants off of you on a first meeting, but is completely forgettable after he leaves. I've known a lot of people like that, especially people who work in politics or media.

>quite a bit
No, for a tiny amount less nuyen.

Ha ha! Surely you jest! Why would GOD be posting on a FILIPINO BASKET WEAVING site?
Now about those ILLEGALLY OBTAINED VALUABLE SECRETS?

Matrix meets mostly, or via trid projected drone.
Mostly because my face character is a helpful cheery AI who emerged from a Siri-like agent program though.

don't worry, man. I still love you and I know you tried. I hope you have a great day.

>More than double the cost for a one die increase
>tiny amount

I see you are good at both math and economics, one should trust your advice!

It's not about the proportional increase, you silly dork, it's about the increase in bribe relative to your total budget. An extra thousand nuyen or three is a tiny amount of extra cost compared to the bonus offered, compared to the money you're looking at in the priority you selected.

It's also legal. Never underestimate the power of legality for social characters.

>Smartlink gives an extra die to both Accuracy and Shooting
>extra die to Accuracy
That's not how accuracy works, chummer.

The bonus is one fucking die so 17 instead of 18.
Really not worth the hassle if the money is not available.

The point isn't the just the die, it's also the accuracy. That actually does really matter for combat in a way other limits don't.

There are far cheaper ways of increasing accuracy past the already +1 that the laser sight gives you, such as a personal grip that is only 100Y.

The agent special is fucking shit though, you cannot ever hit someone past 20m with it due to the range limitations.
For niche infiltration work, maybe, but I wouldn't ever recommend it alongside the guardian or the warhawk/ultra power.

What's the best way to get into Shadowrun if you've never played before?
I've played Shadowrun Returns and Dragonfall.

Get the books and start reading (suggest 5e since it'll have more people on it now)
Look for games willing to take on a newbie
Practice creating characters and ask for advice here

>The agent special is fucking shit though, you cannot ever hit someone past 20m with it due to the range limitations.
Sure?

>Capsule rounds all use Light Pistol ranges, no matter what weapon fires them.

Accuracy is also only a single point difference. So even for a gun with 5 base Acc, with custom grip you end up with either 7 or 8 Acc, which is usually totally irrelevant differences in the sub20 Dicepool ranges.
You are trying to max out in an area where the additional cost is disproportionately high compared to the small gain.
There is absolutely no reason for this Build to go for the Smartlink at Chargen instead of simply grabbing it later when money is less of an issue.
PCs that use a wide range of different weapons would be a different call, but for a pistol-only Guy, its a fine choice.

I'm trying to build a ork drone rigger with additional skills in explosives/demolitions in third ed for an upcoming game, is there any advice that SRG can give me?

You're talking about a couple thousand nuyen on someone with C or higher Resources. It's not a significant burden in any way, and getting a targeting laser instead is just stupid.

And that's just talking implanted - and Alpha at that. It's much cheaper if you get it put into contacts or something.

What's the best way to go about making a dakkamonster? I thought it would be best to use a troll so that you have a very high strength that can deal with recoil and lug around heavy machine guns, but my friend tells me the best way is to be a dwarf or elf because of their superior agility.

If you get a smartlink in your contacts then it only provides +1 dicepool and +2 accuracy, which a laser/grip would accomplish for much cheaper.

Then why not use a holdout pistol instead, since with capsule rounds base DV of the weapon is effectively irrelevant?

>Question /srg/:
Why are weapon foci melee only?
Magical bows and throwing weapons may not be as popular as swords but they are still a thing in mythology and fiction. If the the 6th world is gonna have kung-fu fighters and swordsmen why not magical archers?

The only reasons I can think of are balance or the mechanics of astral space. Considering all the weirdness with bomb-arrows and shit I can't really see how a fairly expensive boost to a dicepool would break the game so I figure it must be astral space.

>Followup Question /srg/:
What's the deal with astral space and ranged and melee combat?

It would only provide the accuracy, not the dice bonus, and it would do it for a tiny amount cheaper, compared to the points that he's working with.

That's like saying that something which costs 2 points is 'way' more expensive than something which costs 1 point when you're subtracting it from a pool of more than 50. It's based on how serious of a tax it is on your total, not compared directly against each other like that.

That and, importantly, it doesn't have to be fucking Alphaware. He can get a cheap Used Smartlink and then replace it with an Alpha one after his first run, if he's that concerned about a thousand nuyen.

Because when a focus leaves your hands it deactivates. If it's not on your person, it's inert. That's a hard rule.

Also, unlike a laser, a personalized grip can also stack with a smartgun system. The comparison is laser+grip (+2 Accuracy) version smartgun+grip (+3 Accuracy, +2 dice).

I think it depends whether you want mobility or not; a or or troll, properly kitted out can throw out so much ammo that it probably makes up for their lower accuracy.

On the other hand, it probably requires serious cyberware, esp legs and or foot clamps.

Alternatively;possibly could go full Equilllibrium with a elf phys adept with dual pistols or similar, which has more mobility but is alot squishier.

Laser sights provide a +1 dicepool and +1 accuracy bonus when wireless.
Smartlinks provide a +2 dicepool and +2 accuracy bonus when wireless and implanted, otherwise it's just the +1 dicepool and +2 accuracy when wireless.
A non-implant smartlink can be emulated by a custom grip and a laser sight for quite a bit cheaper.
And I know where user is coming from with his penny pinching, since even when I make characters with B and C ranked finances a few thousand nuyen does make a significant difference in what I can and can not have.

>I think it depends whether you want mobility or not;
Mobility is what cars are for. I want to be firing a heavy machine gun on full auto at Halloweener scum nonstop until the ammo belt runs out and not feeling a bit of recoil all the while.

Despite how it may seem trolls really aren't that much better at sustaining full auto fire than anyone else.
The majority of your recoil compensation is going to be from modifications or cyberware, not your actual stats.
Stats play into it (STR/3 round up is your innate recoil control) but a troll can only be 4 points stronger than an elf (assuming the same 'ware), meaning if both an elf and troll max out their strength (6 and 10 respectively) the troll only gets two extra recoil compensation.
This isn't much when you realize almost all LMGs only have full auto fire, which gives you 10 recoil.

I'm aware. I'm also aware that using MMGs or HMGs as personal weapons requires a strength of 8+ or 10+ respectively. And why on earth should I limit myself to LMGs?

Oh, huh.
See, I thought that double recoil applied to MMG and HMGs, but not LMGs, but it seems it does.
Honestly I'm not sure using them is even worth it at all if you need to compensate for 20 recoil each time you fire them (while still having a dicepool to hit with).

The Agent has a decent statline and can use heavy pistol ammo, at the cost of range. It's a good choice for backroom meetings and other common Face situations. If you pick a holdout instead, you're swapping out that limitation for others.

Oh wait, I just remembered FA stuff can do a "short burst", which is 12 recoil and kind of manageable with a gyro harness and such.
Might want to get foot anchors though for those long full auto bursts.

>if you need to compensate for 20 recoil each time you fire them
You don't. Double uncompensated recoil.

Only the uncompensated recoil is doubled; if I can get my RC to 10, I'm just peachy. If I can get 4 from strength and 3 from a cyberarm gyromount, then I only need 3 more RC from any given source to not have to worry about recoil altogether. And as it just so happens, I've noticed that come with that much RC right out of the box.

I see, I dunno why but I always assumed "uncompensated" meant "recoil before compensation" but I guess that's pretty fucking stupid actually.
Sorry, I'm a faggot, please fuck my face etc etc

12 is the long burst.

Machineguns are shit if you can't be sure to be able to compensate 100% of the recoil all the time, due to uncompensated ones getting doubled.

Grab an Ares Alpha with GasVent 3, Shock Pad and electronic firing + an extended Clip for more dakka.

I was thinking a RUHRMETALL SF-20 HMG (GasVent 3, Shockpad and laser sight right out of the box) with a smartgun system actually, but I guess I could use an assault rifle with a silencer too for when some amount of subtlety is required.

This.

FFs, just take a look at the Charsheet that was posted. There is really nothing that would be sensible to cut for the required Karma.

>ib4: spend your free Karma on Nuyen for the Smartlink instead of qualities.
C in Nuyen is a lot less than it sounds when you substract the Combat Ware and the Rating 3 Pheromones that have been taken by the Character

Its a nice gun, but you'd have to get restricted Gear to afford it and thats really not worth the Karma, IMHO.

The only redeeming capability Machineguns had was their very high Ammo Capacity and even that isn't a unique feature anymore, since Hard Targets introduced extended Mags.

The Ruhrmetall is still a very nice gun for suppressive Fire, which is a very underrated option.
Go for it if you feel like, its viable enough to not totally gimp you, provided you can slug it around. Problem is you might need a backup weapon skill.

For funsies: Grab the FN-AAL Gyrojet Pistol.
Most GMs don't have it on the radar and the Damage Value is really sweet.
Downside is you need a special Skill for it.

Damage+FA+Loadsammo is their lure for me (not the other user), you kind of get everything (range too), but you can't conceal it and need a lot of recoil comp.

>Its a nice gun, but you'd have to get restricted Gear to afford it and thats really not worth the Karma, IMHO.
A gun I can attempt to obtain once I've started playing then, perhaps? I'll have to look over all the other machine guns and figure out which one's the deadliest that I can actually have at chargen.

An Ares Alpha has better damage and AP, though, doesn't it? And you can get over 80 rounds with an extended mag on that. Machine guns are just kinda shit.

Better damage, worse AP. But really, you can't get any of the really good machine guns until after chargen.

Damage is way better than AP anyway. What's the damage difference? Enough to be really significant? I'm on my phone, or I'd look it up myself.

Depends on the machine gun, the alpha is one of the harder hitting ARs, but the heavier machine guns (RPK, Ruhrmetall) have more damage and more AP, with less damaging machine guns still having more AP than any AR.

The ones you can get are chargen are all pretty shitty and have stats worse than the best Assault rifles :(

I wanted to play a similiar Charakter once.

Yeah, same for me, but the damage for those that are legal for starter characters aren't really good.

I'd do the following, if you really want to go through with this concept:

Go to the pastbin, grab the german version of Run&Gun ("Kreuzfeuer"), look up the Vindicator and copy its optional rules.
Go to your GM and ask if you can implement those in your game.
Grab restricted gear and a Vindicator, be a very happy DAKADAKA man.

tl;dr for the rules:
Salvos fire 1.5 the amount of bullets AND suppressive Fire does 1.5 the amount of damage of the base weapon.
Especially the last part is exceptionally brutal, making everybody in the suppressive field facing a Damage Code of 15 with -4 penetration

Well, if talking about the best MG you can get at chargen, the Ares Alpha does 1 more damage and 1 less AP. But if you want to compare the best machine guns, oh boy, Ares Alpha gets blown out of the water.

>making everybody in the suppressive field facing a Damage Code of 15 with -4 penetration
Unless they Hit The Dirtâ„¢

P.S.
And keep in mind that surpressive Fire doesn't produce any recoil and you can do this for a VERY long time due to the 200 round belt :)

Eh, I think my plan is going to be to start the game with a Russian arms dealer as a contact so that getting my hands on a Ruhrmetall won't be hard once I get the money for it.

Which is made impossible by the enhanced suppressive Fire option from Run&Gun (except if they spend edge), roasting them pretty quickly.

>each of the barrels is a smaller minigun

Yeah, you should probably pick up one of the cheaper ARs and slap an extrended mag on it for now(like an AK or FN HAR), and then try and get the face of his group to find him a Ruhrmetall ingame.
Or maybe go for an RPK HMG, because your arms dealer is Russian and he might throw in a bottle of vodka.

So, generally speaking.

How many holdouts is too many holdouts?

How many of you have a wrist arm slide, a knife in your boot or four ounces of C6 in your anal cavity?