Kyoto Kid
Mar 23 2008, 09:41 PM
...letsee, of the character's I am currently playing...
the
Short One:
Casual meets: 2 concealed Taurus 6s with S&S, 2 Ceramic knives in boot sheaths, & her Fists (Critical Strike 3/Killing Hands/Elemental Effect Electricity).
Questionable meets the same, 2 preloaded Speedloaders (S&S), 2 Ceramic knives, & Her Fists
On the job: "Butch" & "Sundance" (her Warhawks) loaded with EXEX, 2 Taurus 6s as backup (also with loaded HP caliber EXEX), 4 preloaded speedloaders, Wakasashi, Her WF Katana, and her Fists.
all weapons are licensed (save for the EXEX of course)
For
Violet:
Casual meets: Smartlinked Hammerli 650 with 1 extra clip S&S, Shock Hand implant.
Questionable meets/On the job: Smartlinked Hammerli 650 with 2 extra clips S&S (been used once), Yamaha Fubuki with EXEX (never yet been used), Shock Hand implant.
KarmaInferno: Nah, as long as you can carry it, you never can have too much Ammo.
QUOTE (DocTaotsu)
I'm of the school of thought that you can never have too much duct tape...
QFT.
Siege
Mar 23 2008, 10:23 PM
QUOTE (Shadow @ Mar 23 2008, 09:13 PM)

Anyone who doesn't carry a gun and has never needed one, more power to you. I hope you never do. But you really don't have the right to critisize someone who does and choses to carry 29 rounds (which is only 3 mages).
Wow, I had this really disturbing visual with a troll and some seriously oversized pockets...
"Ah got two mages, one for each of ya."
Duct-tape a dwarf mage's arms and legs together and he'd just about fit...

-Siege
P.S. - Is that a dwarf in your pocket, or are you just glad to see me?
P.S.S. - I can't stop giggling. I swear I'm sober.
Shrike30
Mar 23 2008, 10:39 PM
IRL carry for me is a Glock 23 with two spare magazines: 13+1, with 2x13 on the other hip serving to counterbalance the 3-odd pounds of gun and ammo, for a total of 40 rounds of Speer Gold Dot (a hollowpoint design that, theoretically, folds inwards to act like an FMJ when it hits glass or sheet metal). Not exactly hard to carry. I've considered a second firearm, but decided that I'm happy with a folding knife as a backup... the Glock hasn't ever had a failure despite thousands of rounds going through it, and most of the scenarios that I can imagine where I lose it are at a range where a knife is a good choice.
Daily carry in Shadowrun tends to follow this pattern: Sidearm + 2 spares loaded with your ammunition of choice (usually Regular/APDS, or Explosive/Flechette/Frangible/Hollowpoint, depeding on the character and his concerns about overpenetration). Going to work might see some utility changes in this: the possible addition of a suppressor, and two more magazines of ammunition loaded with a secondary ammo type (be it Gel, SnS, or Regular/APDS if the first three mags are loaded with something that doesn't go through barriers well).
In situations where a longer weapon is doable, the AR/SMG will usually have anywhere from 6-10 spare magazines strapped onto the character's armor. Some of the smaller SMGs are concealable enough (in my mind) that you could try carrying them under a jacket... 4 spare magazines under the other arm are the order of the day here.
There's also the weirdies: sniper rifle and SMG combo will see a low mag count for each but a total mag count of significant proportions. Underbarrel weapons (lasers, shotguns, grenade launchers, whatever) will have a number of spare rounds or a few spare mags kept about. "Magazine" fed weapons (pump shotgun, hunting rifle, etc) will have spare rounds kept somewhere... I've seen box dispensers that'll hold 25 shotshells and take up about as much space as a 3-AR-mag holder, some slings and buttstocks can hold shells, there's bandoliers, and the ever classic "dump the box of shotshells into your coat pocket..."
And yeah, sometimes you get characters with odd tastes in weaponry. One of mine carries a pair of TMPs on his thighs when he's going places he's not likely to get asked questions, and his backpack (one of those nifty hard-frame, high-mounted jobs) has a rotary magazine holder built into the base of it that holds 8 magazines on each side. A half-dozen grenades on the pack, SMG with taped pair of mags, 8 spare SMG mags taped in pairs strapped to his chest, and a Redline running off a hip pack strapped in the small of the back with its holster attached to the battery. Weight when you're heavily cybered is less of an issue, and extensive use of autofire and suppressive fire means those magazines can get used up very, very quickly.
Frosty Medic
Mar 24 2008, 12:51 AM
My current character doesn't carry very much ammunition. His primary weapon is a Colt Manhunter loaded with standard rounds, and a back-up magazine of gel rounds. His back-up weapon is a snubnose .38, no extra ammo. For anything really serious, he has an HK 227, though he hasn't had a chance to use that yet. Last line of defense is a survival knife.
The reason he doesn't carry too much ammo is because he is the team's medic, and most often isn't up in the thick of combat. Instead, he's lugging around the medical kit and any other gear the team may need.
Clyde
Mar 24 2008, 03:01 AM
Pistol and two spare mags always.
On the run add in a long gun with two spare mags, although these may be mixed types. On rare occasions, there'll be two long guns (suppressed SMG and assault rifle, for example).
Only really worried about ammunition load once, but my character is an adept with Killing Hands, so it's not like I can't get more. I figure that by the time I run out there'll be someone else's gun lying around . . . .
Ed_209a
Mar 24 2008, 02:16 PM
I have my characters balance two sayings:
"Too much ammo is _much_ less fatal than too little"
and
"Don't carry a weapon that will get you into more trouble than it will get you out of."
My Sams usually go with a primary weapon with 6-8 mags, and a sidearm with 2-3 mags. On particularly low-profile runs, I might cut both mag counts in half.
The primary is a AR/SMG/Machine Pistol depending on how low profile I need to be. The sidearm is a heavy pistol when I can get away with it. Light otherwise.
Add holdouts & less-lethals to flavor, and my char is ready to roll.
Lionhearted
Mar 24 2008, 02:43 PM
you need three bags.. one for the nastier guns and melee weapons, two for the ammunition.. and you will still not have enough read my sig
kigmatzomat
Mar 24 2008, 03:55 PM
Hmmm, I base my quantities on time, not ammo per se.
On urban in-and-out runs I want to be able to maintain at least one full minute of sustained fire from my primary weapon. IMO if I'm firing for 60 seconds, thats at least 50 seconds too long but I'd rather be 50 seconds too long than 3 seconds too late. That's only 40 rounds for a pistol but 200 for full automatic. After that I pack one or two additional weapons that serve an alternate role, with at least one weapon carrying non-lethal rounds. That usually ensures I've got 2-3 minutes of total fire time.
Where there's the distinct possibility of a running battle, I triple the fire time, usually by selecting an alternate weapon appropriate to the character and fight and carrying more ammo for that. If possible, I try to stash spares in a vehicle or at various rallying points.
Out of town (either away from my contact net or in the bush) I go for as much as is feasible to bring along.
The day-to-day weapon is generally a pistol with 1 or 2 spare mags (depending on overall concealability), one of which is non-lethal (depending the character that might be the one in the weapon). That gun is intended to provide just enough fire-time to get me to my vehicle, where there's more ammo, usually a heavier weapon (or three), and the ability to move faster than at a run.
Siege
Mar 24 2008, 04:26 PM
This thread prompted another idle question - how many people actually pack "Light" pistols? And do you find them even remotely effective in the day-to-day lives of Runners?
-Siege
Drogos
Mar 24 2008, 04:52 PM
I usually carry 4 extra clips for my primary weapon, 2-4 loads for my secondary and if I pack a third just a spare clip for that. I am usually very lethal, so the third weapon only often comes into plays if I need a LTL alternative for some specific reason.
As for light pistols, they are often secondary or tertiary weapons for my characters, but usually loaded with Flechette (or used to) or EXEX. Basically something that makes them more like Heavy Pistols but have the better concealability. Pretty much all of my characters who have the pistols skill will own one for day to day (as in completely non-Runner) life. They are easily concealed and ubiquitous. Makes for an easier time to hit the stuffer shack than your combat shotgun.
Wounded Ronin
Mar 24 2008, 04:53 PM
QUOTE (Siege @ Mar 24 2008, 12:26 PM)

This thread prompted another idle question - how many people actually pack "Light" pistols? And do you find them even remotely effective in the day-to-day lives of Runners?
-Siege
In SR3 I just used them to define the NPCs who were wannabe pretender types, like clueless corp execs who thought they were bad because they carried a light pistol. Comic relief really.
Whipstitch
Mar 24 2008, 05:02 PM
KK and I think alike in regards to light pistols. Prior to the release of Arsenal, the Hammerli 420s loaded with stick and shock was a great sidearm for characters primarily intended as non-combatants like a dedicated Face or Hacker/Rigger. It's a light pistol so it's easy to conceal but it uses the heavy pistol range table. It also comes with an internal smartlink and enough integral recoil compensation to offset the penalty attached to your second shot in a pass. This made it perfect for characters with crappy dicepools who really only wanted the thing in case they had to put down Joe Mall Cop or a particularly inept ganger. It's only real fault was the tiny magazine. Now that we have Arsenal though I'd probably take stick and shock loaded SA holdout instead, or perhaps some other light pistol with a larger ammo capacity, since getting a custom grip for your piece is very reasonably priced, which makes the recoil compensation less of a selling point.
kigmatzomat
Mar 24 2008, 06:19 PM
QUOTE (Siege @ Mar 24 2008, 11:26 AM)

This thread prompted another idle question - how many people actually pack "Light" pistols? And do you find them even remotely effective in the day-to-day lives of Runners?
The Fichetti 300 tends to be my characters' "daily wear" pistol for a couple reasons. Being a light pistol it doesn't get the same reaction the heavies do from bouncers and the like (in our games light pistols and non-lethal ammo results in a less rigorous SIN/license check by 'Star). Loaded with stick'n shock it's pretty effective, if short ranged and expensive. Gel doesn't suck, at least, even if the errata took away it's boost. And you can't discount the massive (30 round) magazine for those unanticipated running firefights.
Unless I'm planning on tasering a lot of people, it's never the primary sidearm on a combat run.
Shrike30
Mar 24 2008, 07:09 PM
I've got one character whose daily carry is a Colt America (yay, slimline light pistols!) and who upgrades to a pair of Fichettis for runs. 60 rounds between reloads and a "Light Pistols" spec helps. He's also got an Elan for those dressy occasions.
Compared to SR3, the Light Pistols are actually viable in SR4, although they still don't do the best against body armor. I can select them for flavor reasons and not feel totally screwed. IMO, the heavies are a little overpowered, as opposed to the Lights not being worthwhile.
CircuitBoyBlue
Mar 24 2008, 08:08 PM
I've seen a lot of people mention that they don't want to carry around weapons on a run that call too much attention to themselves. But that cuts both ways. When my characters are on a run, and they see a group of guys with ARs and SMGs, and then one dude with a light pistol, they usually think "mage!" And you ALWAYS geek the mage first. I think I read that in Emily Post.
Kyoto Kid
Mar 24 2008, 08:26 PM
...even with the larger selection from
Arsenal, Vi still prefers the range of the Hammerli. At least it uses a clip and not a cylinder which with a Smartlink is a much faster reload. Also, as mentioned, for more dangerous situations she has her Fubuki with EXEX which though it is listed as an LP, is kind of is in a class by itself in that is really would not as concealable as other LPs (for that I'd put it in the HP or Machine Pistol category).
Though de-powered a bit, Gel rounds still have the one advantage of knocking opponents down easier. In some situations (like on a pier or ledge), that can have an added effect. Narrow Burst DV modifiers also apply to Gel rounds whereas it is debatable whether S&S can gain this benefit (
but let's not derail this thread on the topic of whether S&S DV can be staged up or not 
)
Earlydawn
Mar 24 2008, 10:05 PM
Haven't done a serious run that I knew was going to turn into combat yet, but I can't see myself carrying more then two or three mags of SMG ammo. Shadowrun is a stealth game. Fights are either going to start so stealthily that they're over in two bullets, or last so long that it'd be better saving your ammo and looking for a way out.
Whipstitch
Mar 24 2008, 10:10 PM
Like I said, it's all about having the right tool for the right job with me. I prefer to roll with a mag of stick and shock and a mag of APDS or else I just let other people handle it. I'm usually the mage though, so letting others handle it is my preferred option 90% of the time. I don't whip out the mojo unless it's something like a couple high powered Spirits attacking us, in which case I roll out an Edge fueled Mana Static as a welcoming mat so the Samurai can more properly introduce them to the wonders of the Ares Alpha.
Cthulhudreams
Mar 24 2008, 10:12 PM
I had a street sammie that regularly used that squeezebox pistol that was immune to MAD detection. Afantastic gun for all occasions being in that no-one knows you have it.
Whipstitch
Mar 24 2008, 10:14 PM
heh, I hope you don't mean the Raecor sting since it's expressly limited to flechettes.

Of course, now you can just use the Elan to do it, except it's undetectable and semiautomatic. I plan on having one that's chameleon coated on my next character. Power creep ftw!
Siege
Mar 24 2008, 11:46 PM
Nah, I just use thought Elan was a better performer, overall. [/oots humor]
-Siege
Critias
Mar 25 2008, 07:12 AM
QUOTE (Siege @ Mar 24 2008, 11:26 AM)

This thread prompted another idle question - how many people actually pack "Light" pistols? And do you find them even remotely effective in the day-to-day lives of Runners?
-Siege
Almost all of my gunbunny characters
owned them. But I don't think anyone every actually, y'know, used one. Or carried it anywhere. Or told his friends he had them. It was more of a "sense of completion" thing, owning enough guns to call it a "collection." If I wasn't using a full-sized Heavy Pistol (or larger), it was because nothing but a Hold Out would be small enough to get the job done.
At one point, my long-running street sam was threatened (from inside a car) by someone with a light pistol. He elbowed the glass into a zillion pieces, hauled the guy out of the car with one hand, smacked his head on the pavement to knock him out, and then snickered about his "woman's gun" before kicking it towards a sewer drain.
6L. Pfft.
Shrike30
Mar 25 2008, 07:14 AM
I've heard people say, more than once, that they'd be better off spending their time looking for an exit than returning fire, so they don't bother with more than a couple of magazines of ammo even when they're carrying a bigass gun.
I'm pretty good at looking for an exit while providing suppressive fire, and most magazines don't let you get more than 1-2 IP's worth of suppressive in before they run out. Looking for an exit is all well and good, but unless you've got a reason along the lines of "I can't hide any more on my body without it being obvious," only bringing a couple of magazines to a situation where you might have to keep a few heads down while the hacker spends multiple turns getting a door open, getting a car hacked for your escape, or whatever is pretty short-sighted, IMO. Waiting 15 seconds for an elevator has never felt so long...
Guy I used to play with once said "Don't bother with the rifle... if we have to go loud, we're fucked," and proceeded to bring a pair of suppressed Predator 3's and nothing else into a run. 30 rounds should've lasted him through the run easily, right? A few hours later, partway through my sixth Steyr magazine, he managed to drag his bullet-riddled ass out of the hallway I was suppressing so that the guards that'd nailed him didn't get in any more shots, and we shut the door. It's possible to run through a LOT of ammunition in a VERY short time in Shadowrun, and to do so while still making good time towards an exit. Even without going suppressive, if you're a big user of burst fire or full auto and have a few passes, one mag will last you 3-5 seconds, tops. Your PLAN may be going out the window if you end up having to fire off a bunch of rounds... but there's no reason to handicap yourself in the major firefight that ensues by not having enough rounds to effectively contribute.
CanRay
Apr 15 2008, 02:12 AM
Well, I don't play, and working on GMing a campaign soon. But I do write!
I have two main characters so far:
Jon "Money" Johnson, a Street Johnson who gets dirty at times. Sometimes very dirty. His usual carry piece is a modified Browning Ultrapower with Smartgun Link in .45 ACCP, and three spare magazines (NOT Clips!) which he carries at all times, being a good little SINner and having a legal Concealed Carry Permit (CCP). So that's a combat load of 10+1 rounds, with 30 in reserve. All rounds are Steel-Jacketed Ball rounds. (He used to carry a classic Glock 86C, but had to drop it in the ocean a few years ago.).
When he's hitting the street, he puts on his armoured duster that contains concealed pockets that allow for quite a number of switchblades and straight razors (He's lost count).
In his heavily modified Jackrabbit, he has a pair of .45 ACCP Colt Cobra TZ118 SMGs in Door Holsters, with ten magazines each secreated around the car when expecting trouble (Three each when not), one mag of Gel, the rest Steel-Jacketed Ball, including the loaded magazines. Concealed in the trunk is a broken down, customized 7 mm Russian Caseless AK-97, with provision for a Drum Magazine, and a 100-round drum of the finest Winchester Steel-Jacketed Ball Rounds.
For the other character, Nas the Elven Wheelman, his usual carry piece is a S&W Model 650 (Same stats as the Ruger Super Warhawk) with an shortened barrel (Barrel Reduction), and carries 30-rounds of .500 S&W (Two Speedloaders, rest loose in a zippered pocket.) as an "Around Town" gun, with the ammunition being whatever is on special.
When expecting trouble, a pair of .380 AutoCaseless Ceska Black Skorpions with the folding stocks removed, and gas porting installed, and as many magazines as he can cram onto his person or vehicle.
Nas did have some nice weapons built into his Mitsuhama Tengu, but... Well...
You'll have to read to find out what happened to that.And I think I have just proven that I have put entirely too much thought into this!
Oh, and as for the RL carry, I live in Canada and have been diagnosed with Depression. I'll likely never be able to even legally hold a firearm in my life now.
O'Donnell Heir
Apr 15 2008, 03:12 AM
I usually carry an Ares Predator on my mage, again, never fired a single shot. More recently I have a few extra concealable holsters to carry the guns I "borrow" from the enemy.
IQ Zero
Apr 15 2008, 04:03 AM
It depends on the character I would suppose.
Normal day-day "wear": 1 light pistol + 3 clips (2 gel & 1 regular); 1 pair of shock gloves.
Regular run "wear": 1 SMG + 7 clips (2 gel, 2 EX-EX, 2 AP, & 1 regular); 1 heavy pistol + 3 clips (1 gel, 1 EX-EX, 1 AP); 1 light pistol w/ silencer + 3 clips (1 gel, 1 EX-EX, 1 AP); 1 survival knife
Heavy Combat run "wear": 1 AR + 9 clips (4 EX-EX, 4 AP, 1 regular); 1 heavy pistol + 3 clips (2 EX-EX, 1 AP); 1 light pistol w/ silencer + 3 clips (2 EX-EX, 1 AP); 1 survival knife
So far though, I've only ever run out of ammo twice. Once was in the NAN 2 adventure ... very long run, and once was in Dragon Hunt.
masterofm
Apr 15 2008, 10:15 AM
Well as a rigger this was my load out
1 ingram with 1 clip armor piercing rounds, 1 clip of ex-x, and 1 clip of stick n' shock.
10 iballs 2 w/ flashpacks, 4 w/ neurostun, 2 he, 2 IR smoke.
The first time I decided to throw them all into a bridge that we needed to clear. After I bought 10 new iballs I was a little smarter in how I used them (on the plus side it killed everyone but the crazy mecha.)
The three roto-drones however had 100 rounds of armor piercing rounds each.
crash2029
Apr 15 2008, 08:46 PM
My most recent character, Carlo [face/hacker/jack-of-all-trades]:
Normal load-out: Ares Predator w/2 clips spare and 1 loaded, armor vest, flash-pak
Tactical load-out: customized Hk227X w/3 clips spare and 1 loaded, Ares Predator w/2 clips spare and 1 loaded, flash-pak, Camouflage suit [dark blue], helmet, ALICE harness
kzt
Apr 15 2008, 09:15 PM
QUOTE (Shrike30 @ Mar 25 2008, 01:14 AM)

I'm pretty good at looking for an exit while providing suppressive fire, and most magazines don't let you get more than 1-2 IP's worth of suppressive in before they run out.
If you shoot the bad guys in the head instead of spraying the crowd you'll find that it's much more ammo effective to suppress the bad guys. But yeah, I carry more ammo than I have EVER come close to using. Ran out of grenades once....
Tyro
Nov 27 2008, 11:45 AM
QUOTE (O'Donnell Heir @ Apr 14 2008, 07:12 PM)

I usually carry an Ares Predator on my mage, again, never fired a single shot. More recently I have a few extra concealable holsters to carry the guns I "borrow" from the enemy.
Anytime I make a mage, I give them Automatics instead of Pistols and give them submachine guns. Or at LEAST carry a bloody machine pistol! Nothing says "geek the mage" like someone in relatively light armor wielding a pistol when everyone else is toting fully automatic weapons.
Chrysalis
Nov 27 2008, 11:55 AM
On a run my character usually carries a silenced pistol with two rounds. It's the responsibility of the guards to carry better weaponry and more ammunition.
psychophipps
Nov 27 2008, 12:56 PM
When I CCW or OC it's with a 1st-Gen G17 and two spares for 52 rounds total. Add a decent folder and my Sure E2D light cannon/bonk stick and I'm good to go.
Bulldog packs a Predator IV (with manual controls intact) with two spare magazines, a Remington 870 smartgun with 2 full reloads, and his Combat Axe when he's going for the sharp end of things. Add an armorjak with a survival knife and a telescopic baton for light duty and he's loaded for bear.
Murph packs 8 Scouts w/ spare mags, 1 TC Centennial pistol in Warhawk caliber and 12 rounds, a MP5TX w/ flashlight and six 30-round spares, and two custom telescopic batons that can harden for P damage and soften for S damage on command.
Stahlseele
Nov 27 2008, 01:14 PM
QUOTE
Bulldog packs a Predator IV (with manual controls intact) with two spare magazines, a Remington 870 smartgun with 2 full reloads, and his Combat Axe when he's going for the sharp end of things. Add an armorjak with a survival knife and a telescopic baton for light duty and he's loaded for bear.
only if he's gunning for winny the poo bear . .
i had to kill a piasma(Shadowruns awakened bears) once . . i was DAMN happy about my LMG with Flechette Rounds . . and after that, all the critters starte mutating and gained some sort of natural armor so i would not shred them to pieces in an instant . . i had to switch to exex ammo and the GM had to switch to other critters ^^
Blade
Nov 27 2008, 01:14 PM
I don't know: all my characters always carry a belt with assorted grenades (and thermal insulation). Once the combat start they usually just have time to fire 2 bursts before the shit hit the fan and they end up throwing grenades, or the whole belt. Then the combat is over. So I've never really given any thought about how many clips/magazine they carry.
Kingboy
Nov 27 2008, 05:05 PM
QUOTE (Zen Shooter01 @ Mar 22 2008, 04:07 PM)

I refer you to the Auxilia Mk. III, ARS 121. A tracked drone, vehicle armor 12, with nothing but room for ammunition onboard. Program it to back slowly toward the enemy while you crouch behind it, laying down covering fire and reloading from its bottomless cargo bin.
Vhe muhst pooosh leetle cahrt!In our current campaign, we tend to travel pretty light as a rule. Get in-get out sort of situations are our preference, and we haven't done any seriously heavy corp penetrations, so it's worked out well so far.
My character (the Mystic Adept Face) tends to carry an Ares Crusader loaded with S-n-S, no reloads (although he'll usually have at least 2-3 extra clips with multiple ammo types in the glove compartment). Seeing as how he hasn't fired a single shot for the last three runs (helps to work with competent professionals), I find that to be an appropriate normal loadout.
Now, that doesn't mean he's completely complacement about his weapon selection. I'd like to get him an Executive Protector for meets that might go wrong, and an Ares Alpha for laying down support fire for times when it gets really hairy. With those I'd probably carry 2 spares reloads for the SMG, and at least 5-6 for the AR (plus maybe one reload for the underbarrel grenade launcher).
Namelessjoe
Nov 27 2008, 05:06 PM
my current dude a free-spirit wheel man carries a Savalette Guardian with stick n shock
my previous guy full conversion troll Russian combat borg: Savalette Guardian with xxp and extra clip of gell rounds... he's only perticipated in like 1 or 2 runs so i havent gotten him any funds for more weapons although he's kinda special forces ish and does hand to hand stuff
my primarry dude is a troll combat mage: carries rugger superwarhawk with i load out of stick and shock and somtime a hkmp5 although his 1st 6months or so of shadowrunning he had no ammo and since then he has only shot 1-3 shots oh he also carries a ceramic knife in a ziplock baggie
Namelessjoe
Nov 27 2008, 05:06 PM
double post oh Ghroth the combat mage also has some tazers but doesn't use them
Namelessjoe
Nov 27 2008, 05:06 PM
triple post
BIG BAD BEESTE
Nov 28 2008, 02:51 PM
OK, From 1st - 3rd ED the typical "Seattle Street Runner" for my groups has been loaded out with a heavy automatic pistol in a concealable holster + 3 clips, with form-fitting body armour and often armoured clothing (usually a vest) on top. Always wears a longcoat when travelling because is increased concealability to the guns and also protects their legs better than those armoured jackets. (Yeah, we use a called shot/hit location system.) Now that's general day-to-day streetwear and the clips include at least one heavy ammo type like APDS or Explosive along with the regular. Some of them favour hollowpoints instead of regular rounds but hardly anyone uses flechettes for the automatics unless they're packing the ubiquitious Ares Viper - the ultimate assassins sidearm.
For running mode they often pack another two cluips for the heavy pistol, possibly a grenade or three but these are usually non-lethal IR smoke, flash, neuro-stun VIII because most characters haven't taken throwing weapon skills and know that I like fumbled rolls. Many also have a knife or some form of melee weapon too - from the cyberspurred/hand razored street samurai to the katana-weilding troll "samurai" physad who shuns all firarms as decadent. Mind you, you should see what his bow can do with a dikoted arrow and thats only classed as a "hunting weapon" in tribal lands! A few of the others also go for SMGs and the average load is 3 to 5 spare clips usually of regular/hollowpoint or flechettes. Maybe one is EX-Explosive or APDS for tough nuts as its expensive to hose areas with those rounds instead of making them count.
SMGs tend to be the first choice for additional firepower, although sometimes the assault rifles are favoured over them - no need for both. Sometimes a hold-out pistol is taken as an emergency surprise option for high-security infiltrations but no-one really bothers with the light pistols as 1st - 3rd Ed didn't really make them worthwhile compared to the heavy pistol. One or two player really took to shotguns and they're one of my personal favourites - especially the Enfield AS-7 loaded up with a 50-round drum of buckshot. Great at suppressive corridor/street clearance and taking out swarms of flying nasties or hordes of biohazard rats. The Remingtom Roomsweeper was a firm favourite back in 1st Ed for its Concealability 8 + 2 for concealable holster +50% for longcoat alone, not to mention its adaptablility of shot/slug/stun rounds. Always a first choice for the mages that one. Usually ammo capacity ws 20-30 rounds for shotguns or any weapon that was single shot like hunting ruilfes or the Ruger Super Warhawk revolver. The added bonus of using a smartlink to select different rounds loaded into different chambers is a tactical advantage many lesser combat characters used over the full auto-firing gun bunnies. Of course, these days we have Stick'n'Shock...
Recently my players have taken an interest in stun batons and chemtech - like the Ares Supersquirt, though they haen't quite got around to protecting themselves frm misfires and spillage incidents yet. Great for non-lethal infiltraion runs and taking out guard critters. Not so good when your troll accidentally drops the huge pressurised tank of neurostun IX (that you were going to use to flood the complex via its air conditionaing system) in the car park. Pshsssssst... Thud. snooze.
A couple of characters have taken assault rifles with underbarrel grenade launchers and usually have 3-5 spare clips of ammo and another magazine's worth of reloads for the mini-grenades. This is usual load-out for the more combat heavy runners expecting trouble (sammies, combat mages) although thre have been a couple of exceptions who prefered to lug some heavy weapons about - the formidable Panther Assault Cannon and GE Vindicator Minigun being highly sought after "snackies" for the serious gun-bunnies. Ammo load for the later was nomally 200-1000 rounds of something nasty depending on the metatype who carried it on the full enhanced gyro-mount.
Speaking of which, I did have one character whose typical load out was:
Main Long Arm: a customised & souped-up Ares Alpha Combat Gun + 8 clips & 20 assorted mini-grenades (IPE offensive main choice)
Primary Sidearm: customised Ares Predator III + 6 clips (hip/thigh holster)
Backup Sidearm: customised Walther PB-120 + 3 extended clips (small of back holster)
THE Knife: Cougar Fineblade Combat Knife - Short version (flak jaket)
Grenades: three or so IR Smoke Flash-bang/IPE Concussion style non-aerodynamic (flak jacket)
Demolitions Pouch: Wirecutters, duct tape in five different colours for magasive ammo marking, detonators, timers, static wrapped C-12 (2-3 kilos)
First Aid Pouch: medi-kit, field dressings, anti-toxin patches, stims, trauma patches etc.
THE Backpack: an asssortment of spare ammo for the Ares Alpha and Predator III (~500 raounds), 2 claymore mines, a Shiawase Blazer portable flamethrower with additional fuel canister, a LAW rocket/missile tube, climbing harness & rope, survival kit, micro-flare launcher & flares, etc.
*note that the ammunition was at least 50% APDS & 40% Hollowpoint with the remaining 10% Regular and the odd EX explosive clip for the Walther & Predator III.
But then he was an Ork mercenary/ex-Firewatch team member who'd had his share of SE Asia jungle fighting tours and a predelictation for loud bangs and suchlike. Advocated only using his firepower in ocst-effective ways, but occasionally got carried away in the heat of combat with a manic gleam in his eyes.
Oh, and as for riggers - well, big guns, missiles and ammunition "pods" are the starting block there.
Draco18s
Nov 29 2008, 04:46 AM
Kingfisher carries two clips in each of two guns (I love arsenal), one each regular, and one each gel.
Pistol has 15x2, SMG has 48x2.
Kingfisher hasn't yet needed to change clips in either gun (I get of 2-4 shots a combat using 3 bullets each shot).
But I'd say he'd carry one extra of gel and two of regular ammo for each gun. Unless combat was expected to be subduing (i.e. expecting to use more gel rounds) then it'd be 2 gel, 1 regular.
Diesel
Nov 30 2008, 02:55 AM
I'm kind of in the same boat as Siege, I have a much more accurate knowledge of what I carry in real life than in Shadowrun, so here goes.
Pistol: [M9 9mm, 15rd. Magazine] One magazine in the gun, two on the leg-mounted holster. Number of times I've needed even that? Zero.
Rifle: [M4 5.56mm, 30rd. Magazine] One magazine in the gun, minimum of six, usually twelve on a chest mounted "rack". (
something like this for those of you with doubting GMs) Bad days, or days I thought would be bad had me carrying as many as twelve more in my assault pack. I never at any point considered those double magazines or the extended magazines.
LMG: [M249 5.56mm, Belts] One hundred round belt in the gun, two hundred if we were going to be sitting for a while. Eight hundred more rounds in 4x 100rd. belts and 2x 200rd. belts in my rack and a four hundred round belt in my pack. Fuck I hate that gun.
GL: [M203 40mm, Single Grenades] Bought a
grenade bandoleer that carried twelve rounds. After expending all of that one day and wishing I had more, I then bought another. And threw another dozen into my pack. Total load: 36rds. + 1 in the chamber.
SR: [M14 7.62mm, 20rd. Magazine] These bullets weigh a lot, so I carried one mag in the gun and six more on me. If I can't hit something with a 10x scope and 140rds., I can't it with 160rds. either.
SG: [Mossberg 590, 12 Gauge, 5rds.] This was not for killing people primarily, so I didn't act like it was. 21rd. belt (same style as the 40mm), five in the tube and one in the chamber. Shells have a weird way of ending up in MOLLE loops on body armor and racks however, so even when I was nowhere near a shotgun I likely had at least five rounds at any given time.
Misc: Always always always had between two (with a SAW, M14) and four (Rifle, grenade launcher) frag grenades, and one to two smoke grenades.
All this ammunition, plus the weapons, helmet, hard body armor, water, food, and so much other crap (~100-130 lbs. on any given mission) was not only carried but carried up difficult terrain and without sounding like Christmas. What I'm getting at is when you GM, make your guards equipped. It's really not unthinkable for them to fire on cyclic every now and again. When you're a player, have fun with eight types of ammo, just paint the bottom of the mag so you know which is which.

You can carry it.
Shrapnel
Nov 30 2008, 04:23 AM
QUOTE (Diesel @ Nov 29 2008, 10:55 PM)

I'm kind of in the same boat as Siege, I have a much more accurate knowledge of what I carry in real life than in Shadowrun, so here goes.
Pistol: [M9 9mm, 15rd. Magazine] One magazine in the gun, two on the leg-mounted holster. Number of times I've needed even that? Zero.
Rifle: [M4 5.56mm, 30rd. Magazine] One magazine in the gun, minimum of six, usually twelve on a chest mounted "rack". (
something like this for those of you with doubting GMs) Bad days, or days I thought would be bad had me carrying as many as twelve more in my assault pack. I never at any point considered those double magazines or the extended magazines.
LMG: [M249 5.56mm, Belts] One hundred round belt in the gun, two hundred if we were going to be sitting for a while. Eight hundred more rounds in 4x 100rd. belts and 2x 200rd. belts in my rack and a four hundred round belt in my pack. Fuck I hate that gun.
GL: [M203 40mm, Single Grenades] Bought a
grenade bandoleer that carried twelve rounds. After expending all of that one day and wishing I had more, I then bought another. And threw another dozen into my pack. Total load: 36rds. + 1 in the chamber.
SR: [M14 7.62mm, 20rd. Magazine] These bullets weigh a lot, so I carried one mag in the gun and six more on me. If I can't hit something with a 10x scope and 140rds., I can't it with 160rds. either.
SG: [Mossberg 590, 12 Gauge, 5rds.] This was not for killing people primarily, so I didn't act like it was. 21rd. belt (same style as the 40mm), five in the tube and one in the chamber. Shells have a weird way of ending up in MOLLE loops on body armor and racks however, so even when I was nowhere near a shotgun I likely had at least five rounds at any given time.
Misc: Always always always had between two (with a SAW, M14) and four (Rifle, grenade launcher) frag grenades, and one to two smoke grenades.
All this ammunition, plus the weapons, helmet, hard body armor, water, food, and so much other crap (~100-130 lbs. on any given mission) was not only carried but carried up difficult terrain and without sounding like Christmas. What I'm getting at is when you GM, make your guards equipped. It's really not unthinkable for them to fire on cyclic every now and again. When you're a player, have fun with eight types of ammo, just paint the bottom of the mag so you know which is which.

You can carry it.
I've always tended to go on the heavy side when running a firearms oriented character.
I think my next character will be more of a minimalist. I'm envisioning Vincent from Collateral... One heavy pistol as primary weapon, and a suppressed light pistol as backup.
As for arming the guards in a similar manner, it depends on the type of guard. Some may only have a flashlight and a radio, where others might carry more ordnance than the local SWAT team... That's why it pays to do the legwork before the run. You certainly don't want to expect the first, only to find yourself running into the second...
vollmond
Nov 30 2008, 10:14 PM
[EDIT: hit "post" too soon. oops.]
My first character, a street rat rigger, just had his Streetline Special in a cyberarm slide - one 6-round clip in the gun, two more in his pockets. Plus the AK-97 carbine on his Doberman, with the full 250 rounds.
My current troll magician doesn't generally bother with ammunition for his claymore...
The troll heavy I'm putting together now will probably keep a couple of ammo providers in business by himself:
Normal day-to-day grocery runs:
Ingram Warrior-10 SMG in a quick-draw holster
one clip in the gun, 2 more in the pocket
Heavy run'n'gun mission with huge opposition:
The above SMG, with 9 extra clips instead of 2
Vindicator minigun in a gyro stabilization harness
3 250-round drums of regular ammo
GL-67 grenade launcher on a short sling across the chest
1 20-round drum of high-explosive grenades
Ballista backpack missile system
4 Ballista rockets (either mk i or mk ii, depending on expected targets and how much refill money i have)
Phalanx Vogeljaeger slung over the shoulder
1 SAM (sensor: 4)
So full loadout is looking like 1050 rounds of regular ammo, 20 high-explosive grenades, 4 rockets, and one missile.