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Cyber armor

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Chalkarts

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« on: <09-11-18/2150:58> »
I apologize for posting so many Qs,
I’m almost done making this character and I’m trying to make sure I have all my numbers where they need to be.

The armor you can buy for cyberlimbs,
Is that cumulative armor?  If I have 4 limbs with 3 armor does that give me +12 armor overall or is that armor somehow only applicable to that limb?
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Mirikon

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« Reply #1 on: <09-11-18/2152:54> »
Yes, the armor is cumulative. Some items/ware will say specifically that they provide extra armor only to a certain area, but the armor from cyberlimbs is general.
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Michael Chandra

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« Reply #2 on: <09-12-18/0042:52> »
Yes, which is one of the reasons some GMs hate Cyberlimbs.
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Sphinx

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« Reply #3 on: <09-12-18/0911:09> »
Watch Captain America: The Winter Soldier. That cyberarm blocks everything.

Marcus

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« Reply #4 on: <09-12-18/0934:56> »
I think armor is fine just as I think the health boxes are fine. The only place limbs make me nervous is the weirdness of their interaction or lack of interaction with limit.
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Mirikon

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« Reply #5 on: <09-13-18/0912:03> »
Yes, which is one of the reasons some GMs hate Cyberlimbs.
But GMs also love Cyberlimbs because they're an automatic "HEY, LOOK AT ME!" to any corpsec around every time the person walks through a metal detector. Sure, there might not be anything illegal or restricted in it, but it is something that draws attention, because of how much stuff COULD be in it.
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Fedifensor

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« Reply #6 on: <09-13-18/1019:53> »
Make sure you check Availability.  Several GMs are going to have an issue with you getting cyberware with a higher Availability than you could get with Negotiation or your contacts.  Plus, if you use the character in Shadowrun Missions, the campaign doesn’t allow items higher than Availability 12 at character creation.

Kiirnodel

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« Reply #7 on: <09-13-18/1411:16> »
Nothing higher than Availability 12 at creation is actually the standard rule not just something for the Living Campaign.

Marcus

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« Reply #8 on: <09-13-18/1448:08> »
I don't follow that point, of course your not going above 12, but it's in no way hard to make BA limb at Availability 12.
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Chalkarts

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« Reply #9 on: <09-13-18/1907:49> »
Sadly my character doesn’t have a home or a GM.

I’ll look at her again with Availibility12 in mind and make sure I’m ok.

Id love to play this character just to see if she works like I hope.
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Marcus

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« Reply #10 on: <09-14-18/0035:19> »
Most GM hate Cyberlimbs? That's a new one on me. Most GMs in my experience way, way more worried about casters then they are character with Limbs.
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PiXeL01

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« Reply #11 on: <09-15-18/0959:31> »
Hate on cyberlimbs is new to me as well. They are even legal in the eyes of the law, so security wouldn’t think twice should they pick one up on their scanners.
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Michael Chandra

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« Reply #12 on: <09-16-18/0424:21> »
Excessive cyberlimbs, especially armored ones, can be treated with suspicion though.
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Mirikon

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« Reply #13 on: <09-16-18/0940:56> »
Hate on cyberlimbs is new to me as well. They are even legal in the eyes of the law, so security wouldn’t think twice should they pick one up on their scanners.
They are legal, yes. But they are well known for having all kinds of tricks in them (like nasty concealed weapons or smuggling compartments), so they're more likely to get you checked over by security, especially if you're entering a secure facility. It also totally destroys 'corp drone' disguises. Maybe you could get by with corpsec, but having an arm by Renraku when you're posing as Ares corpsec? That's all kinds of red flags there, which means extra legwork adding it into your cover. A basic cyberarm won't cause trouble. A cyberarm with a deck in it, or weapons, or armor... well, that's another story.

Look, it is the same way that driving a shiny, chromed out Harley through an upper-class neighborhood wearing leathers is perfectly legal, but is likely to have people calling the cops on you. Heaven forbid you do that while being an Ork or Troll, they'll call HTR.
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