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Is Shadowrun really this brutal?

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Lysanderz

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« Reply #135 on: <01-22-16/1403:50> »
My table has for years discussed Orichalcum tipped rounds as a means for dealing with spirits. Now they're super expensive and usually fired from a shotgun or sniper rifld, but overall we find they add a fun flavor to our table. And allowso the gm to throw rather large spirits at us at times.

Sendaz

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« Reply #136 on: <01-22-16/1531:41> »
My table has for years discussed Orichalcum tipped rounds as a means for dealing with spirits. Now they're super expensive and usually fired from a shotgun or sniper rifld, but overall we find they add a fun flavor to our table. And allowso the gm to throw rather large spirits at us at times.
Just watch out for cheap knock offs. ;)

Nothing worse than facing off with a pissed off Toxic waste spirit using a box of  "I Can't Believe It's Not Orichalcum" Orich-Lite rounds because your dealer didn't know the difference and thought they were a great price. :P
« Last Edit: <01-22-16/1533:15> by Sendaz »
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ZombieAcePilot

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« Reply #137 on: <01-22-16/1830:38> »
At game start you can spend 3,200¥ you can have an Aztechnology Striker loaded with a Fragmentation Rocket. One shot of ..|. to a spirit. 23P +5AP is nothing to sneeze at. If one of those doesn't solve your problem you need to get the hell out of dodge.

Whiskeyjack

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« Reply #138 on: <01-22-16/1943:56> »
At game start you can spend 3,200¥ you can have an Aztechnology Striker loaded with a Fragmentation Rocket. One shot of ..|. to a spirit. 23P +5AP is nothing to sneeze at. If one of those doesn't solve your problem you need to get the hell out of dodge.
In seriousness, teching out for that kind of very specific issue generally isn't worth it.
Playability > verisimilitude.

KarmaInferno

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« Reply #139 on: <01-23-16/0042:37> »
Runner: "Wait, you carry a missile launcher just in case a dragon shows up?"

Old Man Jones: "Yes. Why, don't you?"

 ;D



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Lysanderz

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« Reply #140 on: <01-23-16/0222:46> »
Last I checked, Bull doesn't go anywhere without an Assault Cannon because old habits die hard.

Assault Cannons for everyone!

MijRai

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« Reply #141 on: <01-23-16/0327:32> »
I think my Aspected Conjurer could get behind that...
Would you want to go into a place where the resident had a drum-fed shotgun and can see in the dark?

Reaver

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« Reply #142 on: <01-23-16/0448:49> »
"There is no problem to big that large amounts of explosives won't fix"
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Glyph

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« Reply #143 on: <01-23-16/1436:46> »
I find it's less about the actually hitting and more about the doing damage. The Hardened Armor is super good. Even if you get 10P on a Force 8 spirit with AP -6, it still automatically soaks 5P and then rolls around 14 soak dice to mean you end up getting 1-2P.

Unless you bypass both the entry to damage (16 armor) and have high damage (12P+), it's really quite tough to do meaningful damage. That said, this is where having a smuggling compartment filled with grenades can be useful.

Well, just the hitting part can be problematic with SR5's dodging mechanics (Reaction + Intuition).  At force: 8, even a plodding earth spirit rolls 15 dice to dodge.  An air or fire spirit rolls 20 dice.
« Last Edit: <01-23-16/1911:47> by Glyph »

ProfessorCirno

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« Reply #144 on: <01-23-16/1935:01> »
I find it's less about the actually hitting and more about the doing damage. The Hardened Armor is super good. Even if you get 10P on a Force 8 spirit with AP -6, it still automatically soaks 5P and then rolls around 14 soak dice to mean you end up getting 1-2P.

Unless you bypass both the entry to damage (16 armor) and have high damage (12P+), it's really quite tough to do meaningful damage. That said, this is where having a smuggling compartment filled with grenades can be useful.

Nothing makes a melee adept happier then seeing an "invincible" spirit!

k_night

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« Reply #145 on: <01-23-16/2037:27> »
in case of spirits (this is houserule-teritory) how about FAB-capsule rounds?

falar

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« Reply #146 on: <01-23-16/2147:15> »
Nah, mundanes don't need anything special to bring against spirits. That's why you travel with magical support when you have a reasonable chance of facing magical enemies. Your fixer should be taking care of it. If he's not, get a new fixer who gives you jobs suited to your team.

rednblack

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« Reply #147 on: <01-23-16/2259:00> »
It's a fine suggestion. The issue comes when the fixer is unaware or there really isn't a reasonable chance but magical threats are present regardless. In that case, the team still needs to walk away.
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Mirikon

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« Reply #148 on: <01-23-16/2319:51> »
Also, if you are properly doing your legwork, then you should have an idea of how much and what kind of security they have (physical, matrix, and astral). If you don't do your legwork, and are then surprised by the security mage dropping a spirit on your head, then that is NOT the GM's fault.
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Herr Brackhaus

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« Reply #149 on: <01-24-16/0013:12> »
in case of spirits (this is houserule-teritory) how about FAB-capsule rounds?
Not a bad idea if one assumes that FAB is a chemical. I don't think FAB-III is given rules in SR5 anywhere (it's mentioned in Street Grimoire but I can't seem to find any hard rules for it), but it is detailed on pages 126 and 127 of Street Magic from SR4, and could be converted with almost no effort.

Of course, getting your hands on FAB III is probably not an easy task in and of itself...

 

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