IPB

Welcome Guest ( Log In | Register )

6 Pages V  « < 2 3 4 5 6 >  
Reply to this topicStart new topic
> 1 gun..., What would you get.
Wasabi
post Jul 11 2010, 05:25 PM
Post #76


Running Target
***

Group: Members
Posts: 1,251
Joined: 11-September 04
From: GA
Member No.: 6,651



Ex-Ex will get a person killified when they get hit by a fire, light, blast, or explosive effect and do their damage to the carrying character. Shock lock dont make extra bang, do extra damage, and EAT items struck. If you shoot a door with shok-lock you double your chances of blasting a hole.
Go to the top of the page
 
+Quote Post
tagz
post Jul 11 2010, 05:27 PM
Post #77


Moving Target
**

Group: Members
Posts: 492
Joined: 28-July 09
Member No.: 17,440



QUOTE (LurkerOutThere @ Jul 11 2010, 05:22 PM) *
Again, the best defense against sympathetic links is keeping your stuff secure, the best security you can hope for is on your person. For those times when it is impractical to keep it on your person find the most secure stash spot you can.

Also let me just personally say, the sympathetic link rules are pretty silly as they are entirely too arbitrary

Nah, I'd say the best defense against sympathetic links is not pissing anyone off ENOUGH to go through the trouble. It's unrealistic that you'll never leave something behind ever.

Truth is there is such a myriad of tracking methods in shadowrun that you'll almost never properly cover ALL of them. It's up to the GM to decide if he wants to pursue them or not, so the best defense is to give little to no plausible reason to bother tracking you down.
Go to the top of the page
 
+Quote Post
Falconer
post Jul 11 2010, 05:29 PM
Post #78


Neophyte Runner
*****

Group: Validating
Posts: 2,283
Joined: 12-October 07
Member No.: 13,662



QUOTE (MortVent @ Jul 11 2010, 12:22 PM) *
Well she's getting a roomsweeper... the shotgun spread is key I think.

Remington Roomsweeper
Modifications:
* Melee Hardening
Acces:
*Quick draw thigh holster


Don'g forget to buy a bayonet!!! (you can attach it to the end like you would a gas-vent mod)

Going WW1 trench shotgun style.
Go to the top of the page
 
+Quote Post
MortVent
post Jul 11 2010, 05:34 PM
Post #79


Moving Target
**

Group: Members
Posts: 446
Joined: 16-May 03
Member No.: 4,598



QUOTE (Falconer @ Jul 11 2010, 12:29 PM) *
Don'g forget to buy a bayonet!!! (you can attach it to the end like you would a gas-vent mod)

Going WW1 trench shotgun style.


she's bouncing between street and squatter in the barrens (redmond) so she wants something that works damn it. The light was picked because her natural low light, and at the ranges she is likely to face oposition the light works better than a laser sight (plus I got an evil bastich of a gm that I trained... karma sucks!)

She does spend time in the ork underground so trench is close, plus shot shells work great for getting people to duck while she gets out of there.

she did scrounge up some grenades too, just a couple pepper punch gas grenades and smokes... but hey PP means any magiker is going to be hurting while she gets out of there. [plus nothing ruins a go-gang's day like a pp gas grenade in front of them... when they have no helmets or resperators on..]


Go to the top of the page
 
+Quote Post
Yerameyahu
post Jul 11 2010, 05:36 PM
Post #80


Advocatus Diaboli
**********

Group: Members
Posts: 13,994
Joined: 20-November 07
From: USA
Member No.: 14,282



Can flechette actually hurt anyone, unless you're using typo'd stats? (IMG:style_emoticons/default/smile.gif) Especially if you're using the spread.
Go to the top of the page
 
+Quote Post
Falconer
post Jul 11 2010, 05:38 PM
Post #81


Neophyte Runner
*****

Group: Validating
Posts: 2,283
Joined: 12-October 07
Member No.: 13,662



You already melee hardened it... just figured it fit.

Bayonet is 40 creds (cheap!), Reach +2, (Str/2+1)P when you have it on the rifle.
Go to the top of the page
 
+Quote Post
MortVent
post Jul 11 2010, 05:40 PM
Post #82


Moving Target
**

Group: Members
Posts: 446
Joined: 16-May 03
Member No.: 4,598



QUOTE (Yerameyahu @ Jul 11 2010, 12:36 PM) *
Can flechette actually hurt anyone, unless you're using typo'd stats? (IMG:style_emoticons/default/smile.gif) Especially if you're using the spread.


Not all targets wear armor, plus it's good for making folks duck.

It has it's uses, especially when someone sends critters after ya or ina tight passageway (as-7 with FA and flechette, narrow spread... full 10rd burst..gangers in just leather jackets)
Go to the top of the page
 
+Quote Post
Shinobi Killfist
post Jul 11 2010, 05:42 PM
Post #83


Neophyte Runner
*****

Group: Members
Posts: 2,431
Joined: 3-December 03
Member No.: 5,872



QUOTE (Yerameyahu @ Jul 11 2010, 12:36 PM) *
Can flechette actually hurt anyone, unless you're using typo'd stats? (IMG:style_emoticons/default/smile.gif) Especially if you're using the spread.


Depends on how you rule on called shots and what happens when flrchette don't hit atmot.

Take a lined coat it has 4 impact called shot to avoid armor means -4 dice, does the flechette benefits help or not I think there is no armor to give +5 to so you get +2DV. Now a called shot for damage is still superior but I'm sure people can come up with something for why flechette isn't worthless. It is definitely niche though.
Go to the top of the page
 
+Quote Post
Dumori
post Jul 11 2010, 05:44 PM
Post #84


Dumorimasoddaa
******

Group: Members
Posts: 2,687
Joined: 30-March 08
Member No.: 15,830



A good gun would be a redline pistol asuming you have access to power sockets you can restock up on ammo free. It hits HARD and is easy to hide. It's a bit out there.
Go to the top of the page
 
+Quote Post
Shinobi Killfist
post Jul 11 2010, 05:45 PM
Post #85


Neophyte Runner
*****

Group: Members
Posts: 2,431
Joined: 3-December 03
Member No.: 5,872



QUOTE (MortVent @ Jul 11 2010, 12:40 PM) *
Not all targets wear armor, plus it's good for making folks duck.

It has it's uses, especially when someone sends critters after ya or ina tight passageway (as-7 with FA and flechette, narrow spread... full 10rd burst..gangers in just leather jackets)



Critters good point I had not thought about them. How do the SR4 shotgun spread rules work maybe something can be gimicked there as well. In SR2 I totally weaseled choke with 2 roomsweepers so my TN was 2, I was hitting multiple targets even when they had cover, sure there damage resistance test was 2 as well, but they had to roll a lot of 2s.
Go to the top of the page
 
+Quote Post
MortVent
post Jul 11 2010, 05:47 PM
Post #86


Moving Target
**

Group: Members
Posts: 446
Joined: 16-May 03
Member No.: 4,598



QUOTE (Shinobi Killfist @ Jul 11 2010, 12:45 PM) *
Critters good point I had not thought about them. How do the SR4 shotgun spread rules work maybe something can be gimicked there as well. In SR2 I totally weaseled choke with 2 roomsweepers so my TN was 2, I was hitting multiple targets even when they had cover, sure there damage resistance test was 2 as well, but they had to roll a lot of 2s.


Yeah redmond barrens... home of the mutant devil rat population...

I just know he's going to send me around the damn river or in the sewers
Go to the top of the page
 
+Quote Post
Ryu
post Jul 11 2010, 06:04 PM
Post #87


Awakened Asset
********

Group: Members
Posts: 4,464
Joined: 9-April 05
From: AGS, North German League
Member No.: 7,309



QUOTE (Yerameyahu @ Jul 11 2010, 07:36 PM) *
Can flechette actually hurt anyone, unless you're using typo'd stats? (IMG:style_emoticons/default/smile.gif) Especially if you're using the spread.

Flechette increases the stakes of the damage resistance roll. 15 dice against 7 base might mean a large wound, 20 dice against 9 base damage might be the end.

IE take the odds of taking 4+ damage in the first place (3 hits kill). 21% odds in the first case, 30% in the later. Bad rolls happen.
Go to the top of the page
 
+Quote Post
tagz
post Jul 11 2010, 06:13 PM
Post #88


Moving Target
**

Group: Members
Posts: 492
Joined: 28-July 09
Member No.: 17,440



QUOTE (Yerameyahu @ Jul 11 2010, 05:36 PM) *
Can flechette actually hurt anyone, unless you're using typo'd stats? (IMG:style_emoticons/default/smile.gif) Especially if you're using the spread.

Well, looking at the average rolls of 3 dice = 1 hit then using flechette ammo will on average do 1 DV more then regular ammo. Also, they strike IMPACT armor not Ballistic, which is typically lower. This is the REAL reason to use flechette ammo as most people stack Ballistic much higher then Impact.

I also play with a house-rule that only allows flechette to modify the armor rating by at most the original rating. So an Impact armor of 4 can only recieve +4AP while an Impact of 6 would get the full +5AP.
Go to the top of the page
 
+Quote Post
Falconer
post Jul 11 2010, 07:18 PM
Post #89


Neophyte Runner
*****

Group: Validating
Posts: 2,283
Joined: 12-October 07
Member No.: 13,662



QUOTE (MortVent @ Jul 11 2010, 12:47 PM) *
Yeah redmond barrens... home of the mutant devil rat population...

I just know he's going to send me around the damn river or in the sewers


Yeah, mutant devil rats w/ natural armor power!

Hehehehehe
Go to the top of the page
 
+Quote Post
Falanin
post Jul 11 2010, 08:21 PM
Post #90


Moving Target
**

Group: Members
Posts: 165
Joined: 3-March 09
From: A top-secret federal party facility.
Member No.: 16,929



For single-weapon situations, I [my physad, that is...] prefer the Morrissey Elan. If you truly need more gun than that, you need a second gun. When you are more worried about sound than scanners and patdowns, the Ares Viper is an acceptable substitute (the integral silencer is LEGAL). For pure lethality, I agree that machine pistols (particularly the 5-7c) are a sensible choice, since they synergize well with larger weapons. If you have the skills for it, however, I recommend the more concealable and more damaging Ruger Thunderbolt. The spirit of John Woo demands that all Ruger Thunderbolts be used akimbo, however... so that rules them out as the 1-gun solution.

Any time you can actually carry around something larger than a sidearm... you can carry more than one gun.

Honestly, unless you're a mage, why aren't you carrying a backup piece? The New York reload (pull your backup) is much faster than actually reloading, even with smartguns.
Go to the top of the page
 
+Quote Post
MortVent
post Jul 11 2010, 08:23 PM
Post #91


Moving Target
**

Group: Members
Posts: 446
Joined: 16-May 03
Member No.: 4,598



Her backup...

Well that comes with a Rtg 4 targeting soft...

Go to the top of the page
 
+Quote Post
Mäx
post Jul 11 2010, 08:27 PM
Post #92


Prime Runner
*******

Group: Members
Posts: 3,803
Joined: 3-February 08
From: Finland
Member No.: 15,628



QUOTE (Falanin @ Jul 11 2010, 11:21 PM) *
Honestly, unless you're a mage, why aren't you carrying a backup piece? The New York reload (pull your backup) is much faster than actually reloading, even with smartguns.

And wielding akimbo gives you douple the amount of ammo before needing to do even that.
My Sasha has pairs of most of her weapons that dont reguier two hands to use, smart people dont fire both guns at the same time.
Go to the top of the page
 
+Quote Post
Mongoose
post Jul 11 2010, 08:30 PM
Post #93


Moving Target
**

Group: Members
Posts: 588
Joined: 26-February 02
Member No.: 227



QUOTE (LurkerOutThere @ Jul 10 2010, 04:38 PM) *
Yes and finding me and shooting me have nothing to do with matching my weapon to my crimes.


Its not a matter of matching your weapons to your crimes. Its a matter of matching crime A to crime B to crime C, and having the cumulative evidence build up to a usable profile that leads to you. Its actually not uncommon today for police to know the same gun was used in multiple crimes, allowing them to link together otherwise unrelated bits of information.
Granted, assuming you are careful about not letting out those "unrelated bits" of information in the first place (any one of which might be enough to nail you anyhow), linking your crimes via your gun probably isn't big deal. But it still probably makes you look bad to your Johnson- if its well enough known, its almost like leaving a "signature" at the scene. Sure, you CAN get away with it, but why?
Go to the top of the page
 
+Quote Post
Falanin
post Jul 11 2010, 08:32 PM
Post #94


Moving Target
**

Group: Members
Posts: 165
Joined: 3-March 09
From: A top-secret federal party facility.
Member No.: 16,929



Fair enough. I'm just a big fan of having a gun left over after I've "given up my weapons" or been frisked. Honestly, if you're not planning on hitting a lot of high profile/upper class neighborhoods where more guns means more risk... carry an arsenal. If you only have it as insurance and never have to pull it, a second gun is a capital investment. Buy once, then never have to pay more unless you NEEDED the gun. Cheaper than your monthly protection money to the local street gang, and WAY cheaper than getting dead 'cause you didn't have it.
Go to the top of the page
 
+Quote Post
MortVent
post Jul 11 2010, 08:34 PM
Post #95


Moving Target
**

Group: Members
Posts: 446
Joined: 16-May 03
Member No.: 4,598



You also assume that a gun is going to be used on runs a lot.

The char in question isn't keen on using her gun, not so much a pacifist but one that feels having to resort to it means things went bad.

She is more likely to use said gun in her home area, Z-zone. than doing runs, which she may add a throwaway gun as needed for (she is looking into a set of running gear vs what amounts to survial gear she has)
Go to the top of the page
 
+Quote Post
Sengir
post Jul 11 2010, 08:40 PM
Post #96


Great Dragon
*********

Group: Dumpshocked
Posts: 5,087
Joined: 3-October 09
From: Kohle, Stahl und Bier
Member No.: 17,709



QUOTE (Falanin @ Jul 11 2010, 09:21 PM) *
Honestly, unless you're a mage, why aren't you carrying a backup piece? The New York reload (pull your backup) is much faster than actually reloading, even with smartguns.

If the weapon has a "clip" both are equally fast. Dropping a weapon and drawing another takes one free and one simple action, same as with ejecting a smart clip and inserting a new one. Of course most shotguns don't have removable mags, so in general you are correct.
Go to the top of the page
 
+Quote Post
Falanin
post Jul 11 2010, 08:49 PM
Post #97


Moving Target
**

Group: Members
Posts: 165
Joined: 3-March 09
From: A top-secret federal party facility.
Member No.: 16,929



Well, yes. My physad DOES tend to assume that things can and will go to hell, and that the guns will come out. That being said, none of the points he made require that assumption for their validity.
Go to the top of the page
 
+Quote Post
Falanin
post Jul 11 2010, 08:49 PM
Post #98


Moving Target
**

Group: Members
Posts: 165
Joined: 3-March 09
From: A top-secret federal party facility.
Member No.: 16,929



Huh, double post.
Go to the top of the page
 
+Quote Post
Falanin
post Jul 11 2010, 08:51 PM
Post #99


Moving Target
**

Group: Members
Posts: 165
Joined: 3-March 09
From: A top-secret federal party facility.
Member No.: 16,929



QUOTE (Sengir @ Jul 11 2010, 02:40 PM) *
If the weapon has a "clip" both are equally fast. Dropping a weapon and drawing another takes one free and one simple action, same as with ejecting a smart clip and inserting a new one. Of course most shotguns don't have removable mags, so in general you are correct.


True, but if your backup is a pistol (which was my assumption, I must admit) you can quickdraw it, which means that simple action lets you get another shot off, as well.
Go to the top of the page
 
+Quote Post
Faraday
post Jul 12 2010, 01:53 AM
Post #100


Running Target
***

Group: Members
Posts: 1,026
Joined: 13-February 10
Member No.: 18,155



QUOTE (Falanin @ Jul 11 2010, 01:51 PM) *
True, but if your backup is a pistol (which was my assumption, I must admit) you can quickdraw it, which means that simple action lets you get another shot off, as well.

Or, if you're a physad with the Quick Draw power, the same applies to Automatics and Longarms. (IMG:style_emoticons/default/biggrin.gif)
Go to the top of the page
 
+Quote Post

6 Pages V  « < 2 3 4 5 6 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 4th February 2025 - 08:40 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.