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Blazrath

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« on: (04:26:27/07-16-14) »
I've had the books for a while and never really joined a game until recently. Unfortunately, my first idea was shot down because of what the ST was wanting for PC's, which was fine with me. My friends that do play thought it was fun concept and I figured might as well post on here and see how everyone reacts.

Priorities:
A: Skills
B: Attributes
C: Metatype (Human)
D: Resources
E: Magic

Marcus Castille
METATYPE: Human
B 3/6, A 4/6, R 3/6, S 3/6, W 2/6, L 3/6, I 4/6, C 3/6, ESS 6, EDG , M 0

Condition Monitor (P/S): 11/9
Armor:
Limits: Physical 5, Mental 5, Social 5
Physical Initiative: 7+1d6

Active Skills: Firearms (5), Athletics (5), Blades (4), Gunnery (3), Heavy Weapons (3), Sneaking (2), Unarmed Combat (3), Free-Fall (2), Pilot Ground Craft (4), Etiquette (3), Instruction (1), Intimidation (3), Leadership (2), Navigation (2), Survival (3), Armorer (3), Automotive Mechanic (2), Demolitions (1), First Aid (1), Perception (3)

Knowledge Skills: CAS Military Procedure (2), Combat Biking (2), Dining Etiquette (1), Catholicism (2), Voodoo (1)
Languages: English N, French (4), Sioux (2). Latin (1)

Metatype Abilities: None
Positive Qualities: Ambidexterous, Guts, Toughness
Negative Qualities: Distinctive Style (Deep Southern Accent), Sinner (Criminal), Bad Rep

Vehicles:
. . Harley-Davidson Scorpion [Handling 4/3, Speed 3/4, Accel 2, Body 8, Armor 9, Pilot 1, Sensor 2, Seats 1]
12,000

Gear:
. . Comm-Link (Erika Elite) + Mapsoft
. . Kit (Armorer and Automotive Mechanic)
. . Goggles (4 Capacity)
    Low-Light, Flare Compensation, +2 Vision Enhancement
. . Survival Gear
. . Smartlink (Eyeware)
. . Cyberlimb (Left Lower Arm)
    Used
. . 3x Clothes (100 each)
. . Line Coat
19,450

Weapons:
. . Short Cougar FineBlade [Blade, Acc 6, (Str+2)P, AP -1]
. . Boot Knife [Blade, Acc 5, DV 9P, AP -2, SA/BF/FA, 40 (c)]
. . Hardliner Gloves [Other, Acc (Physical), (Str+1)P, AP 0]
. . 2x Savalette Guardian [Heavy Pistol, Acc 5(7), DV 8P, AP -1, SA/BF, 12(c)] 2 Quick-Draw Holsters, 1 Silencer, 2 Gecko Grips
        Ammo: 6 Clips of Regular Ammo, 1 Clip of Stick-n-Shock, 6 Flare rounds and 4 Tracker Rounds
. . Colt M23 [Assault Rifle, Acc 5(7), DV 9P, AP -2, SA/BF/FA, 40 (c)] Imaging Scope, Sling, Folding Stock, Smartlink(Internal)
        Ammo: 5 Clips of Regular Ammo, Half-Clip of APDS
14,270

Contacts:
Retired Decker: Connection 2, Loyalty 4
Smuggler: Connection 3, Loyalty 1

Resources:
Fake SIN (Legal Activity) Rating 3
Life Style Low (6 months) Drifter
19,500

Starting Money: 4780 + 3d6 + 60
Leftover Karma: 6

Background:
Marcus was born and raised in Louisiana, CAS in a manor fitting for a founding member of an A Rating Corporation. Though they had money, his momma made sure he had the proper raising of someone in their social circles, culturing and nurturing him through a surrogate mother. He was never close to his parents, only really spending time with him when they would drag him to parties to show them as a loving family. It was until Marcus became a man in the eyes of the law that his father gave him the choice of extra schooling or join the Military, but he needed to leave. So instead of being under his father's thumb, he signed up for the Military.

The first couple of months were rough getting through basic, but his aptitude gained him a spot on the front lines manning the machines and vehicles that kept the border between the CAS and the UCAS, Sioux and Aztlan. He rose through the ranks being promoted to Sergeant after his first couple of tours, with special consideration given to him after a training accident took his left arm. It was shortly after getting his promotion though that he screwed it up. On a routine patrol in former Texas, his unit came under small arms fire. After an intense, but short fire fight two soldiers were wounded and six men were captured. More were within the group, but they scurried away back over to Aztlan or hid well enough. With six prisoners in tow and a unit pissed off already has a bad start, then include alcohol rations and no direct supervision, anyone could tell this was not going to end well. The issue is it got out.

The next day a trideo started to surface and trend online. It showed three men looking already beat up and bleeding while zip-tied up to where they were hanging off their wrists. A man with a very similar build to Marcus can be seen on the trideo, loading a single bullet into a revolver. What later enfolds is Russian Roulette interrogation with bets being taken on the side. There were no survivors. While the Military would of swept this under the rug and reprimanded some of the men with paycuts, the fact that a drunk private thought it be best to show the folks back home how we take care of business makes it a larger issue. Marcus's father, one not wanting to lose faith, pulled string in the military to hold off on announcing who was responsible exactly for the executions.

His father's contacts changed his identity to cut off any backlash this may have on the family, essentially disowning his son in favor of profits. Still having enough in his heart to not see his own flesh and blood executed, the last favors he called in were to release Marcus, have a final meeting with his father to collect his new identity and some gear and told to leave the country. If he was ever caught back in the country, he was to be killed on sight. Thus started his slide into the shadows as he was stripped of his rank, stripped of his arm and kicked out of his country with a reputation branded on him like the criminals in the Roman Empire.

The issue when you start at rock bottom in this day and age is the vultures always are circling and the same could be said with Marcus. Jobless in UCAS with an arm missing and a Dishonorable Discharge under his circumstances meant surely death, but while on the streets he was given a second chance. A fixer that recognized him offered him a job that his payment would be a new cyberware arm, nothing fancy as it was used. Marcus agreed to it, glad to have a chance. What he didn't realize it was a job meant to kill off a retiring Decker, a burnt out Mage and a psychotic Rigger. His plan went off with little hitches, the Rigger and Mage killed during the ambush and the Decker injured after getting the info. They only got out of the facility by the skin of their teeth, with the Decker overclocking the cyber arm to crush the throat of an orc.

Through this, the Decker was able to find out the Fixer put an overload module into the arm to kill Marcus at the click of a button by electrocution. Dropping off the Decker at the street Docs after getting the info they were tasked with recovering and the module shut off, Marcus went to the office of the Fixer. Marcus let him think that everything was alright until he tried to activate the device. A single shot rang out shortly afterwards and Marcus walked out minutes later with a duffel bag slung over his shoulder and dropped off half of the contents with the doc and walked away.

Figured see what everyone thinks.
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Csjarrat

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« Reply #1 on: (04:59:34/07-16-14) »
I'd say you've set up to be a combat specialist but forgotten about your initiative score. You could really really do with a way of boosting it higher so you get more chances to act in combat. as it stands now, you'll only get more than one pass on a roll of 4+ on your single dice.
I'd recommend shifting "resources" and "human" around to get to 140k resources.
Get yourself some cheap wired reflexes (R1 is fine) and some reaction enhancers (used R2-3 works well) and you'll find you've got an awful lot more initiative to play with in combat.
It'd probably be worth either making the most of that cyberlimb and enhancing the crap out of it or dropping it entirely (its actually worse than your base stats at the moment) and putting that cash into more useful stuff like muscle toner/replacement.
You don't need to be as hardcore as a dedicated streetsam but you're definitely sub-optimal at the moment
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Blazrath

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« Reply #2 on: (13:43:17/07-16-14) »
All of that would honestly be good, but the thing is I choose to have deficits on purpose. In all honesty, if I was making a character that was optimal at the beginning I would of made changes to the build. I also wanted to reflect that right now he is in a tight spot and he is clawing his way out of it, but he's not back to 100%. Sure, he now doesn't have to walk everywhere and has some decent gear, but his arm is a little too small for him right now and he's going from city to city as a drifter that stays in the hotels until he can grab another job. Who knows, it may be a job where he gets asked on a team and able to get the cyber and bioware he needs to be at his best. For now though, he's more of a dime a dozen muscle that a team could pick up and throw away after the mission is done or worse. Thats where I wanted to start him out, not at an optimized level.
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Csjarrat

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« Reply #3 on: (14:02:44/07-16-14) »
All of that would honestly be good, but the thing is I choose to have deficits on purpose. In all honesty, if I was making a character that was optimal at the beginning I would of made changes to the build. I also wanted to reflect that right now he is in a tight spot and he is clawing his way out of it, but he's not back to 100%. Sure, he now doesn't have to walk everywhere and has some decent gear, but his arm is a little too small for him right now and he's going from city to city as a drifter that stays in the hotels until he can grab another job. Who knows, it may be a job where he gets asked on a team and able to get the cyber and bioware he needs to be at his best. For now though, he's more of a dime a dozen muscle that a team could pick up and throw away after the mission is done or worse. Thats where I wanted to start him out, not at an optimized level.
Am I missing something here? are you asking for help with your character or just waiting for a round of applause for making a combat character that isn't very good in combat?
You'll probably get away with such a weak character in a street level campaign but you'll get hosed in a proper fight against proper opponents with such poor stats and low dicepools.
as it stands, your primary skill (combat) is a dicepool of 11
Agi 4, skill 5, smartgun +2.

My decker has a dicepool of 11, (agi 4, pistols 4 {semi-auto +2}, laser sight 1) and he's technically a non-combatant!

the problem with this character is that he's about the same level of power as a corpsec/mook/beat cop. which is pretty crappy. sorry mate, I know you don't want to hear it, but this is not a good character.
On top of this you have a very low reaction/intuition and no supplementary initiative dice which means you're only getting 1+ passes on a 50/50 roll of one dice. If you're forced to take -ve mods to ini (full defense/taser ammo etc) then you could viably not get any actions in a combat turn at all.

You really really need to boost the following:
-Dicepools. pick a weapon class or two and drop the firearms group. boost them to a decent level (5/6) and then take specialisations for the extra +2
-Attribs. these are very low for a combabtant, either go with higher attrib rating on the priorities or invest in cyber/magic to help
-Initiative. look at drugs for a cheap boost, or magic/cyber to help.
« Last Edit: (14:04:22/07-16-14) by Csjarrat »
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ZeldaBravo

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« Reply #4 on: (15:29:12/07-16-14) »
Speaking of attributes:
B 3=1+2
A 4=1+3
R 3=1+2
S 3=1+2
W 2=1+1
I 4=1+3
L 3=1+2
C 3=1+2

2+3+2+2+1+3+2+2=17
3 attribute points are not spent. Get your willpower to 3 and agility to 6 and you've almost fixed your combat ability ;)
Going human d (5 edge) resources c (¥140k) is a fix for your other big problem. Muscle replacement, wired reflexes and reaction enhancers will get you from 'below average' to 'highly competent' in your area of expertise.
If you are not good at what you do there is no reason to hire you at first place. Mr. Johnsons do want their job done.
« Last Edit: (15:40:11/07-16-14) by ZeldaBravo »
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Blazrath

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« Reply #5 on: (15:33:10/07-16-14) »
Well, considering that response, I was looking more for a critique. Like backstory, stuff I missed and ways to make him better within the parameters that I've set up for myself. If you honestly think that the best way would be to switch resources with metatype, then bravo and thank you for finding a one step solution to making him better. I was trying to make a more stream-lined character with less resources on hand at first, but more heart within him. Apparently by your standards I have failed that endeavor and should just get more resources for the character to try and work with.

Now then, if others have opinion on what should be bought instead when on a budget, but makes the character more formidable, like maybe drop a point in Athletics to bring up Firearms and switch out some of the gear for money on augmentations cause they are not needed, like taking off the arm and switching it for other more effective for their money augmentations and gear, I am all ears. If not, I came to the wrong place.

And thank you Zelda, I did not notice that.
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Hibiki54

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« Reply #6 on: (16:10:17/07-16-14) »
All of that would honestly be good, but the thing is I choose to have deficits on purpose. In all honesty, if I was making a character that was optimal at the beginning I would of made changes to the build. I also wanted to reflect that right now he is in a tight spot and he is clawing his way out of it, but he's not back to 100%. Sure, he now doesn't have to walk everywhere and has some decent gear, but his arm is a little too small for him right now and he's going from city to city as a drifter that stays in the hotels until he can grab another job. Who knows, it may be a job where he gets asked on a team and able to get the cyber and bioware he needs to be at his best. For now though, he's more of a dime a dozen muscle that a team could pick up and throw away after the mission is done or worse. Thats where I wanted to start him out, not at an optimized level.

Good choices, though you could have your agility up a little bit.

Some people do not understand character faults over optimization. I have an identical build except he has no chrome and I had Attributes at A instead of B.

Tarislar

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« Reply #7 on: (16:17:09/07-16-14) »
B 3/6, A 4/6, R 3/6, S 3/6, W 2/6, L 3/6, I 4/6, C 3/6, ESS 6, EDG , M 0

Active Skills: Firearms (5), Athletics (5), Blades (4), Gunnery (3), Heavy Weapons (3), Sneaking (2), Unarmed Combat (3), Free-Fall (2), Pilot Ground Craft (4), Etiquette (3), Instruction (1), Intimidation (3), Leadership (2), Navigation (2), Survival (3), Armorer (3), Automotive Mechanic (2), Demolitions (1), First Aid (1), Perception (3)

Positive Qualities: Ambidexterous, Guts, Toughness

Negative Qualities: Distinctive Style (Deep Southern Accent), Sinner (Criminal), Bad Rep


Retired Decker: Connection 2, Loyalty 4
Smuggler: Connection 3, Loyalty 1 

A few thoughts.

1.  Skills-A really is a trap.  Its the most "Karma Efficient" option on the Priorities table the stuff you sacrifice is in raw survivability.   I would seriously consider Skills-B & Attr-A for this build.
   Attr-24 would get you B3, A6, R4, S3, W5, L3, I5, C3    If you stay at 20, I'd still work them up as follows.   B3, A5, R6, S2, W3, L3, I5, C2   (Karma 20 for Str-2/Cha-2)
2.  If you do have all those skills, why are they in such low selections?  Please drop all those little 1's & 2's & increase some 3-5 to 5-6+Specializations.  L1/L2 is 2/6 Karma in stage 7.
3.  Group Skills.   This character would be better off with Athletics-4 & Stealth-6 IMHO.   Choose 1-3 total Combat skills from Firearms, Close Combat, or Other (Heavy, Throw, Projectile, etc) & take those at 6+ Specialization to get some decent dice pools.
4.  Ambidexterous, Guts, Toughness.  Meh, no thanks.  I'd prefer Catlike, Natural Athlete, & Pain Tolerance for this build.  Bump up those abilities to maximize them.
5.  Not sure Southern Accent is really a Distinctive Style, its got to be something to pick them out of a crowd, IIRC, to me that says visual part.
6.  Look into a Full Arm or just a Hand, IMHO,  the 1/2 Limbs IMHO are the worst option... but that's just me.
7.  Low Lifestyle has a residence, if you want Drifter you need Squatter.   Also, how is all that stuff carried on his bike.  Assault Rifles stick out IMHO, let alone those 2 kits.  Maybe a Car/Truck ?
8.  As nice as a Smuggler is, you really need a Fixer w/ a Higher Con in the Shadow World.  Or maybe a Johnson instead.

Over all I like the concept, not everyone is stuffed full of Cyber.  I'm not sure those Negative Qualities make for a playable character, I think they are too painful IMHO.


ZeldaBravo

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« Reply #8 on: (17:07:22/07-16-14) »
Now then, if others have opinion on what should be bought instead when on a budget, but makes the character more formidable, like maybe drop a point in Athletics to bring up Firearms and switch out some of the gear for money on augmentations cause they are not needed, like taking off the arm and switching it for other more effective for their money augmentations and gear, I am all ears. If not, I came to the wrong place.
Oh, if you've set your mind on sticking to resourses D it is totally okay. Get yourself a set of used wired reflexes. It costs around 25 thousands, hurt your essence hard and surely give you a lot of room for future improvements. Honda spirit's cost is the same as Harley's but it still is a car, so you can keep your guns there. If you somehow manage to find another ¥4000 then you'll have an option to buy an americar.
I'm not sure if you want to keep your cyberarm but if you do then think about getting a hand instead.
By the way, you have a great edge so you can really make use of a Blitz edge action!
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Blazrath

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« Reply #9 on: (17:13:24/07-16-14) »
Alright, it got some responses while I was away, so I'll go last to first.
Tarislar~~
1. I can concede on getting Attributes A, but I'd switch it around to fit what I feel like the character would deal with.
2. Some of the 1's and 2's are skills that I figured he would of gotten while on tour and on the run. Some of the stuff i will be getting rid of.
3. With a switch to Skills B, changes will be needed on them, but I think I'll just do Athletics 5
4. To each his own. If you were building the character, I am sure he would have a different past and skills. But the way I imagine him is more akin to modern cavalry using cars and trucks for the tactics instead of special forces killing a terrorist. Its more border patrol than clandestine operations.
5. Quote from the book as follows: "Distinctive Style Bonus: 5 Karma
A character with the Distinctive Style quality has at least one aspect of his appearance, mannerism, or personality that makes him inconveniently memorable. Choices for Distinctive Style include, but are by no means limited to: tattoos that cannot be easily concealed, an accent or atypical manner of speaking, bizarre fashion choices, scars, gang or prison signs, flashy custom augmentations, or non-metahuman modifications like a tail. Note that what’s distinctive in one culture or location may not be in another." Shadowrun 5th Edition, page 80. I believe someone talking in a Cajun accent in New York, Seattle, Montreal and many other places outside CAS would stand out.
6. Might go for a hand.
7. Eh, squatter is fine with me. Gives me some money to play around. Folding Stock on the AR makes it easier to hide in saddlebags and what I was thinking with the kits is the tools you find under your seat in a motorcycle in case something breaks down with a few extra and small amenities while the other kit is essentially a gun cleaning kit and if my memory serves correct, thats not that big. If those things are not what kits are for, let me know and I'll take them off.
8. I debated on a Fixer or Mr. Johnson with the extra karma left over. Worth it?

Hibiki~~
Thank you.

Zelda~~
Yeah, but in all honesty the character loses some charm if you give him money to start out with. I am playing around with money and doing some accounting work to see what I can squeeze in and where.

I am switching some stuff around with the considerations, so I'll have an updated character sheet soon to see what people think.
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Blazrath

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« Reply #10 on: (01:07:25/07-17-14) »
Priorities:
A: Attributes
B: Skills
C: Metatype (Human)
D: Resources
E: Magic

Marcus Castille
METATYPE: Human
B 5/6, A 6/6, R 4/6, S 4/6, W 3/6, L 3/6, I 4/6, C 3/6, ESS 6, EDG 7, M 0

Condition Monitor (P/S): 11/ 10
Armor:
Limits: Physical 6, Mental 5, Social 5
Physical Initiative: 8+1d6

Active Skills: Athletics (5), Automatics (6), Blades (4), Pistols (5),  Sneaking (3), Unarmed Combat (4), Pilot Ground Craft (3), Etiquette (2), Intimidation (3),  Survival (2), Armorer (2), Automotive Mechanic (2), First Aid (1), Perception (3)

Knowledge Skills: CAS Military Procedure (2), Combat Biking (1), Dining Etiquette (1), Catholicism (2), Voodoo (1)
Languages: English N, French (4), Sioux (2). Latin (1)

Metatype Abilities: None
Positive Qualities: Ambidexterous, Guts, Toughness
Negative Qualities: Distinctive Style (Deep Southern Accent), Sinner (Criminal), Bad Rep

Vehicles:
. . Harley-Davidson Scorpion [Handling 4/3, Speed 3/4, Accel 2, Body 8, Armor 9, Pilot 1, Sensor 2, Seats 1]
12,000

Gear:
. . Comm-Link (Erika Elite) + Mapsoft
. . Kit (Armorer and Automotive Mechanic)
. . Goggles (4 Capacity)
    Low-Light, Flare Compensation, +2 Vision Enhancement
. . Survival Gear
. . Smartlink (Eyeware)
. . Cyberlimb (Left Hand)
    Used
. . 3x Clothes (100 each)
. . Line Coat
15,950

Weapons:
. . Short Cougar FineBlade [Blade, Acc 6, (Str+2)P, AP -1]
. . Boot Knife [Blade, Acc 5, DV 9P, AP -2, SA/BF/FA, 40 (c)]
. . Hardliner Gloves [Other, Acc (Physical), (Str+1)P, AP 0]
. . 2x Savalette Guardian [Heavy Pistol, Acc 5(7), DV 8P, AP -1, SA/BF, 12(c)] 2 Quick-Draw Holsters, 1 Silencer, 2 Gecko Grips
        Ammo: 6 Clips of Regular Ammo, 1 Clip of Stick-n-Shock, 6 Flare rounds and 4 Tracker Rounds
. . Colt M23 [Assault Rifle, Acc 5(7), DV 9P, AP -2, SA/BF/FA, 40 (c)] Imaging Scope, Sling, Folding Stock, Smartlink(Internal)
        Ammo: 5 Clips of Regular Ammo, Half-Clip of APDS
14,270

Contacts:
Retired Decker: Connection 2, Loyalty 4
Smuggler: Connection 3, Loyalty 1

Resources:
Fake SIN (Legal Activity) Rating 3
Life Style Squatter (6 months): Drifter
10,500

Starting Money: 2d6 + 60
Leftover Karma: 2

Playing around with the numbers before serious changes, I have 17,280 left in cash. Now, unfortunately used Wire Reflexes cost 29,250. Getting rid of the motorcycle would give the character the option to take it. Then if you make the hand used, he'd have roughly 1280 left over which make sense for the character, but gives him some pretty expensive gear with no way of carrying it all unless he is using the bus system, which would be a stretch.

Now then, there is another route. We get rid of the bike and get used Reaction Enhancers. Not as good as Wire Reflexes, but for 19,500 I can get rating 2 which puts me at 10 for Initiative and only the roll of a 1 could ruin it. Its not the best, but it would leave me 9,780 to play around with and is more akin to someone in his position.

The last idea I can see is keeping everything as it is and getting Reaction Enhancer rating 1 thats new, which leave me 4,280.

So, what do you guys think?
« Last Edit: (01:17:17/07-17-14) by Blazrath »
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ZeldaBravo

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« Reply #11 on: (02:23:49/07-17-14) »
You don't have to go w/o a transport entirely. If you buy a growler or a mirage instead of a harley and drop a few months of your lifestyle then you can get yourself used RE2. Not quite as fast as wired but still guaranteed 2 IPs.
I would also consider a combo of pistols+longarms or automatics+longarms.  Pistols+auto is okay but you can squeeze a bit more IMO.
EDIT: There is a lot of money in your build actually. Dropping smartlink implant and modification for a personalised grip and a laser sight frees up like ¥4300 or something. You can chage guardians for browning ultra-power for the same effect.
« Last Edit: (02:41:34/07-17-14) by ZeldaBravo »
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Blazrath

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« Reply #12 on: (03:27:40/07-17-14) »
Right, right. I know I didn't have to go without transportation, its all about moving the numbers around to get the right idea.

So you figure drop the Harley, go for a Mirage and pay for the RE2. Seems like a good start in all honesty so it'll help. As for choosing Longarms/Pistols or Longarms/Automatics, seems a little weird with me. I mean, if it were up to me on having to choose those, it would have to be the Burst-Fire Sniper Rifle and Pistols or the Shotgun with an Automatic. I can see why, its having a mixture of range and power. The only thing is when I put slashes to the Skills, I got what I thought a soldier in his circumstances would have learned.

And if were are getting rid of the smartlink built in, might as well take it out of the Colt M23 also. The Browning Ultra-Power would be a decent replacement for the Guardians, I just liked the looks of them and liked that the had an internal Smartlink already. I also thought about getting a Remington Roomsweeper a couple of times, but I can't justify it with the character.
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ZeldaBravo

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« Reply #13 on: (03:49:31/07-17-14) »
I didn't fire a single pistol round in the army :)
But again CAS military training is probably different. You know, you could install an armor plate into your hand. Other than that you're good to go.
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Blazrath

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  • I've yet to see a regular sword being hacked into.
« Reply #14 on: (04:19:15/07-17-14) »
Its probably similar. I just figured it would awkward to play russian roulette without having a little skill with pistols. The only thing I can think on it was 'What were the most likely weapons for the military' and went from there. I'm surprised you never used your pistol as I thought everyone had to train to be able to use it.
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