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Aaron
post Jun 21 2008, 02:48 PM
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So I was recently looking at the ceramic/plasteel components weapon mod, and I remembered something from the short film, "Semi-Automatic:"

QUOTE (Jason Blaine - "Semi-Automatic")
This is my weapon: a Glock-17. Made with a plastic polymer that's ten times stronger than steel. It won't set off any metal detectors. Bullets do, and so do the internal working parts of the gun, so I'm not really sure what the big deal is.

Obviously, the internal-workings part of the problem doesn't apply to a weapon with the mod in question, but it reminded me that the rounds in the magazine need to be part of the equation, too.

So here's the question. What do you, as a player, have your character(s) do to keep your weapons when walking into an area of high security?

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CanRay
post Jun 21 2008, 02:55 PM
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The Glock has metal parts in it. They DO set off metal detectors. Have a nice day.

There are a few Polymer Pistols in Shadowrun that don't set of Magnetic Anomoly Detectors (MADs). Often, they are caseless, so the ammo won't either, if you buy special ammo that has no lead or jacketing.

But chem sniffers will pick those up. But, as I recall one person putting it, "Sealed Plastic Baggies, it's not just for your Drugs any more."

Now, as to the question:

"Money" Johnson often walks into High Security Areas. He's a "Corporate Investment Investigator" in the Light. So those Security Guards are protecting him. He does, however, have a Conceal Carry Permit of the highest order, and it's on the Corporate Sites that can deny him the right to carry. In that case, he has a few Ceramic Folding Knives hidden in various places.

"Nas" is more the type to wait outside, with the engine running, waiting for the rest to do their job, so his huge metal handcannon isn't as much as issue there as you'd think. Nor are the twinned machine pistols.
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Mäx
post Jun 21 2008, 03:09 PM
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QUOTE (CanRay @ Jun 21 2008, 05:55 PM) *
The Glock has metal parts in it. They DO set off metal detectors. Have a nice day.


Did you read the line OP quoted at all, it clearly says that the inner-workings of the gun set of metal detectors.

Many of my characters carry tasers in hidden armslides and them being completly legal allas you to take them in most of the places.
And my Sasha is a licenced "armed escort" so pretending to be a other team members bodyquard should allow her to keep her guns as long as the team doesn't try to go into some of those relly high security places.
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Leofski
post Jun 21 2008, 03:18 PM
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Presumably Gel ammo doesn't set detectors off, assuming a polymer casing.
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Fuchs
post Jun 21 2008, 03:18 PM
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Legal, licensed weapons are the first choice - firearms preferred, but shock gloves and other melee weapons work as well. Next up are good hand to hand skills. Then come the exotic plans - like, having guns smuggled in beforehand, or ready to be brought in the hard way (by drone, spirit, or other team members), or having prepared the codes and hacks to grab guns from security.
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Earlydawn
post Jun 21 2008, 06:08 PM
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As an FYI, sealed plastic baggies are not effective in deterring drug K-9s. Ask any narcotics dog handler. People have tried the most absurd shit you can think of to move drugs, and it just doesn't work.. that snout is too sensitive.
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hyzmarca
post Jun 21 2008, 06:17 PM
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The easiest way to get a weapon past security is to flash a badge - any badge - too quickly for anyone to actually see and calmly mutter the name of an agency that might reasonably have authority there as you confidently stroll through the beeping metal detectors without slowing down.

If security tries to stop you, reply "national security" (or "corporate security") and flash them a nasty look like you're about to call their boss and get them all fired. If that doesn't work there is always the old standby "do you like watching TV? do you ever watch 24? well if this were a TV show it would be called 1!. Now let me do my job, dammit!"
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Fuchs
post Jun 21 2008, 06:27 PM
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But in SR, badges will be flashed electronically... so, you need to hack, and hack well.
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CanRay
post Jun 21 2008, 06:29 PM
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"His Badge said CIA!" "Yes, but the broadcast RFID said CLEAVEAGE INVESTIGATION AGENCY you idiot!"
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hyzmarca
post Jun 21 2008, 06:33 PM
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QUOTE (CanRay @ Jun 21 2008, 01:29 PM) *
"His Badge said CIA!" "Yes, but the broadcast RFID said CLEAVEAGE INVESTIGATION AGENCY you idiot!"


" I know, it's why I let him investigate my cleavage", replied the blond.
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CanRay
post Jun 21 2008, 09:35 PM
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Ah the joys of Sex-retaries.

Oh, I'm so going to Hell for so many reasons!
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psychophipps
post Jun 21 2008, 09:39 PM
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To be perfectly honest, most places in the SR world won't give a rip if you're reasonably armed or not. That's what blast doors, locking elevators, ballistic windows, etc are for. Add to this that most high-security areas will include an armed escort if they really care that much and you're probably not going to be a problem.
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Zaranthan
post Jun 21 2008, 09:45 PM
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Gel rounds were my knee-jerk answer. Also, doesn't that lemon-squeezer hold-out pistol use special flechette ammo that also doesn't turn up?
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Kyoto Kid
post Jun 21 2008, 11:14 PM
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...the HK Urban Fighter uses special ammo that is in hermetically sealed clips. For those with Armourer skill there are also the WW Infiltrator and SA Puzzler which break down into innocuous looking components. However with these there is still the matter of getting the ammo through the scanners.

One other weapon I would think about is the Ares Super Squirt III. Make it out of polymers and it would pretty much be invisible to both MAD and Sniffer sensors as the chemical "ammo" is sealed in gel capsules, and you don't need lethal chemicals to make it effective. The one big downside is it now requires exotic ranged weapons skill instead of pistols (as in 3rd ed) to use even though it is described in the core rules more as a projectile firing rather than stream or splash weapon (in our group it falls under Pistols skill).
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HeavyMetalYeti
post Jun 21 2008, 11:42 PM
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QUOTE (Jason Blaine - "Semi-Automatic")
This is my weapon: a Glock-17. Made with a plastic polymer that's ten times stronger than steel. It won't set off any metal detectors. Bullets do, and so do the internal working parts of the gun, so I'm not really sure what the big deal is.

I have a Glock-32C, the frame is the only composite on the weapon. The slide, barrel, magazine and all the internal workings are metal. For a "Plastic" gun it is still alot of metal.
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Irian
post Jun 22 2008, 12:01 AM
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Aren't MADs totaly outdated today already? Afaik, even today there are scanners that don't care about metall or plastic, as they simply display the hard, pistol-form thing in your pocket on a screen... That was always one of the problems of Shadowrun, imho, that scanners were so over-simplified, either something was found by MAD scanners or it was totaly invisible. Imho, in Shadowrun, whenever there ARE scanners, than you can assume that weapons will be found unless concealed exceptionally well (and that means extremly well - inside a bag of clay probably won't work, for example).

Imho, you always have to avoid the scanners, as you can't defeat them directly. Carry legal weapons, buy permits, use social engineering to use the back door, etc.etc.
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Kyoto Kid
post Jun 22 2008, 12:35 AM
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QUOTE (Irian @ Jun 21 2008, 05:01 PM) *
Imho, you always have to avoid the scanners, as you can't defeat them directly. Carry legal weapons, buy permits, use social engineering to use the back door, etc.etc.

...yeah, the Short One has a Bodyguard license and Concealed Firearms permits. When she can't bring in any heat she still has her "built in" Shock Hands that never need recharging (Elemental Effect: Electricity power). (IMG:style_emoticons/default/grinbig.gif)
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Sombranox
post Jun 22 2008, 02:18 AM
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My personal favorite is the easy breakdown mod combined with a cyberlimb large smuggling compartment for ammo clips and the scent-masking spy cigarettes from arsenal.

Weapons broken down to look like pieces of jewelry and other accessories that a MAD scanner can't recognize as a weapon. Ammo clips look like part of the cyberlimb to the MAD and the cigs counteract chemsniffers partially.

One group I used to game with also had a custom item/cyber that was an external/internal hermetically sealed smuggling container. External item looked like a briefcase or purse or whatnot, could completely defeat a sniffer.
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Aaron
post Jun 22 2008, 03:24 AM
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QUOTE (CanRay @ Jun 21 2008, 08:55 AM) *
The Glock has metal parts in it. They DO set off metal detectors. Have a nice day.

*sigh*

Could you please go back and read the original post that says that setting off detectors doesn't apply with the weapon mod in question, that being the ceramic/plasteel component mod from Arsenal? Thanks.

QUOTE
"Nas" is more the type to wait outside, with the engine running, waiting for the rest to do their job, so his huge metal handcannon isn't as much as issue there as you'd think. Nor are the twinned machine pistols.

What does he do when he needs to get those weapons into high-security parts of the Sprawl, such as Downtown Seattle?
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Muspellsheimr
post Jun 22 2008, 03:57 AM
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Why has the obvious solution not been mentioned yet? Just use Hi-C rounds.
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Aaron
post Jun 22 2008, 04:05 AM
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Bonus Karma for Muspellsheimr. Any others?
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Sir_Psycho
post Jun 22 2008, 07:28 AM
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Although even hi-C plastic rounds contain the explosive propellant that a chemsniffer, dog, or guard with olfactory cyber or bio will pick up on.

Are there any rules on making your own "hermetically sealed" clips, or must you pick up the specific gun like the lemon-squeezer or the urban combat?

All that aside, what you're carrying means squat if you're clumsy and conspicuous, and the gaurd notices that bulge at your hip. Concealable holsters are a necessity, and the Palming skill comes in it's most useful in this situation. Faces and stealth characters should really invest in Palming for this very reason, and it's handy to have the lovely enhanced articulation, as it provides a bonus to the roll.
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psychophipps
post Jun 23 2008, 01:13 AM
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The problem I see is how all of these scanners actually scan for density rather than for anything specifically metal. Sure, metals show up best but they will still pick up things like plastic explosives, plastics, woods, etc due to them being of a different composition than most other non-weapon materials.
So go right on ahead and slap that all-plastic gun on, buddy. These troll guards still gonna tap dance on your spine and disarm you well before you get anywhere important...
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Cthulhudreams
post Jun 23 2008, 01:29 AM
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characters who don't have another 'weapon' like magic or haxoring usually have monowhips, which, if built into something else like one of those stupid big hoop earrings should be impossible to detect.
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CanRay
post Jun 23 2008, 10:59 AM
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QUOTE (Aaron @ Jun 21 2008, 10:24 PM) *
What does he do when he needs to get those weapons into high-security parts of the Sprawl, such as Downtown Seattle?

Sorry, knee-jerk reaction about Glocks, I apologise. Too many people I've had to educate about that.

As for Nas and when he needs to get into places, he doesn't. He stays in the car and waits for the rest of the group, he's the driver, it's what he does. (IMG:style_emoticons/default/nyahnyah.gif)

If the cops are pulling him over and searching the car, a Revolver is going to be the least of the issues with a Shadowgroup riding shotgun.
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