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khai_ware [2022/06/16 20:58] – created khai | khai_ware [2023/12/07 12:32] (current) – [Taking Damage] Fix error with higher rating compensators khai | ||
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Just some thoughts on selecting 'ware to survive the shadows of Awakened Worlds CE. | Just some thoughts on selecting 'ware to survive the shadows of Awakened Worlds CE. | ||
- | === Combat Pool (CP) === | + | ==== Combat Pool (CP) ==== |
CP dice can be allocated to help you dodge ranged attacks, soak damage, and/or attack. Unlike canon SR3, CP dice aren't depleted by actions in a combat turn, so you get all the dice, all the time (unless surprised). Base CP is calculated from (quickness + intelligence + willpower)/ | CP dice can be allocated to help you dodge ranged attacks, soak damage, and/or attack. Unlike canon SR3, CP dice aren't depleted by actions in a combat turn, so you get all the dice, all the time (unless surprised). Base CP is calculated from (quickness + intelligence + willpower)/ | ||
^'ware for CP ^max bonus | ^'ware for CP ^max bonus | ||
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|cerebral booster II |+2 int | | |cerebral booster II |+2 int | | ||
NOTE: if your (quickness + intelligence + willpower) total is odd, then adding a suprathyroid gland (+1 quickness, plus other bonuses) is worth +1 CP | NOTE: if your (quickness + intelligence + willpower) total is odd, then adding a suprathyroid gland (+1 quickness, plus other bonuses) is worth +1 CP | ||
- | \\ | + | |
- | === Avoiding Melee Damage === | + | ==== Avoiding Melee Damage |
- | Melee attacks can't be dodged. The only defense from melee attacks (other than soaking) is winning the opposed melee test. CP dice can be allocated to offense, meaning they' | + | Melee attacks can't be dodged. The only defense from melee attacks (other than soaking) is winning the opposed melee test. CP dice can be allocated to offense, meaning they' |
- | ^'ware for melee dice | + | ^'ware for melee dice (along with pretty much all physical skills)^ |
|enhanced articulation | |enhanced articulation | ||
- | === Soaking Damage === | + | ==== Soaking Damage |
- | In most cases, the damage you take from attacks is reduced by rolling your body against the power of the attack, where the power is also reduced by ballistic or impact armor. CP dice can be allocated to soak, meaning they' | + | In most cases, the damage you take from attacks is reduced by rolling your body against the power of the attack, where the power is also reduced by ballistic or impact armor. CP dice can be allocated to soak, meaning they' |
^'ware for armor ^ | ^'ware for armor ^ | ||
|cyberlimbs | |cyberlimbs | ||
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NOTE: armor from 'ware do not count against worn armor vs quickness\\ | NOTE: armor from 'ware do not count against worn armor vs quickness\\ | ||
\\ | \\ | ||
- | ^'ware for bpdy ^ | + | ^'ware for body ^ |
|cyberlimbs | |cyberlimbs | ||
|dermal sheathing | |dermal sheathing | ||
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|bone lacing | |bone lacing | ||
|suprathyroid gland | | |suprathyroid gland | | ||
- | \\ | + | |
- | === Initiative === | + | ==== Taking Damage |
- | Any wounds you can inflict before the enemy can act penalizes their ability to do anything in return, assuming you don't outright knock them out or kill them. Initiative includes reaction, calculated as (quickness + intelligence)/ | + | |
- | ^initiative/ | + | |
- | |boosted reflexes | + | |
- | |wired reflexes | + | |
- | |move-by-wire | + | |
- | |reaction enhancers | + | |
- | |synaptic accelerator | + | |
- | |suprathyroid gland | | + | |
- | |enhanced articulation | + | |
- | NOTE: enemy spellcasting does not cause you to enter combat, meaning you don't automatically roll for initiative. Against aggressive spellcasters, | + | |
- | \\ | + | |
- | === Taking Damage === | + | |
Being wounded gives you TN penalties, making it harder for you to succeed on actions and so more likely to die horribly. | Being wounded gives you TN penalties, making it harder for you to succeed on actions and so more likely to die horribly. | ||
- | ^' | + | ^' |
- | |trauma damper | + | |trauma damper |
- | |platelet factories | | + | |platelet factories |
- | |damage compensator | | + | |damage compensator |
- | |pain editor | + | |pain editor |
- | Typically, a damage compensator is not recommended with a trauma | + | Typically, a damage compensator is not recommended with a trauma |
+ | NOTE: pain resistance from the adept power or drugs will offset penalties without disabling the trauma damper! | ||
+ | ==== Resisting Knockdown ==== | ||
+ | The knockdown test rolls your body and soak (from CP) against a TN equal to the power of the attack (plus wound modifiers, etc). So, also take a look at the above sections on CP and soaking damage. | ||
+ | ^'ware to reduce knockdown TN ^ | ||
+ | |balance tail | | ||
+ | |balance augmenter | ||
+ | |foot anchor | ||
+ | |||
+ | ==== Initiative ==== | ||
+ | Any wounds you can inflict before the enemy can act penalizes their ability to do anything in return, assuming you don't outright knock them out or kill them. Initiative includes reaction, calculated as (quickness + intelligence)/ | ||
+ | ^'ware for initiative/ | ||
+ | |boosted reflexes | ||
+ | |wired reflexes | ||
+ | |move-by-wire | ||
+ | |reaction enhancers | ||
+ | |synaptic accelerator | ||
+ | |suprathyroid gland | | ||
+ | |enhanced articulation | ||
+ | NOTE: enemy spellcasting does not necessarily cause you to enter combat, meaning you may not automatically roll for initiative. Spellcasting can only target those in the same room. If you need to be in the same room and the spellcaster is aggressive, unless you are a particularly quick typer, it will probably be necessary to queue up entering the room immediately followed by an attack command in order to cause the initiative roll before the spellcaster can do any casting. Once in combat/ | ||
+ | |||
+ | ==== Surviving Magic ==== | ||
+ | Landing an attack on the spellcaster before they can cast means either they can't cast (because you hit them hard enough that they' | ||
\\ | \\ | ||
- | === Surviving Magic === | + | An opposing spellcaster' |
- | An opposing spellcaster' | + | ^'ware for willpower |
+ | |adrenal pump | | ||
+ | |pain editor | ||
+ | NOTE: the adrenal pump can cause significant damage when it wears off, and the pain editor when active disables the trauma damper.\\ | ||
\\ | \\ | ||
Ranged manipulation spells can be dodged. See the above section on Increasing CP.\\ | Ranged manipulation spells can be dodged. See the above section on Increasing CP.\\ | ||
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\\ | \\ | ||
An opposing spellcaster' | An opposing spellcaster' | ||
+ | |||
+ | ==== Vision ==== | ||
+ | Light and weather conditions inflict TN penalties to many actions. Where combat is concerned, this includes shooting, melee clashes, and dodge. All vision from cyberware is always considered artificial and so is generally worse than either (1) natural thermo, or (2) natural lowlight + flashlight + thermo shades. | ||
+ | |||
+ | Natural thermo is better by 1 TN in heavy rain, whereas natural lowlight + flashlight + thermo shades is better by 1 TN in partial light. While natural thermo is currently only available through race or adept improved sense, natural low light can be implanted in the form of cat's eyes bioware. | ||