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Mailing List Logs for ShadowRN

Message no. 1
From: I am the Archivist <PROGERS@******.BITNET>
Subject: long awaited (yarite) answers about the Tactical Computer and
Date: Tue, 1 Jun 1993 14:47:00 EDT
A few weeks ago, a humble missive went up from the masses. A quiet
request for Wisdom from the Dark Lord and his Dark Squires.
Today, an answer was received bearing the wisdom of Mike Mulvihill
in the name of the Dark Lord, and it is thus:

(actually i got my sheets back in my nice SASE with a hand written note
adding additional explanation, wishing me luck and signed Mike Mulvihill/
Tom Dowd - these guys are too cool.)

-----------------------------------------------
Tactical Computer

The Tactical Computer (ShadowTech, p 53) has it's effective level
improved by the following:
Cyberoptic - low-light (sr247), thermographic (sr247),
rangefinder (ssc80), vision magnification (ssc85) (footnote)
Cyberaudio - high frequency (sr247), low frequency (sr247), hearing
amplification (ssc78), select sound filter (ssc82) (footnote)
Other - olfactory booster (st62).

footnote: some cyberware is available in various "levels", increased
levels of the 'ware do not affect the performance of the tactical
computer. Now that I look back, I realize that the footnote for
vision magnification is kind of muddling. I assume that vision mag
affects the acquisition T# "based on the range to the target as if it were
a shotgun," but otherwise additional levels provide no special bonus.

If it ain't on the list, then it doesn't help, this includes basic
cyber replacment. Please note that I sent a "mark all that fit" list
to FASA and the above where the ones marked. If you want a copy of the
original list, I can provide it.

also note: the Task Pool from the Encephalon (ST49) and Cerebral
Booster (ST23) CANNOT be added AT ALL to the Tac Comp. The only
bonus is to Intelligence - which affects the number of targets
which can be tracked.

There is NO limit to the number of Tac Comp "tracking" dice that can
be added to a skill. Example: the ex-corp assassin Sudden Death
has a tac comp with an effective level of 9, a firearms skill of 6 and
a combat pool of 8. Feeling sick and wrong, Sudden Death uses a point
from his karma pool to reroll failures on the acquistion test and scores 9
successes. He has the initiative and decides to end his target quickly.
Drawing his Beretta 101T (with integral smartlink and silencer, T#2) he fires
one shot. Again using his karma pool to reroll failed dice he scores his
maximum 21 successes (6 for firearms, 6 for combat pool and 9 for the tac
comp). His target, the troll bounty hunter, drops dead.

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Enhanced Articulation

Anybody remember the "what skills do Enhanced Articulation affect"
debate? (i do, but then maybe that's just because i still have burns
from it.) The official answer is "Enhanced Articulation will add one
die to the success test of these skills:

Armed Combat, Unarmed Combat, Firearms, Gunnery, Projectile Weapons,
Throwing Weapons, Athletics, Stealth."

Again, I sent a "mark all that apply" list to FASA and those were the
skills marked. I can provide this list if requested.
Of special note: Vehicle and B/R skills are not aided by enhanced
articulation. Enhanced Articulation is found on page 34 of Shadowtech.

---------------------------------------------------------------------

Anybody know who edits the NAGEE?

Dark Lord Asipirant and general GamesMaster,
Patric Rogers
progers@******.bitnet
June 1, 1993

Sanctuary BBS, 517/629-2002, 24 hrs, 9600/N81, Gaming and Computer Networks

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Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.