My street merc is fast. Really fast.
A high INT and the highest augmented Human REA give him a 14 INI.
However, he's only got 2 IPs, for various reasons (mainly because I chose Move-by-Wire over Wired Reflexes).
Our team will consist of (if all goes according to plan) my Street Merc (Tank Hitter), an Ork PhysAd (DPS Hitter), a Face, a Technomancer, a Troll Occult Investigator with some combat capability (Stun/Mana bolts, Spirits, and a big stick), and a Rigger.
The Rigger is an AI who lives in a van (down by the river) so I'm not counting on it in a fight. The Face is a crack shot with a pistol, but she's a willowy Dryad who really should be hiding behind the Hitters. The Techno is a scrawny little punk who, if he doesn't have an Allergy (Mild - Sunlight), probably should...the only fight I know of that he has been in, he missed at close range with a shotgun, which he promptly dropped (that recoil thing is tricky!).
That leaves my Merc with 2 IPs, the PhysAd (4 IPs, I think), and the Mage, who has Enhance Reflexes to boost himself up to 3 or 4 IPs.
So...long story short (too late)...are 2 IPs too few for a primary Hitter for a team, if most of the rest of the team are puny meatbags?
-Jn-
Ifriti Sophist