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> How much firepower?, On a non-wetwork run, how many things that go boom do you carry?
Marwynn
post Sep 18 2012, 03:01 PM
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My non-combat characters carry two items: a handgun and a primary weapon. The primary weapon, usually, is a grenade launcher. Usually loaded with non-lethal stuff, but there's usually two clips of HE on them as well.

My combat characters carry a bit more, maybe a secondary weapon or just more ammo, and also close combat stuff.

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Fortinbras
post Sep 18 2012, 03:13 PM
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My group usually carries a pistol to any place public and assault rifles to any place not.
They do like their sniper posts, though.
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TeknoDragon
post Sep 19 2012, 06:10 PM
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QUOTE (FriendoftheDork @ Sep 17 2012, 10:23 AM) *
A Heavy Machinegun, gyromount, APDS ammo and a Force 5 Guardian Spirit with Heavy Weapons as special power skill.

Well... if I expect to have to kill a shitload of mothfuckas, that is (IMG:style_emoticons/default/smile.gif)

Otherwise I generally bring along an Ingram Smartgun for semi-obvious and the Morissey Elan for the hidden one at places that don't allow guns.

And i always bring my foci.


A friend of mine once tried to build a 'Machine gun shaman' troll. I must let him know of this idea of yours!
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CanRay
post Sep 19 2012, 07:52 PM
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I'd show mine, but images and file attachments aren't allowed on this forum. (IMG:style_emoticons/default/wink.gif)
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Sengir
post Sep 19 2012, 10:10 PM
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For a run I bring whatever small arm (i.e. everything that does not use Heavy Weapons) the character is proficient with. Never hurts to be prepared...

For everyday carry, something pistol-sized is never wrong, if only for deterrence. Revolvers with Ammo Skip System are especially great, all the ammo options you need just a Free Action away.
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taeksosin
post Sep 19 2012, 11:04 PM
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Moo, the cow Face: Chopped down FN 5-7C (did I get that right? The nifty machine pistol) in an underarm concealable holster. Typically loaded with SnS, with a spare clip or two of real bullets in a pocket. Telescoping staff (can't remember the names of ANYTHING today, heh). Horns. They never suspect the horns. Not the most dicepool effective weapon, but always being armed is nice. (IMG:style_emoticons/default/smile.gif)
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Snow_Fox
post Sep 23 2012, 06:00 PM
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If it is just a simple b&E with no real corp sec, usually a handgun. If a facility with a little more security- like real patrols by real guards maybe somehting a little heavier like an mp or smg. all easily hidden under a long coat.
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CanRay
post Sep 23 2012, 11:35 PM
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Panther Assault Cannon with an Integrated Underbelly Panther Assault Cannon.

To go get soy milk!
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FuelDrop
post Sep 24 2012, 12:44 AM
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QUOTE (CanRay @ Sep 24 2012, 07:35 AM) *
Panther Assault Cannon with an Integrated Underbelly Panther Assault Cannon.

To go get soy milk!

I tend to show my 40K roots and call those weapons 'Twin-linked'.
still wish I could work out how to put underbarreled weapons through Herolab...
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Krishach
post Sep 24 2012, 01:13 AM
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QUOTE (Udoshi @ Sep 17 2012, 11:30 PM) *
Just enough firepower that you can explain it away if you get pulled over for a traffic ticket, or roadblock/check when the cops are trying to catch someone ELSE.

My favorite answer thus far. I also believe that "it depends on the character" also matters much. So I'm generalizing the areas it covers: specifics are for the character. Also, some of these things may overlap: a Grenade is a short range weapon that can also make big holes, for example, and the Elan is a short ranged weapon that is also very concealable.


I generally take:
1 thing that can make a boom and a hole, that I wouldn't mind ditching if I'm going to get caught. Also a great attention getter. (Det cord ftw)
1 very concealable weapon (some characters for me, this is my fists).
1 mid or short-range ranged weapon
1 weapon that can take out an armored jacket thug in 1 combat turn in straight fight (assuming no dice FUBAR, assuming no called shot etc)
1 quiet weapon
1 long ranged weapon if no one else on the team has one (typically the longarms chap and mage only)


So, for a CC phys adepts, my firsts are concealable, quiet, and can deal with armored jacket thug. My current one also packs grenades: splash, frag, and concussive.
My mage has spells for much of the above, but I also carry a machine pistol with narco DMSO or S&S.
My B&E haruman carries a sniper rifle (combat ready) or sports rifle with a shortened barrel and silencer, shortened shotgun, and a break-down extended barrel sniper for overwatch/range.

It's a given with my characters that I never have less than 2 weapons going on any part of a run. If I have less at any time it's because I lost/ditched one. However, discounting "loot" taken during a run, I've never carried more than 3 either: counting fists, spells, etc, unless I'm playing a rigger. Rigger? All bets are off: the guns can hide themselves (IMG:style_emoticons/default/biggrin.gif)
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BaronSameday
post Sep 24 2012, 11:30 AM
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None; Incompetence Firearms

My Grade 4 Initiation badge and the odd spell lock does the job (IMG:style_emoticons/default/twirl.gif)
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StealthSigma
post Sep 24 2012, 12:38 PM
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QUOTE (FuelDrop @ Sep 23 2012, 08:44 PM) *
I tend to show my 40K roots and call those weapons 'Twin-linked'.
still wish I could work out how to put underbarreled weapons through Herolab...


I feel inspired to attempt to create a SPEYCE MAHRINE for Shadowrun. I think I'll start with the heavy bolter.
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Mäx
post Sep 24 2012, 12:53 PM
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QUOTE (StealthSigma @ Sep 24 2012, 03:38 PM) *
I feel inspired to attempt to create a SPEYCE MAHRINE for Shadowrun. I think I'll start with the heavy bolter.

The full auto grenade launcher from WAR with few extras.
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Stahlseele
post Sep 24 2012, 01:02 PM
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QUOTE (Mäx @ Sep 24 2012, 02:53 PM) *
The full auto grenade launcher from WAR with few extras.

Full-Auto-Shot-Gun sawn off Barrel and ExEx Ammo.
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ZeroSpace
post Sep 24 2012, 03:31 PM
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Presently packing a Predator with attached laser-sight as my standard weapon. Also have a modded Steyr TMP with 3 points recoil comp for suppression, and a dart pistol rocking Narcoject Toxin for non-lethal. Magic-wise, I've got spirits and a force 5 Lightning Bolt augmented by my totem, and I looking to pick up a meaty Laser spell, because fragging vampires.
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Umidori
post Sep 24 2012, 08:12 PM
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QUOTE (Stahlseele @ Sep 24 2012, 07:02 AM) *
Full-Auto-Shot-Gun sawn off Barrel and ExEx Ammo.

Because +5 Concealability is so much less obvious than +6? (IMG:style_emoticons/default/nyahnyah.gif)

~Umi
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StealthSigma
post Sep 24 2012, 08:17 PM
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QUOTE (Umidori @ Sep 24 2012, 04:12 PM) *
Because +5 Concealability is so much less obvious than +6? (IMG:style_emoticons/default/nyahnyah.gif)

~Umi


When you have a lined coat, an awesome palming check, and your opponent is oblivious.... yeah.
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DnDer
post Sep 24 2012, 09:51 PM
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QUOTE (Christian Lafay @ Sep 17 2012, 06:57 PM) *
Damn, been too many years. Stupid memory betraying me. That may be it. The three mission pack that starts with a Stuffer Shack and ends with a Cyber Zombie.


SR3's "First Run" opened with Food Fight, goes to Supernova (the 'zombie one'), and then one whose name I don't remember but it involves heading out into the wilderness to tangle with a smuggler who's been making deals with nature spirits.
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TeOdio
post Sep 25 2012, 12:26 AM
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QUOTE (Tymeaus Jalynsfein @ Sep 18 2012, 08:56 AM) *
The Serpent carries a High Powered Holdout (Ceramic 3, Hermetic) in an Arm Slide, a Light Pistol (Underarm) and a Heavy Pistol (Mid-Back). He has an SMG for his normal operations (With Silencer). In the MPUV, he has an Enfield AS7 and an XM30 System. All of his weapons are Rusian Manufacture of one type or another. And he carries a Ceramic Knife. Just in case.

And some characters like GT and Dark Oni can just roll in on reputations alone and watch the smoothies wet themselves.
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Tymeaus Jalynsfe...
post Sep 25 2012, 12:46 AM
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QUOTE (TeOdio @ Sep 24 2012, 05:26 PM) *
And some characters like GT and Dark Oni can just roll in on reputations alone and watch the smoothies wet themselves.


Yeah, Ain't that the Truth... (IMG:style_emoticons/default/smile.gif)
Especially if they go in together...
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Sid Nitzerglobin
post Sep 25 2012, 01:17 AM
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Depends on the character and the run. Generally as much as it seems they'd be able to get away with (Better to have extra firepower and not need it than need it and not have it).

My street sam generally never goes anywhere w/o his full loadout (stun gloves, 2 custom katanas, 2 tricked out Onotari Equalizers w/ at least a couple of spare clips in vacuum seal in concealed holsters integrated into his Ulysses coat, and a disassembled, pimped Ultimax 150 and a couple of 100 round drums in vacuum seal in a case lined false bottom/top courier case). If he needs to leave some things behind they go in the MAD shielded smuggling compartments on his Blitzen.

My dryad con-girl infiltrator/face has it a little easier since most of her tactics revolve around impersonation and extensive use of leäl/pixie dust slap patches and diversion, but she'll usually carry an Elan and a couple clips of Hi-C in the integrated concealed holster on her Zoe Executive jacket or custom armored hoody and a Defiance EX in a quick draw holster at her side or in her case lined handy sack. She'll also bring along a modded Savelette Guardian and a few gas grenades in a case lined fasle bottom attaché if she thinks she might need them and she can get away w/ it. Her slap patches and more obvious B&E gear go into a case lined, hollowed out day planner/portfolio and her leäl perfume, C-Squared hair spray and some other semi-mundane gear goes into the handy sack. Anything she doesn't take w/ her goes in the MAD shielded smuggling compartment in her 400 GT coupe.
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toturi
post Sep 25 2012, 02:00 AM
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My characters are armed with:

Knowledge skills
As many sensors as can be carried
Mook that is configured to spoof/hack smartgun safeties

This way, my characters know the appropriate level of armament to carry, who is carrying what, and who to point out for the mage to stun bolt/ball so my characters can pick up their weapons.
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