actually after reading edge he is correct he can spend an edge on each attack ...
in the uses of edge pg 74 SR4A
When you spend a point of Edge, you can choose to have one of the following happen:
• You may declare the use of Edge
before rolling for any one test (or one interval
roll on an Extended Test). You may add a number of extra dice equal to your
full Edge attribute to the dice pool. All dice (not just Edge dice) rolled on this
test are subject to the Rule of Six (p. 62), meaning that if you roll a 6, you count
it as a hit and roll it again.
• You may declare the use of Edge
afer you have rolled for one test. In this case,
you may roll a number of extra dice equal to your full Edge attribute and add
their hits to the test’s total. Te Rule of Six (p. 62), however, applies only to the
additional Edge dice rolled, not the original dice pool.
• You may re-roll all of the dice
on a single test that did not score a hit.
• You may make a Long Shot Test (p. 61) even if your dice pool was reduced to 0
or less; roll only your Edge dice for this test (the Rule of Six does not apply).
• You may go frst in an Initiative Pass, regardless of your Initiative Score (see
Initiative and Edge, p. 145). If multiple characters spend Edge to go frst in the
same pass, those characters go in order according to their Initiative Scores frst,
then everyone else goes according to their Initiative Scores.
• You may gain 1 extra Initiative Pass for that Combat Turn only (see Initiative
and Edge, p. 145).
• You may negate the efects of one glitch or critical glitch.
• You may invoke the Dead Man’s trigger rule (p. 163).
A character can only spend Edge points on her own actions; she cannot spend it on
behalf of others (except when engaged in a “teamwork” test, p. 65).
No more than
1 point of Edge can be spent on any specifc testor action at one time. If you spent
a point of Edge for extra dice and rolled a critical glitch anyway, for example, you
cannot use Edge to negate that critical glitch since you have already applied Edge
to that test.
the Key is Test OR action ....
Also your missing a few Key points to splitting your Dicepool ..... Perconalized Group and Reach are Dice pool modifiers and dicepool modifiers are applied AFTER the spliting of the pool
Let's say my old boy had 5 agi, 6 skill, +2 reach, +1 personalized grip, +1 enhanced articulation, +1 reflex recorder
As noted Enhanced atriculation specifically says "Physical skills" So thats out
Reflex Recorder +1 to the skill and is NOT listed as a Dice pool modifier
SO
your Dice pool is actually 12 (5 agi 6 skil Reflex recorder +1)
for a total of 12/4=3
Dice pool modifiers are added after the dice pool is split .... so you would add + 3 (personalized group +1/ Reach+2) to each attack for a total of 6 Dice per attack
Id also like to point out Synch pg. 91 augmentation .... which adds a +1 to perception tests and a +1 die to all combat tests
against each opponent after the enemy’s first attack
this would give you a 7 DP per attack before edge per target
Edits: Cleaned up the post a bit ... added Working quotes ect