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> Ruger Super Warhawk x2!, Exploiting new levels of Uberness!
KYA
post Nov 13 2005, 07:56 PM
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As my SR3 dual pistol wielding uber-physad has been brutally nerfed in SR4 i've decided to try something new
how about wielding 2 Ruger Super Warhawks?

As it is single shot, you can only fire it once per combat phase with a simple action
this leaves you with a another simple action
so you should be able to fire a second warhawk as your second action

if i understand the rules this would impose only a 2 dice reduction if dont have ambidextrity, no penalties due to recoil and no loss of smartlink

seems pretty sweet to me
the only problem is that it'd be not possible to silence your weapons

but still they'd be fine for "the shit hits the fan" situations

anything i forgot?
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RunnerPaul
post Nov 13 2005, 08:56 PM
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QUOTE (KYA)
anything i forgot?

Spikey blond hair, red "John Lennin" style round sunglasses, and a long red trenchcoat?
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Orient
post Nov 13 2005, 09:25 PM
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...and an energy weapon built into a cyberarm...

The two-warhawk technique works just fine, but it has advantages and disadvantages. As you mentioned, the character may want to buy amidexterity and can't silence the weapons. Also, unlike his buddy who just uses an Ares Predator, doesn't have any hands free. It may not be that big of a deal, but it's the sort of thing that will brobably become an irritation eventually...
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Orient
post Nov 13 2005, 09:27 PM
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...while I'm thinking about characters with odd glasses, it occurs to me that someone could always bludgeon their GM into allowing them to create a Bowel Disruptor pistol...
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hobgoblin
post Nov 13 2005, 09:41 PM
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QUOTE (Orient)
Also, unlike his buddy who just uses an Ares Predator, doesn't have any hands free.

hmm, that can be taken care of by a skinlinked arm thats attached around your lower arm. one mental command, guns slide out into fireing posision. another command and they slide back.

add a smartlink and a second arm and it may even do a single reload :P

or maybe just have a cyberholster in a lower arm cyberlimb :P

or hell, lets forget about firing posision and just give the user a strap on gun that can be fired via a cybernetic command :P
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Orient
post Nov 13 2005, 11:23 PM
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Hey, those were all viable options in SR3...! :)

Of course, by the time you spend that much money/essence/whatever, it seems less nerfed - someone else could spend the same amount for an 'ultimate minigun' technique, a set of detachable grenade-cybertoes, or the like.
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KYA
post Nov 14 2005, 12:29 PM
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further down the path of old glory:
my munchie physad would have pistols 6, and improved combat skill(pistols) 3
can i take a specialisation(good ol' 6-shooters) on top of that, or would i still be capped by the 9 dice maximum?
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Gothic Rose
post Nov 14 2005, 01:50 PM
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QUOTE (KYA)
further down the path of old glory:
my munchie physad would have pistols 6, and improved combat skill(pistols) 3
can i take a specialisation(good ol' 6-shooters) on top of that, or would i still be capped by the 9 dice maximum?

There's a great deal of disagreement on that topic. Talk to your GM about it.

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Squinky
post Nov 14 2005, 04:59 PM
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Get an aptitude man, then you can buff it out all the way to 10 dice (without Specialization dice).
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Veggiesama
post Nov 14 2005, 07:53 PM
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http://forums.dumpshock.com/index.php?show...103&hl=revolver
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Knarfy
post Nov 14 2005, 08:51 PM
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Been done :)

My buddy is playing a pistol adept with twin Ruger super warhawks firing XX. Its truly stupid. Even in pitch blackness, with something like 7 boxes of phisical damage, 6 boxes of stun, and being nauseated from teargas, he was dropping at least one security goon in full body armor with helmet per pass

It was sweet :)
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Superbum
post Nov 15 2005, 09:24 PM
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If you ever need a free hand, just use the gunslides or cyberholsters. Plus, since it cannot be silenced....it is almost a sin to not use EX ammo with it. AP of -4........
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