Most underrated weapon in the game?, And reasonings |
Most underrated weapon in the game?, And reasonings |
Jun 2 2004, 02:29 AM
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#1
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Moving Target Group: Members Posts: 162 Joined: 14-April 04 Member No.: 6,239 |
Gyrojet gets my vote
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Jun 2 2004, 02:49 AM
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#2
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Moving Target Group: Members Posts: 993 Joined: 26-February 02 Member No.: 313 |
Tazers.
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Jun 2 2004, 02:50 AM
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#3
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Moving Target Group: Members Posts: 162 Joined: 14-April 04 Member No.: 6,239 |
Really? Why so? Pretty limited on range
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Jun 2 2004, 02:52 AM
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#4
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
Elemental damage. Nuff said :)
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Jun 2 2004, 02:55 AM
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#5
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Moving Target Group: Members Posts: 162 Joined: 14-April 04 Member No.: 6,239 |
No fair Tinker. I meant a weapon you can buy. And salary wage mages don't count.
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Jun 2 2004, 02:56 AM
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#6
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Moving Target Group: Members Posts: 223 Joined: 23-December 03 Member No.: 5,929 |
shotgun. selectable clip. sand or stone for elemental damage in shot shells. capsule rounds in the other with preferred liquid. fab III? or maybe some type of acid.
but cyber implanted tasers have destoyed my gm's plans before. |
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Jun 2 2004, 02:56 AM
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#7
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
Nooo. That's the reason tasers rock ;)
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Jun 2 2004, 02:56 AM
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#8
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Moving Target Group: Members Posts: 360 Joined: 24-May 04 Member No.: 6,354 |
I'm a big fan of Capsule Rounds filled with something as simple as Neuro-Stun. While a lot of people talk about it 'cause chemical attacks are so effective in and of themselves, they often seem to forget that the round actually packs a double-punch, much like Stun Gloves. Not only does it deliver the chemical attack, but it does standard Gel Round damage (sans the Knockdown increase) as well.
That said, I'm often surprised at home often Hand Blades, Improved Hand Razors, and other high Power low Level melee weapons get overlooked. In my experience, a high Power has always been preferable to a high Damage Level. Sure, the latter requires more successes to completely resist, but the former insures fewer successes will be made. |
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Jun 2 2004, 03:02 AM
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#9
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Shooting Target Group: Members Posts: 1,685 Joined: 17-August 02 Member No.: 3,123 |
Caltrops, dikoted if desired. Those invincible Body 12+ guys always take some damage.
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Jun 2 2004, 03:03 AM
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#10
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Dragon Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 |
Answer: A speargun with a metal line and too much electricity. Question: What's a taser waiting to happen? -Siege |
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Jun 2 2004, 03:08 AM
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#11
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Moving Target Group: Members Posts: 328 Joined: 26-February 02 Member No.: 1,353 |
Defiance T-250 Shotgun. It comes in both short and long barrel lengths. Use the short barrel and its concealabity of 6 for when you need something concealable (especially if you talk your GM into allowing the concealable holster for it). Use the long barrel for when you need power (10S can't be ignored) and use shot rounds/sea salt/whatever when you want it. Best of all, both use the same skill meaning one can relive the Firearms skill of 2nd Edition! Oddly it seems you can have a permit as well for the short barrel version despite being basically a sawed-off shotgun. The only problem is the 5 shot internal magazine, but if you've fired more than 5 times and time is still of the essence (i.e. combat isn't done or you have no cover), then you're in big trouble either way.
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Jun 2 2004, 03:10 AM
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#12
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Laser weapons. *Sizzle*
Good lord, firing sea salt? Rich runners, eh? ~J |
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Jun 2 2004, 03:15 AM
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#13
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
While I love drugs I list tham as overrated, because even if the effect is "instentaneous" in onset time it still doesnt take any effect what so ever until the beginning of the next combat turn. Not pass, but turn. That can be an eternity sometimes when I've tried to use drugs. :dead:
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Jun 2 2004, 03:19 AM
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#14
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Moving Target Group: Members Posts: 360 Joined: 24-May 04 Member No.: 6,354 |
Which is why Capsule Rounds are nice. They do their (-2 Power) Stun damage right there on the spot. The chemical boost is only an extra perk for pesky opponents who don't go down with one shot.
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Jun 2 2004, 03:21 AM
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#15
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
Yep, can't argue with that too much. Well, I can since I banned capsule rounds in my game, but as they're written in the book they're pretty nice! :D
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Jun 2 2004, 03:26 AM
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#16
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Moving Target Group: Members Posts: 162 Joined: 14-April 04 Member No.: 6,239 |
The Couger longblade with diakote. If memory serves thats Str+1(S) which is pretty nasty for a pigsticker.
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Jun 2 2004, 03:27 AM
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#17
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Moving Target Group: Members Posts: 334 Joined: 17-November 03 From: Texas Member No.: 5,828 |
(Str +2) S by canon, actually. |
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Jun 2 2004, 04:01 AM
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#18
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Moving Target Group: Members Posts: 162 Joined: 14-April 04 Member No.: 6,239 |
Ares Alpha is clearly a good pick but hardly underrated, except in price.
A Blackhawk with glasers seems liek a good headshot weapon Good point on the Defiance T-250, I'll have to try that. |
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Jun 2 2004, 05:05 AM
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#19
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Running Target Group: Members Posts: 1,311 Joined: 26-February 02 From: Calgary, Alberta Member No.: 2,062 |
For non-cybered characters, it's all about the manhunter. Now, I don't have my books with me, but integral laser sight and, iirc, edges out a pred 3 in either clip capacity, concealability, or damage. Can't remember which. |
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Jun 2 2004, 05:29 AM
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#20
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Moving Target Group: Members Posts: 223 Joined: 23-December 03 Member No.: 5,929 |
concealability 5 and 16 round clip for the manhunter. and laser sights do stack with the enhance aim spell. spend all your spell pool, buy an expendable spell focus and maybe karma the roll and you are looking at at least a base tn of 1. throw it on a sustaining focus if you're smart or quicken it if you can.
and the cougar is an excellent choice for stuffing in a boot. |
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Jun 2 2004, 05:30 AM
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#21
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Moving Target Group: Members Posts: 162 Joined: 14-April 04 Member No.: 6,239 |
There a heavy pistol in the CC thats 9m, laser sight, conceal of 7, only 550 and has an index of .5 that I think is a bit over the top.
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Jun 2 2004, 05:48 AM
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#22
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I am not here... Group: Dumpshocked Posts: 80 Joined: 21-May 04 From: Deepest Darkest Wales Member No.: 6,349 |
Give me the roomsweeper anytime. Decent damage, shotgun rules, high concealability and a reasonable magazine.
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Jun 2 2004, 05:54 AM
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#23
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Light pistols really, really suck, but there is one, the Steyr TMP, that is capable of full-auto fire. Wrap your mind around that. A dinky, lightweight pistol that you can load with EX Explosive rounds to fire a 10-round burst doing 18D damage. Get a custom grip, add a laser sight, and take a slight hit on power by mixing in some tracer rounds, and you actually have a halfway-decent chance of hitting something. Note that for full-auto weapons, the combination of vision magnification: 3, a laser sight, and tracer rounds (when you fire a 9 or 10 round burst) actually gives you a better bonus than a smartlink.
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Jun 2 2004, 06:03 AM
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#24
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Runner Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
After rereading, I had the special explosive rules backwards between incendiary and explosive. I was also incorrectly recalling the additional 1's feature of incendiary. Go with explosive with that gun.
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Jun 2 2004, 06:29 AM
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#25
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Where are you getting this? I'm looking at Explosive rounds on pg. 116 of the main book, and all it says is that they misfire if you roll all ones. Incendiary rounds (pg. 38 of CC) actually have more of a chance of misfiring - they misfire if more than half of your dice are ones.
Incendiary rounds are still very nice, though. Not only the 16D, but the same benefits as tracer rounds. And it's 20L (Power = twice the # of incendiary rounds), not 10L - and armor doesn't help, and you can't use Combat Pool to help soak it. And it's per round. Sure, the power drops by two each round, but that means you take 18L the second round, 16L the third - it can really whittle an opponent down. 8) |
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