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Kill Code Errata

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kyoto kid

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« Reply #30 on: <12-26-18/1706:22> »
...concerning Looper rounds.  I'm surprised there are also not Looper heads for bolts and arrows.  We have S&S arrows/bolts and the Arrowlink (that do no penetration damage), as projectiles have lower velocity than bullets (which is preferable as you don't want to destroy the camera) it makes me wonder why are there no Looper arrow/bolt heads?
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kainite311

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« Reply #31 on: <02-12-19/1943:22> »
Matrix Action Tag p.40 - "Tagging a target negates up to 2 dice in penalties..." and "The hacker may “tag” a number of targets on a
single PAN, equal to their net hits..."

2 Dice in penalties?
only targets in a single PAN? so most of the time a single target (unless that whole security team is on a single PAN for some reason... maybe...)
Kainite
Actually, in most Shadowrun games, they typically have a Lifestyle so they're either Murder Hobos (Street/Squatter Level) or Murder Renters (Low+ level)

Hobbes

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« Reply #32 on: <02-27-19/1128:19> »
Tag is also a Simple Action, so you could Tag two targets in a single Initiative Pass.  The penalty negation stacks with every other thing, Vision Mods, Adept Centering, whatever, and Tag also gives everyone targeting the Tagged Icon an option to Free Action Aim, that would stack with a Simple Action Aim. 

It's a pretty solid option for Deckers, Riggers, Technomancers.  Rigger, Simple Action Tag, Simple Action Order Drone(s) to Shoot Tagged targets.  Decker/Technomancer Simple Action Calibration, Simple Action Tag the Boss.

It's a buff that the entire team can use, so the extra dice can add up.

Hobbes

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« Reply #33 on: <02-27-19/2135:09> »
If you have a Mark on something, why wouldn't you just do something hackery to it?  Action Economy is a Hacker's weak spot.  Giving them meaningful actions that don't require Marks gives Hackers something to do with their Primary skills during combat.

Line of Site, because otherwise you'd be able to Tag something on the other side of the Planet?  The writer wanted to limit it in someway, but didn't want to require a Mark.  Line of Site, why not. 

Being a Freebie is the point.  It's a conditional +3 Dice to hit.

And Tagging things in AR is something Shadowrun Players have been doing since day 1.  It's really nice to have some crunch around it.

Stainless Steel Devil Rat

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« Reply #34 on: <02-27-19/2216:36> »
A fun thought exercise is figuring out whether the team's decker can remove hostile Tags on teammates.
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.

kainite311

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« Reply #35 on: <02-27-19/2326:54> »
so the -2 dice penalty is supposed to be??? -2 in penalties? In one sense seems kinda weak towards blind fire in particular, but OP for the no marks needed... But that might be because I was envisioning something like Widow's special vision power from overwatch, or similar highlight outline... If it worked liked that I would figure it would be more like shifts the environmental mod up 1 (in addition to the aim part), but then at same time maybe require some marks and make it a complex action.

Shifting it up one would make more useful against hidden targets, but less useful against ones in the open (and encourage hackers to scrub the marks to erase the tag - actual matrix things rather then the ad hock cyber arm gun bunny, in addition to all the new KC actions that help that)
Kainite
Actually, in most Shadowrun games, they typically have a Lifestyle so they're either Murder Hobos (Street/Squatter Level) or Murder Renters (Low+ level)

Hobbes

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« Reply #36 on: <02-28-19/0710:15> »
A fun thought exercise is figuring out whether the team's decker can remove hostile Tags on teammates.

K.O. the other Hacker should do it.  Or reboot/wireless off. 

ArtOfCombat

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« Reply #37 on: <05-18-19/1311:05> »
Can a cyberadept boost mods for unrated or rating only affects capacity cybergear, such as arms or eyes? Can a cyberadept boost unrated cybergear? If a mod is boosted, can it exceed capacity temporarily? It'd make sense for cyberarms to be boostable, but they have no rating, is why I ask, in which case it might make sense for the cyberadept to just boost the arm's modified agility or strength, but then the arm's capacity may be exceeded; Maybe boosting mods does not increase their capacity, as it's software-only?