Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: lord_shadow_666 on <03-08-14/1824:17>

Title: (SR4) Troll prime runner help!
Post by: lord_shadow_666 on <03-08-14/1824:17>
Hey guys, I am looking to add an adventure as a mini mission to introduce my current DM to the group when I take over. So I am making a troll who has a bounty on his head, its for still a low level group so I am going to have just 1 troll against them. So the plan is to make him as hard as possible then scale him down.

I will try to build him up to be on par with the team karma wise but if I think they are going to turn him into mush too quickly then I can boost him up a bit more.

1) I am thinking of having him infected with the HMHVV to make him either a Fomóraig or a Dzoo-Noo-Qua, which of these hits harder in combat as I am aiming to have him more melee than ranged.

2) Which has lead me to my next question, which would be better to enhance him further, cybernetics or being an adept? I am thinking cybernetics rather than being a ninja but I could be wrong here as I have not used either as a player before.

3) So armour wise, he is in heavy military armour with gel packs on top. I am looking to give him a shield on top of this. Is there a quality anywhere that would allow me to let him use an assault rifle in 1 hand alongside this shield? I cannot see one, so would this shield hamper him any way or should he be able to gain the full benefit from it, but then I am sure with a minor modification the shield could have a built in rest or I could just have him charge the closest of the team.

4) Melee wise I am thinking of taking a vibroblade over the combat axe/claymore/nodachi or is there a better choice out there? Was thinking this as even though it only has a +1 reach it takes 2 out of the defenders dice pool
Title: Re: (SR4) Troll prime runner help!
Post by: Shinobi Killfist on <03-08-14/2007:54>
I personally like bio/adepts to capitalize on his high strength.  My two go to powers are critical strike and power throw.  I round out with missile master, some bonus dice to unamred combat and throwing weapons if you think he will miss much, take a smidgen of bioware for boosting his agility, and strength and he oh so awesome synaptic accelerator.  You drop 2 magic but gain so the equivalent of 4-5 magic from it., use karma to initiate and boos magc back to ay least 6, put as much as you can into combat sense to round him out. 

I had a starting troll bio/adept who punched out a bus after some karma he punched out citymasters and through knives through walls to kill people, with the oh so awesome fun of throwing a grenade into a car with missile mastery so it just punched through the door and landed on a characters lap.

If you have the points smashing blow is a lot of fun, nothing like kicking open a secure vault door to brighten your day. 
Oh and then take more combat sense, after you already took what you thought was enough. 

Mystic Adepts aren't a bad choice either,2 points in the magic part can help you load up with some great buffs with sustaining focuses.a sustaining focus 4 combat sense, suntanning focus 4 deflection+lets say 6 dice from deflection and a 7 reaction gets you a crap ton of dodge dice.   Hell you can avoid the augmentation with a mystic adept, sustaining focuses can cover a lot.
Title: Re: (SR4) Troll prime runner help!
Post by: lord_shadow_666 on <03-09-14/0744:37>
Did you manage to increase the range of throwing knives or was it just you could throw them threw a couple of people :D
Title: Re: (SR4) Troll prime runner help!
Post by: Shinobi Killfist on <03-09-14/1807:07>
Range is sadly what killed him.  I should of picked up archery.. One of these days I'll type the right threw as well. But a drone with a autocannon and me critically failing my dodge as I tried to get within throw range was that characters end.  1 more combat turn of closing the distance and i could of taken it out.  Though really outside, sniper like situations a troll with an effective strength of 17 has an extreme range of 117 meters with shuriken.  That should cover 99% of situations, and in that 1% run the eff away if you don't have backup.  Oh and use shuriken and not knives like I did, that extra 34 meters made the difference.
Title: Re: (SR4) Troll prime runner help!
Post by: Reaver on <03-09-14/2217:58>
Range is sadly what killed him.  I should of picked up archery.. One of these days I'll type the right threw as well. But a drone with a autocannon and me critically failing my dodge as I tried to get within throw range was that characters end.  1 more combat turn of closing the distance and i could of taken it out.  Though really outside, sniper like situations a troll with an effective strength of 17 has an extreme range of 117 meters with shuriken.  That should cover 99% of situations, and in that 1% run the eff away if you don't have backup.  Oh and use shuriken and not knives like I did, that extra 34 meters made the difference.


"Hello, I am a Troll Ninja, and these are my Shuriken"


"Dude, those are 10 inch circular saw blades!"

"Like I said, I'ma Troll Ninja, and these are my Shuriken"
Title: Re: (SR4) Troll prime runner help!
Post by: lord_shadow_666 on <03-16-14/0717:13>
Hey guys which is better the Fomoraig or the Dzoo-Noo-Qua for this idea? I am thinking the former as it has +3 to its Bod/Str so it can hit harder or is the Dzoo or is the regeneration a better thing to look for?

Also when comparing the 2 on the chart on page 79 of the RC, the Dzoo has 2 extra initiative passes(IP) compared to the Fomoraigs 1 extra or have I got that bit wrong and I cannot give the Dzoo more IP than +2 but I could give the Fomoraig more than the +1?

Sorry if I am asking dumb questions.