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Moving Target ![]() ![]() Group: Members Posts: 241 Joined: 28-September 10 Member No.: 19,081 ![]() |
Hey Dumpshock, lately I've been trying to brainstorm new and interesting ways for 'runners to incapacitate targets. I'm looking for any more options than just stick'n'shock/gel ammo rounds, stunbolts or gas grenades. Those are all tried and true, yes, but how about some more interesting ones? I've got a sort of list going on (and I'll include the ones I mentioned just now) but I want to see if anyone else has other fun ideas. That said I'm putting MAGIC out as a blanket method, what with spirits and stun abilities etc.
Close Range: Stun Baton (usually 6S(e)) Stun Staff (6S(e)) Shock Hands (5S(e)) Good Ol' Fisticuffs (Str/2S) Electroshock Orthoskin (6S(e)) (Hey is it just me or does this basically mean shock hands, with higher damage, and no need to plug 'em in again ever?) Tranq Patches (1-20S) Chemical Gland (Exhalation)(by chemical) Resonance Trodes + Blackout (By program. TECHNOMANCER only) MAGIC At Range: Stick'n'Shock (6S(e)) Weapons weaker than body armor Gel Rounds (As Weapon -1) Capsule Rounds (As weapon -0) Capsule Rounds (As Weapon -0, + Chemical effects) (Now with toxins in them! Pepper punch capsule rounds anyone?) Tasers (usually 6S(e)) Super Squirt (As Chemical) Injection Vector Weapons (As Weapon, + Chemical) MAGIC Area of Effect: Chemical Grenades (As Chemical) Flash Bang (6S) MAGIC So there's my list as it stands. Clearly you'd use some in certain situations rather than others: it's a lot neater to sneak in on someone and slap a tranq patch on them if you're trying to extract them without a struggle, than to send your troll in and sock 'em one. Just saying. YMMV. Anyone else with contributions? |
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Lo-Fi Version | Time is now: 3rd September 2025 - 07:13 AM |
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