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#1
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Moving Target ![]() ![]() Group: Members Posts: 174 Joined: 2-July 11 Member No.: 32,605 ![]() |
Like my previous threads, this one is for shamelessly sponging off the forum's collective wisdom to help me go from clueless to powergamer in an acceptable about of time. My laptop is down, my PDFs are unavailable, and I really have not much to do but beg for your wisdom with my thumbs.
So. Firearms. Best friend of everybody with an enemy. Teach me of the weapons of the future. What types of firearms should I be using for which characters in which situations? Are there some types that are completely inferior? Of the useful types, which specific weapons do you recommend for character creation? What about acquisition in play? Drone loadout vs personal? What modifications and accessories are mandatory, recommended, or traps? What situations call for ammo other than Stick and Shock? Other tips on the collection and use of death projecting devices? |
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#2
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 ![]() |
What weapon is the best weapon?
The one in your hand when the drek hits the fan. That's the best weapon you can ever have in the world, even if it's the lowly Streetline Special. |
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#3
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Moving Target ![]() ![]() Group: Members Posts: 174 Joined: 2-July 11 Member No.: 32,605 ![]() |
Yes, but if you get to pick beforehand, which weapon is in your hand when you need it?
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#4
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 ![]() |
It's like everything else. You accessorize properly for the party.
A Heavy Pistol or a Machine Pistol will never serve you wrong for most concealed carry situations, however. Ares Predator is the King of Heavy Pistols and for a damned good reason, but the Colt Manhunter and Colt Government Model of 2066 are also good contenders. For a Machine Pistol, the Ceska Black Scorpion or the new Onotari Equalizer (Gun Anything else, you use the right tool for the right job. But, if it's down and dirty and you need something that throws a lot of lead and won't let you down: AK-97, kill every motherfragger in the room but you, accept no substitutes! |
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#5
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Moving Target ![]() ![]() Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 ![]() |
Pistols and Automatics are the cause of, and solution to, most of a 'runner's problems.
Modifications: Unless your weapon has Electronic Firing, get Personalized Grip. If it's a Smartgun, get Skinlink so you're not broadcasting your gun's presence. Hackers can eject said gun's clips afterall. Pistols have three uses: as surprise, backup, or primary weapons. Surprise: Holdouts or Light Pistols, these are for sneaking firearms into places where you're not supposed to have them (both meanings). The Morrissey Elan is best for this as it is not detectable by MAD. Just make sure to bring Hi-C (plastic) rounds so the ammo doesn't set off the detectors. Backup: Light or Heavy Pistols, this is for those times when your primary weapon can't be used for whatever reason. I prefer the Fichetti Security 600 filled with Stick-n-Shock, modified for Full Auto and Additional Clip. It's pricy but it can let you unleash suppressive fire with SnS, then switch to the next clip and do it all over again. Advisable to equip it with a Smartgun external accessory for this purpose (Free Action to switch between smartgun clips, Simple Action otherwise) Primary: Ares Predator IV. Smack on a Personalized Grip and Skinlink for a cool 500 (IMG:style_emoticons/default/nuyen.gif) pistol. Accessorize with a Silencer. Cheap, reliable, and functional. Works as a Backup weapon as well. Alternatively, the Ruger Super Warhawk is a great heavy revolver. But it is LOUD. Stealthy Primary: Arsenal gave us the Colt Government 2066 which has Electronic Firing. Modify this (not accessorize) with Smartgun, Skinlink, Silencer, and Powered Easy Breakdown for a 2150 (IMG:style_emoticons/default/nuyen.gif) gun that you can take almost anywhere with you and fills all the roles above. That said, it's also less disposable due to its price. You can throw away the Elan after using it. These are just basics, Automatics get more ornate. |
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#6
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 ![]() |
Sometimes you want loud. Also, when you consider your main opponents to be a vehicle, the Ruger Super Warhawk is your weapon of choice. Power that round into the engine block!
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#7
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,290 Joined: 23-January 07 From: Seattle, USA Member No.: 10,749 ![]() |
Pistols are essential runner gear, they are concealable, cheap, legal in most areas, and still pack a punch, but unless you are some kind of pistol adept you don't want to be caught in a hot zone with just a pistol. For pistols it's hard to do much better than the Ares Predator IV. It's got high damage, a good clip size, and built in internal smartlink, so it's ready to be modified to your hearts content.
For better guns, automatics are usually the way to go. Assault Rifles are usually the winner hear. Sub machine guns, machine pistols, ect all have their uses, but if concealability and price are not an issue, go straight to the big guns. Auto fire wins fights pretty darn quickly, so load up on recoil compensation. Once again, Ares does well, with the Ares Alpha being one of the best guns around. Has an internal smartlink, bonus RC, and a grenade launcher built in, leaving more mod slots to play with. Longarms and heavy weapons are more specialty things. When you need a sniper rifle or a rocket launcher, they're great, but general combat they tend to lose out. |
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#8
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 ![]() |
Pistols to SMGs are your most likely common-use weapons.
However, if things get hairy, remember this: Those that escalate faster are often the winners. Then, run away! (IMG:style_emoticons/default/wobble.gif) -k ...I may be biased, playing a rigger who has been know to define "escalate" as "level the entire structure with heavy vehicular weaponry". |
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#9
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Moving Target ![]() ![]() Group: Members Posts: 174 Joined: 2-July 11 Member No.: 32,605 ![]() |
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#10
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,272 Joined: 22-June 10 From: Omaha. NE Member No.: 18,746 ![]() |
Off the Shelf
Defiance Ex-Shocker, no license required. Ares Predator IV, good solid staple Morrissey Élan, broken. Made entirely out of forbidden parts, it's just restricted Streetline Special. 100 (IMG:style_emoticons/default/nuyen.gif) If you're going in to rescue hostages, and you want to arm them, buy these in bulk. Ingram Smartgun X, broken, comes with a good selection of mods including forbidden mods in a restricted gun. Ares Alpha, again, a good solid staple. Predator XXL, When you care enough to kill everyone involved. Mods: Airburst Link on the Ares Alpha Any of the mods on "Honey" (below) Excessively Modified. HK-227X ("Honey") 5P - SA/BF/FA 6(7) 28© SR4 318 Concealable Holster, Gas-Vent 3 System, Quick-Draw Holster, Spare Clips, Spare Clips, Stock, Underbarrel Weight, Additional Clip, Camera Upgrade, Thermographic, Camera Upgrade, Vision Magnification, Personalized Grip, Skinlink, Sling, Smartgun System, Sound Suppressor Note on Smartguns: For whatever reason, glasses, binoculars, goggles, scopes, etc don't have a recording feature and can't get one. Cybereyes do. Cameras do. You can get a recorder implanted in your skull. However, the Smartgun System contains a camera. The upside of this is that you can get some useful camera upgrades for doing recon and the gun records your killing of people you've been hired to kill. The downside of this means you actually have to point your gun at whatever you're reconning and the gun records your killing of people you haven't been hired to kill. Anyone wanting to arguing recording with a smartgun, feel free to start a new thread and point to it. Additional Clip: Personally, I like my clips to be one lethal, one non-lethal. I'm not sure why it isn't standard for law enforcement. ------------------------------ If it's a Smartgun, get Skinlink so you're not broadcasting your gun's presence. Hackers can eject said gun's clips afterall. People keep saying that. I don't see it as reasonable. 1) They can do so if they've hacked the master that gun is slaved to. At this point someone's PAN is compromised or, worse, that PAN is slaved to a compromised Tacnet. or 2) If they want to hack or spoof (at -6 admin) then they need to get the access_ID, which should only be available from #1 (above), or scan hidden (up close and personal). There is no reason the access_ID should be published or the gun should be running in active or passive mode. Meanwhile, restricting your gun to skinlink means that every time you check in your gun at a bar it's out of your control. If you leave the wireless on, you can look through the smartgun camera and notice anyone attempting to remove/replace clips, turn it off, etc. Both have their risks, but skinlink isn't the clear advantage people claim. |
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#11
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,840 Joined: 24-July 02 From: Lubbock, TX Member No.: 3,024 ![]() |
It's not standard for law enforcement because non-lethal bullets are in fact not, non-lethal in many cases.
Why risk it when you can use a taser? It's a good idea for Shadowrun though (IMG:style_emoticons/default/smile.gif) |
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#12
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,700 Joined: 1-July 10 Member No.: 18,778 ![]() |
There are four shooty skills. Pistols, Automatics, Longarms, and Heavy Weapons. Of these, Longarms are useless because everything they do, Heavy Weapons do better and with less drawbacks. Gunnery also deserves a mention.
There are two basic elements to each firearm. "How concealable is it" and "How good is it at killing things." These break down into: 1) Can I hide it? 2) Does it look like something that is not a gun? and 3) How good is it at killing dudes? 4) How good is it at killing robots? 5) How good is it at killing things that are far away? Pistols have weapons that are so good at 1) that 2) doesn't matter. With Stick-n-shock, pistols are acceptable at 3, and without it, they are not so good at either 3 or 4, but they might well be "good enough." They do not bring 5) at all. Automatics have weapons that are pretty good at everything, but are the best at only 2) [Ares Executive Protector] and 3. Longarms are in theory good at 4 and 5 but Heavy Weapons are better. Heavy Weapons bring 3, 4, and 5, fail miserably at 2), and have only the ArmTech MGL-6 for 1, although it is a nice trick (pistol-sized grenade launcher). The good stuff in each category: Pistols: Morrisey Elan is very concealable and gets past MAD. The Ruger Thunderbolt has BF (albeit only narrow bursts) and high base damage, and can be modded to have enough recoil compensation for two short bursts. The Yamaha Sakura Fubuki is more concealable than the Thunderbolt, just as good with Stick-n-shock, but worse without Stick-n-shock. Automatics: To get the full use out of automatics, you need a cyberarm gyromount, a high strength, Foot Anchors, or some combination of the above. You can get OK use out of them anyways. The B&P MP-9 (Gun Heaven) is the best machine pistol in pretty much every way. The only other machine pistol really worth using outside of niches is the Ares Crusader, for the large clip. The Ares Executive Protector looks like a briefcase. This makes it pro. The Ingram Supermach 100 is the cheapest way to get a HV Stick-n-shock gun, but has low base damage. If you are sufficiently recoil-compenating-y or willing to use a Gyrostabilizer, you can instead mod the Praetor to be better for HV lethal ammo. If not, you can mod the Praetor for fully compensated FA fire. The Ingram Smartgun X is restricted, but has a sound suppressor. Assault Rifles: The Ares Alpha is good, because it has 2 innate recoil compensation; if you have some innate RC, you can mod it enough for fully compensated HV fire. If not you can almost certainly mod it for fully compensated FA fire. There's a narrow range of lacking enough innate RC for a HV Ares Alpha but having enough innate RC for an Ares HVAR where it is a good gun for SnS spam. There are various more or less equivalent assault rifles that are only Restricted and not Forbidden but are less good than the above. The AK-97 has the virtue of being cheap. Battle Rifles: Good for sniping because they use sporting rifle ranges. If you have a little innate RC, the Ares HVBR is the best Battle Rifle by a wide margin because it is HV-capable and has 3 innate RC, but doesn't suffer from lower base damage than other battle rifles. Oddly enough, you apparently need to mod it for FA in order to use its HV capabilities, although some GMs might rule that it is supposed to have FA. If you don't, the AVC-7.62 is the best Battle Rifle. It is also Restricted, not Forbidden like the HVBR. Mod it for FA. Heavy Weapons: Thankfully, these are simple. The Ingram White Knight has magical Gas Vent 5, and thus can get a whole lot of recoil compensation. Other than that, it is an inferior weapon; there's no reason not to just use the biggest machine gun you can with a Gyrostabilizer; it's not like machine guns are subtle anyways. The RPK HMG is the biggest gun. The Ares Thunderstruck Gauss Rifle (check the errata - it is ap -half then -4) is the sniper rifle of choice. and also good for blowing up tanks and whatnot. The ArmTech MGL-6 is a concealable grenade launcher. There are like a zillion more or less equivalent not concealable grenade launchers and you can get them as underbarrel attachments and all that crap. Go hog wild. Mods: Chameleon Coating is very useful. In general, you should familiarize yourself with how recoil compensation stacks. You will typically want to mod the bejeezus out of every weapon you use for more recoil compensation so you can spray bullets everywhere. Gunnery: Gunnery is nice because it covers every weapon you can slap onto a vehicle. The good stuff: Ares Screech Sonic Rifle is completely legal and quite nasty. AK-97's are cheap and alright. The Auto-Assault 16 is the best "LMG or smaller" option for non-reinforced mounts as a short-range weapon, as it is like an LMG, but does more damage and is only Restricted, not Forbidden. The Ingram White Knight is a good balance between range and power for LMG or smaller mounts. It is Forbidden, though. If you want you can stick a sniper rifle onto a vehicle or drone and use it to snipe people. The Barrett Model 121 is the best of them. If you aren't restricted to LMG or smaller mounts because you have a Reinforced mount, the good options are the GE Vigilant Light Autocannon (5000Y, pretty awesome), the GE Vindicator Heavy Autocannon (20000Y, extremely awesome), the Lone Star FlashFlood Water Cannon (5000Y, Restricted, nonlethal, won't even make the evening news), or just using a smaller weapon anyways if you want a Restricted lethal weapon. |
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#13
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 ![]() |
I believe that Automatics is the absolute second-best firearms skill in the game (Gunnery being the first - it can fire every single weapon in the game). In automatics you get Machine Pistols, SMGs, and Assault Rifles - basically your short, medium, and long-range forms of attack. That is amazingly efficient for one weaponskill.
I myself did a weapons comparison, or "Best-of-the-Best" for each classification, but basically don't feel like reposting it. Besides, there are a few other people with similar lists given already, and even though I just glanced over them I bet all of us agree on things. EDIT: Oh, unlike a person or two above I never use automatics with BF/FA. A 40 round clip means never having to reload. |
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#14
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Moving Target ![]() ![]() Group: Members Posts: 245 Joined: 17-August 10 Member No.: 18,943 ![]() |
Playing a fairly slight elf-girl, whose only firearm skill is pistols, I find that light pistols just seem most suitable for the character, and if you are using stick-and-shock, unless I am misreading the rules it makes no difference what gun I'm firing them out of, they still do the 6s(e) damage.
Since she's very much about the well placed, single accurate shot, and has the Eagle Eyes quality, I'm rather liking the Nitama Sporter for its light pistol form factor but heavy pistol ranges. Shame its so expensive - and when the gun is expensive, so is an internal smartgun :/ |
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#15
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
This new gun called 'anything'. (IMG:style_emoticons/default/biggrin.gif) All the firearms are the same in Shadowrun, with a few minor distinctions.
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#16
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Moving Target ![]() ![]() Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 ![]() |
People keep saying that. I don't see it as reasonable. 1) They can do so if they've hacked the master that gun is slaved to. At this point someone's PAN is compromised or, worse, that PAN is slaved to a compromised Tacnet. or 2) If they want to hack or spoof (at -6 admin) then they need to get the access_ID, which should only be available from #1 (above), or scan hidden (up close and personal). There is no reason the access_ID should be published or the gun should be running in active or passive mode. Meanwhile, restricting your gun to skinlink means that every time you check in your gun at a bar it's out of your control. If you leave the wireless on, you can look through the smartgun camera and notice anyone attempting to remove/replace clips, turn it off, etc. Both have their risks, but skinlink isn't the clear advantage people claim. 1) Most runners that aren't hackers make do with Firewall 3, sad to say, and hope that keeping their Commlink in hidden mode is enough. 2) Yep. If a player Hacker can do the same thing a corp Hacker or Spider can. Or a corp TM. It may be difficult to do so, but it can still be done, more likely if your GM wants to make a point about security. From Arsenal, p153 QUOTE Skinlink: This equips the weapon with a skinlink (p. 318–319, SR4) in order to make it more difficult to hack. The weapon can be commanded to default to the skinlink, immedi- ately switching to wireless mode if the skinlink is broken. So yeah, if you have the Skinlink option it doesn't mean it removes the wireless functionality. It is a clear advantage and only if you don't need your gun to be a Smartgun (just in case your PAN can be hacked to find out if you have any guns subscribed to it) should you not have it installed. |
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#17
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Moving Target ![]() ![]() Group: Members Posts: 873 Joined: 16-September 10 Member No.: 19,052 ![]() |
If your group dislikes WAR, then modding a Sporting Rifle for FA fire can be quite nasty when mounting on a gyro-linked vehicle mount with an ammo bin. It's certainly the highest base damage you can get short of Battle Rifles or HMGs (at 8P/-1), and you can get it at chargen without restricted gear.
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#18
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
Only technically. It's still Forbidden, after all. (IMG:style_emoticons/default/smile.gif) I'd rather just get a real MG, it's belted. Your sport rifle has a 5 round *internal magazine* (8c with a modified Wildhuter), and no amount of ammo bin changes that.
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#19
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Moving Target ![]() ![]() Group: Members Posts: 873 Joined: 16-September 10 Member No.: 19,052 ![]() |
Only technically. It's still Forbidden, after all. (IMG:style_emoticons/default/smile.gif) I'd rather just get a real MG, it's belted. Your sport rifle has a 5 round *internal magazine* (8c with a modified Wildhuter), and no amount of ammo bin changes that. I thought there was that cheese bit that ammo bins add belt feed to anything below a rocket launcher... Alright, the drum mag isn't available for sporters. So you have to get the ammo-bin introduced belt-feed by your GM. |
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#20
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Moving Target ![]() ![]() Group: Members Posts: 271 Joined: 5-July 11 From: Firebase Zulu Member No.: 32,769 ![]() |
Umm.. Weapon Mounts automatically hold 250 rounds already without having to add any extra Ammo Bins. I assume as part of the process of affixing the gun to the weapon mount some sort of feed mechanism delivers rounds from that 'free' hopper to the weapon.
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#21
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 ![]() |
Umm.. Weapon Mounts automatically hold 250 rounds already without having to add any extra Ammo Bins. I assume as part of the process of affixing the gun to the weapon mount some sort of feed mechanism delivers rounds from that 'free' hopper to the weapon. Nope. Arsenal pg. 147: "Each weapon mount can also hold up to 250 rounds of ammunition, if the weapon has a beltfeed loading mechanism. Weapons with other loading mechanisms or larger ammunition (rocket launchers, for example) are restricted to their standard amount of ammunition." There is currently no method of adding a beltfeed to any weapon that doesn't have it to start with. -k |
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#22
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
Yeah, we've had threads about that. It's an obvious cheat that would be illegal if it weren't already not true. (IMG:style_emoticons/default/biggrin.gif)
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#23
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Moving Target ![]() ![]() Group: Members Posts: 271 Joined: 5-July 11 From: Firebase Zulu Member No.: 32,769 ![]() |
Nope. Arsenal pg. 147: "Each weapon mount can also hold up to 250 rounds of ammunition, if the weapon has a beltfeed loading mechanism. Weapons with other loading mechanisms or larger ammunition (rocket launchers, for example) are restricted to their standard amount of ammunition." There is currently no method of adding a beltfeed to any weapon that doesn't have it to start with. -k *puts away his magnifying glass and iPhone* I stand corrected sir. Hrm.. looks like that Lockheed Optic-X drone with the Machine Pistol needs a little tweaking. |
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#24
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 ![]() |
Turret ammo capacity, though, is a great reason to go out and grab the Arachne drone when you can get it if you're rocking an LMG anyhow. Slap it on the LMG, and bam, 250 ammo count, plus you can toss your weapon down and it'll operate on it's own.
The Arachne PROBABLY should have had a Flexible Mount instead of a Turret, but what can ya do. -k |
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#25
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Moving Target ![]() ![]() Group: Members Posts: 873 Joined: 16-September 10 Member No.: 19,052 ![]() |
Yeah, we've had threads about that. It's an obvious cheat that would be illegal if it weren't already not true. (IMG:style_emoticons/default/biggrin.gif) QUOTE ( Arsenal P.131) Ammo Bins (Standard): Sometimes when you’re expecting a lot of opposition, it’s good to have lots of ammunition to deal with it. Each ammo bin is attached to a single weapon mount, and each additional ammo bin attached adds another 250 rounds of ammunition, belt feed, or doubles the weapon’s normal ammunition capacity in the case of weapons with larger ammunition (such as rocket launchers). Indeed there have been threads about this, but this is it, white on black, or something like that. It's RAW, which means your group has to house-rule it not to work. This is also nice for your home-grown full-auto grenade launcher (IMG:style_emoticons/default/nyahnyah.gif) . |
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