FuelDrop
Sep 17 2012, 02:55 PM
I'm curious: how much weaponry do your runners pack on a 'normal' non-wetwork run?
Personally, I tend to run with a heavy pistol and a holdout, both of which have easy breakdown and a silencer. The holdout is MAD-proof, so if I'm planning on going somewhere with enough security that it's an issue then I'm willing to leave the heavy pistol at home.
My primary ammunition tends towards either capsule rounds with knockout drugs or stick-and-shock, though I'll carry a few clips of mission-appropriate ammo as needed and I never leave home without a clip or two of capsules filled with KE IV for my holdout in case the mission becomes a bug hunt.
But enough about me. what do YOU carry?
EDIT: Forgot to add a Defiance EX Shocker with laser sight. completely legal to own in most areas.
Thanee
Sep 17 2012, 03:07 PM
That depends a lot on the location.
Typically, a Fichetti light pistol with SnS as backup or concealed weapon.
Main weapon ranges from heavy pistol, usually a tricked-out Thunderbolt, over SMG, to assault rifle or longarm.
Bye
Thanee
Elfenlied
Sep 17 2012, 03:15 PM
Morrisey Elan with integral Smartlink, hidden somewhere on the body.
Yamaha Pulsar, within easy reach.
A semi-obvious cheap heavy pistol, e.g. an Ares Predator or Ruger Super Warhawk.
Ammo depends on the run location. C or worse, APDS and SnS. A-B, regular rounds and SnS. AAA, Hi-C rounds.
FriendoftheDork
Sep 17 2012, 03:23 PM
A Heavy Machinegun, gyromount, APDS ammo and a Force 5 Guardian Spirit with Heavy Weapons as special power skill.
Well... if I expect to have to kill a shitload of mothfuckas, that is

Otherwise I generally bring along an Ingram Smartgun for semi-obvious and the Morissey Elan for the hidden one at places that don't allow guns.
And i always bring my foci.
Stahlseele
Sep 17 2012, 04:27 PM
One Savalette Guardian, Smartlinked and equipped with a silencer and a laser pointer. Loaded with Gel-Ammo. Holstered under one Arm.
One Ares Viper Sliver-Gun Smartlinked and equipped with silencer and a laser pointer. Loaded with Flechette of course, since it can't take other ammo. Holstered under the other Arm.
One Dart-Pistol, Smartlinked and equipped with a laser pointer. Loaded with Gamma-Scopolamine-Arrows for a nice 10D Stun Damage. Holstered in a Quick-Access Arm-Slide.
One Taser, Smartlinked and equipped with a laser pointer, for a nice 8S Stun Damage and a +2 on the enemy TN for everything. Holstered in a Quick-Access Arm-Slide.
One Extending Baton, one Telescoping Staff, Hardliner-Glove, Shock-Glove. For silent and non lethal treatment. Well, as silent and non-lethal a Troll can get anyway . .
Ceramic Fore-Arm-Snap-Blades with Dikote applied to them. For the not quite so non-lethal but still silent approach. And for cutting things up real good.
Depending on how much Trouble i expect a Troll-Bow, Smartlinked and equipped with a Laser-Pointer via Bow-Accessoary-Mount with a nice selection of Arrows.
Maybe one Burst-Fire-Shotgun with Smartlink and Laser-Pointer, usually loaded with Ex-Ex, because fuck it, it's going to be loud anyway. Carried in a Sling on the Back.
Maybe an Assault-Rifle, Smartlinked and equipped with a laser pointer and as much recoil compensation i can fit on it, loaded with APDS if available for suppression fire and sniping if possible. Carried in a Sling on the Back.
There is no such thing as Over-Kill. Just because I don't plan on killing anybody does not mean anybody else is not planning to kill me. And then i want to be able to retaliate in kind.
_Pax._
Sep 17 2012, 05:02 PM
QUOTE (FuelDrop @ Sep 17 2012, 10:55 AM)

But enough about me. what do YOU carry?
Really depends on the character, in a huge way. Some sort of pistol or taser is almost universally the "bare minimum", and often there's a melee weapon in the mix (especially stun batons, as they aren't Strength-dependant).
But let's see ... some of my recent character builds:
Hacker-Adept (currently playing):
- Yamaha Pulsar (taser; Low-light flashling, Laser sight); I liked the lack of trailing wires.
- AZ-150 stun baton (Personalised grip, Lanyard)
Ork Face-Adept:
- Fichetti Security 600 (light pistol; Electronic firing, Low-light flashlight); integral laser sight and good ammunition-per-clip. Abusing SnS brings the damage to 6S(e).
- Morrisey Elan (holdout; Electronic firing, Low-light flashlight, Laser sight, Silencer) MAD-proof. Loaded with Hi-C bullets in a sealed clip. "Something I can reliably sneak into almost anywhere".
- AZ-150 stun baton (Personalised grip, Lanyard)
Dwarf sniper:
- Shiawase Tactical Model 69 (sniper rifle; Chameleon coating, Silencer, Skinlink, Metahuman modification) Integral smartgun, and a 4-4-4-4 commlink. Loaded with subsonic rounds, there's a -9 perception penalty to hear it being fired. ^_^
- Enfield AS-7 (shotgun, 24(d) version; Chameleon coating, Electronic firing, Metahuman modification, Smartlink) For when the sh!t hits the fan - and uses the Longarms skill like his other gun.
- AZ-150 stun baton
Teen stealth/melee adept:
- Slingshot (Reduced weight) hey, he's a kid!
- Cougar Fineblade [Short] (Lanyard, Reduced weight) for utility not combat
- His own fists (Killing hands, Elemental strike [cold], Critical strike 4) who needs to carry weapons, when you ARE a weapon?
- 10 assorted grenades ([Slick]x2, [Flash-bang]x2, [Instant Snare]x4, [Splash: Pepper punch]x2) mostly for dropping behind him while he flees the scene.
CanRay
Sep 17 2012, 08:08 PM
The right tools for the right job.
And then there's the gear you have to get for those tools that you just hired in the bar.

That said, it all depends on the character and their personality. Some will just pack a Ares Predator and call it a day. Use the pistol to get the SMG to get the rifle he should have had if he had expected the drek to hit the fan.
Some will pack a broken down assault rifle around their body, ready to assemble it at a moment's notice.
And some will just have the shotgun in their trunk, a hunting license, and a tourist visa for the NAN to explain why they had said Shotgun when the drek hit the fan: "Just about to go hunt some New Boar in the Salish, decided to stop for some Soy Sloppies when I saw the punks sticking the place up. 911 put me on hold, so I decided to act as a responsible citizen and help out those poor folks inside."
Mäx
Sep 17 2012, 08:37 PM
QUOTE (FuelDrop @ Sep 17 2012, 05:55 PM)

I'm curious: how much weaponry do your runners pack on a 'normal' non-wetwork run?
That depends a whole lot on the character and what kind of a mission it is, but as an example my armed escort(bodyguard/arm candy) character generally carries:
2 Élans loaded with S&S in hidden arm slides
2 Heavy pistols loaded with hollow-points in small-of-the-back holsters
2 Machine pistols in shoulder holster
2 Double barrelled sawed-off shotguns on back holsters
Nub nose ruger super warhawk on an angle holster
2 Extendable batons on the other angle
Athame
Then possibly either SMG,shotgun or sniper rifle or maybe even any 2 of those.
QUOTE (FuelDrop @ Sep 17 2012, 05:55 PM)

The holdout is MAD-proof, so if I'm planning on going somewhere with enough security that it's an issue then I'm willing to leave the heavy pistol at home.
The problem with this is that any place where it matters should really have a cyber ware scanner(aka. millimeter wave radar sensor) too, that doesn't care jack shit about the gun being ceramic and detects it anyway.
Tymeaus Jalynsfein
Sep 17 2012, 08:55 PM
QUOTE (Mäx @ Sep 17 2012, 02:37 PM)

That depends a whole lot on the character and what kind of a mission it is, but as an example my armed escort(bodyguard/arm candy) character generally carries:
2 Élans loaded with S&S in hidden arm slides
2 Heavy pistols loaded with hollow-points in small-of-the-back holsters
2 Machine pistols in shoulder holster
2 Double barrelled sawed-off shotguns on back holsters
Nub nose ruger super warhawk on an angle holster
2 Extendable batons on the other angle
Athame
Then possibly either SMG,shotgun or sniper rifle or maybe even any 2 of those.
The problem with this is that any place where it matters should really have a cyber ware scanner(aka. millimeter wave radar sensor) too, that doesn't care jack shit about the gun being ceramic and detects it anyway.
Nothing like being loaded down and unable to move...

Though the Athame is a nice touch.
Christian Lafay
Sep 17 2012, 10:25 PM
An ArmTech MGL-6 loaded with Barrier Foam grenades goes everywhere with my character. Aside from that, all comes down to the job.
Emperor Tippy
Sep 17 2012, 10:33 PM
Everything I can get away with without compromising the run?
Granted I have multiple drones armed with lasers and sniper rifles on overwatch when I go to the stuffer shack so I'm not remotely normal in that regard.
Tymeaus Jalynsfein
Sep 17 2012, 11:14 PM
QUOTE (Emperor Tippy @ Sep 17 2012, 03:33 PM)

Everything I can get away with without compromising the run?
Granted I have multiple drones armed with lasers and sniper rifles on overwatch when I go to the stuffer shack so I'm not remotely normal in that regard.
Truer words have never been spoken...
Christian Lafay
Sep 17 2012, 11:17 PM
QUOTE (Emperor Tippy @ Sep 17 2012, 10:33 PM)

Granted I have multiple drones armed with lasers and sniper rifles on overwatch when I go to the stuffer shack so I'm not remotely normal in that regard.
The first part of Milk Run didn't really phase you, did it?
Udoshi
Sep 17 2012, 11:30 PM
Just enough firepower that you can explain it away if you get pulled over for a traffic ticket, or roadblock/check when the cops are trying to catch someone ELSE.
My hacker/rigger liked his toys, though, especially disguising small drones as pieces of jewelry and stuff.
He had AR gloves that were modded to be shock gloves as well. Later, he upgraded to tesla gloves.
A government 2066 with stick and shock, and a taser.
An Offensive iball with Sensor Upgrades and an ultrawideband radar.
Occasionally chemicals disguised as medicine, or 'mislabeled' slap patches.
The real weapon was his commlink, though. He had a really nice sedan with a multi-launch drone rack. It was filled with guided missiles that had pressurized riot foam warheads instead of explosives. Because, hey, someone can appear to be unarmed and yet be at threat because they have remote support just a thought away. Not a lot of people think about how close you parked when they're sizing you up a target.
He ended up getting in enough trouble to shoot a dragon with the missiles.
It kind of..... didn't stop it, but it ended up being worth it because it broke it's line of sight for magical crapity crap for long enough.
Emperor Tippy
Sep 17 2012, 11:43 PM
QUOTE (Christian Lafay @ Sep 17 2012, 07:17 PM)

The first part of Milk Run didn't really phase you, did it?
I don't recognize "Milk Run", if it's a published mission what is it from? If you meant "Food Fight" then no, not really.
Christian Lafay
Sep 17 2012, 11:57 PM
QUOTE (Emperor Tippy @ Sep 17 2012, 11:43 PM)

I don't recognize "Milk Run", if it's a published mission what is it from? If you meant "Food Fight" then no, not really.
Damn, been too many years. Stupid memory betraying me. That may be it. The three mission pack that starts with a Stuffer Shack and ends with a Cyber Zombie.
lorechaser
Sep 18 2012, 12:47 AM
For my non-combat wombats, I have a similar list to the above - a melee weapon, a hold out, a pistol, and then typically some sort of longarm.
For my combat wombats, I tend to make sure to have at least two high RC burst fire weapons, at least two high penetration weapons, at least one long range weapon, at least one room clearing weapon, at least two hidden weapons, and two highly accurate weapons.
I tend to think of Neo in the "Guns. Lots of Guns." scene from Matrix, and then in the bank assault.
LurkerOutThere
Sep 18 2012, 02:28 AM
Every character I make can either use a pistol out of the box or soon after gen so I always have a pistol on me unless I'm somewhere that not only will forbid them but actually search well enough to find my pistol. If I need to go into such a place I'm going to do a risk/hassle assessment on sneaking one in. That's for my walking around setup.
When I'm actually in the execution phase of a run I carry one of everything I'm competent on limited by actually mobility. Ammo and weapon weights are non trivial and you only have two hands anyway.
Dreadlord
Sep 18 2012, 04:14 AM
My ork street sam carried a GPHMG in the trunk with a belt of Ex-Ex. 2 Ingrams were his "holdouts"!
Yeah, the team nicknamed him Overkill... he was cybered so much the troll sammy was barely stronger and tougher!
That was a crazy game, run by a crazy GM...
nylanfs
Sep 18 2012, 04:32 AM
Artiste caries a viable Yalm tazer & a light pistol in a cyber arm slide (which is MAD protected) at all times. On a "non-wetwork" run she'll carry a SMG, usually tries to carry what ever local sec will be carrying. For runs into more dangerous territory, barrens, cross-country, treks into deep jungle she'll take her trusty FN HAR assault rifle (which is modified for extreme environment). If serious breaching power is needed she has a Ares Thunderstruck Gauss Rifle w/ 6 rounds, and a Ares Vigorous Assault Cannon (I forget off the top of my head how many rounds I have for that). But those she hasn't had the time enough to do a complete tag erase and made anonymous.
Umidori
Sep 18 2012, 11:34 AM
I've not been playing much, been GMing, so all my characters are either old ones I need to rework or non-tested prototypes.
I've been working on a Shotgun Surgeon, bit of a generalist with leanings toward survivalism, mechanical know-how, and medicine. Always packs a chameleon coated Short Barrel T-250 loaded with non-flechettes in a concealed holster under his lined coat. Hits like an average heavy pistol, conceals almost as good even before mods, and operates via Longarms to prevent skill splitting. His go-to gun is a Riot Guard loaded with flechettes for multi-target work and Shock Lock for general purpose and breaching. And when things get nasty he favors the AA-16 for it's highly efficient Suppressive Fire.
Also tinkering with an Aborigine Troll, a shamanic throwing adept who uses boomerangs and illusion magic. He kind of evolved out of failed experiments in making a berserker axe-thrower that wasn't just a one trick combat pony, but he might undergo further transformations still.
~Umi
StealthSigma
Sep 18 2012, 11:40 AM
Only two firearms.... a suppressed P93 Praetor or a Suppressed battle rifle depending on how well I feel I can smuggle in the battle rifle....
A silenced Ares Predator....
A Long Cougar Fineblade.....
10 Throwing Knives....
And a couple of smoke grenades.
Tymeaus Jalynsfein
Sep 18 2012, 12:56 PM
The Serpent carries a High Powered Holdout (Ceramic 3, Hermetic) in an Arm Slide, a Light Pistol (Underarm) and a Heavy Pistol (Mid-Back). He has an SMG for his normal operations (With Silencer). In the MPUV, he has an Enfield AS7 and an XM30 System. All of his weapons are Rusian Manufacture of one type or another. And he carries a Ceramic Knife. Just in case.
Chance359
Sep 18 2012, 01:28 PM
Currently Monster carries:
5-7C as his backup,
Colt Government as his sidearm
SAP concealed up a sleeve
Cougar Short blade in a boot
Abstruse
Sep 18 2012, 01:29 PM
Basically, it really depends on my role in the group. If my goal is to meet combat challenges, I'll bring as much firepower as I can logically drag with me. My job is to keep everyone else on the team from getting killed, and nothing does that better than spraying enough bullets to make even an armored troll dive behind cover while they run. If my role is magic, tech, con, or something else; I only carry a handgun because all my real "weapons" are carried with me at all times anyway (my spells, my spirits, my commlink/deck, my 30-something dice Charisma skill test dice, etc.) but walking around in the Sixth World without a gun is considered in-game pretty damn stupid, and that's for normal people. For a shadowrunner, that means a heavy pistol.
Pretty much every character I play ends up with the Mortimer Greatcoat for the 50% increase in concealability, so my heavy pistols tend to have concealability scores the same as hold-outs on other characters. Especially in SR3 where it says nowhere that the concealable holster doesn't stack with the greatcoat's bonus, so my heavy pistols have a concealability of 9 (3rd Ed).
So every character I play has either a Colt Manhunter (for non-cyber characters) or an Ares Predator (cyber characters) on him at all times. The only exception is if I can get my hands on a Thunderbolt and munchkin a Personalized Grip. If I'm playing a street samurai, they'll usually take an assault rifle (Ares Alpha) with them anywhere possible (basically everywhere but a meet or a con-based run). If I can't bring an assault rifle with me, I'll at least have an SMG capable of full auto for suppression fire if I can conceal it. With the loss of my under-barrel grande launcher, I'll bring a couple of flash, IR smoke, and offensive grenades with me too.
Marwynn
Sep 18 2012, 03:01 PM
My non-combat characters carry two items: a handgun and a primary weapon. The primary weapon, usually, is a grenade launcher. Usually loaded with non-lethal stuff, but there's usually two clips of HE on them as well.
My combat characters carry a bit more, maybe a secondary weapon or just more ammo, and also close combat stuff.
Fortinbras
Sep 18 2012, 03:13 PM
My group usually carries a pistol to any place public and assault rifles to any place not.
They do like their sniper posts, though.
TeknoDragon
Sep 19 2012, 06:10 PM
QUOTE (FriendoftheDork @ Sep 17 2012, 10:23 AM)

A Heavy Machinegun, gyromount, APDS ammo and a Force 5 Guardian Spirit with Heavy Weapons as special power skill.
Well... if I expect to have to kill a shitload of mothfuckas, that is

Otherwise I generally bring along an Ingram Smartgun for semi-obvious and the Morissey Elan for the hidden one at places that don't allow guns.
And i always bring my foci.
A friend of mine once tried to build a 'Machine gun shaman' troll. I must let him know of this idea of yours!
CanRay
Sep 19 2012, 07:52 PM
I'd show mine, but images and file attachments aren't allowed on this forum.
Sengir
Sep 19 2012, 10:10 PM
For a run I bring whatever small arm (i.e. everything that does not use Heavy Weapons) the character is proficient with. Never hurts to be prepared...
For everyday carry, something pistol-sized is never wrong, if only for deterrence. Revolvers with Ammo Skip System are especially great, all the ammo options you need just a Free Action away.
taeksosin
Sep 19 2012, 11:04 PM
Moo, the cow Face: Chopped down FN 5-7C (did I get that right? The nifty machine pistol) in an underarm concealable holster. Typically loaded with SnS, with a spare clip or two of real bullets in a pocket. Telescoping staff (can't remember the names of ANYTHING today, heh). Horns. They never suspect the horns. Not the most dicepool effective weapon, but always being armed is nice.
Snow_Fox
Sep 23 2012, 06:00 PM
If it is just a simple b&E with no real corp sec, usually a handgun. If a facility with a little more security- like real patrols by real guards maybe somehting a little heavier like an mp or smg. all easily hidden under a long coat.
CanRay
Sep 23 2012, 11:35 PM
Panther Assault Cannon with an Integrated Underbelly Panther Assault Cannon.
To go get soy milk!
FuelDrop
Sep 24 2012, 12:44 AM
QUOTE (CanRay @ Sep 24 2012, 07:35 AM)

Panther Assault Cannon with an Integrated Underbelly Panther Assault Cannon.
To go get soy milk!
I tend to show my 40K roots and call those weapons 'Twin-linked'.
still wish I could work out how to put underbarreled weapons through Herolab...
Krishach
Sep 24 2012, 01:13 AM
QUOTE (Udoshi @ Sep 17 2012, 11:30 PM)

Just enough firepower that you can explain it away if you get pulled over for a traffic ticket, or roadblock/check when the cops are trying to catch someone ELSE.
My favorite answer thus far. I also believe that "it depends on the character" also matters much. So I'm generalizing the areas it covers: specifics are for the character. Also, some of these things may overlap: a Grenade is a short range weapon that can also make big holes, for example, and the Elan is a short ranged weapon that is also very concealable.
I generally take:
1 thing that can make a boom and a hole, that I wouldn't mind ditching if I'm going to get caught. Also a great attention getter. (Det cord ftw)
1 very concealable weapon (some characters for me, this is my fists).
1 mid or short-range ranged weapon
1 weapon that can take out an armored jacket thug in 1 combat turn in straight fight (assuming no dice FUBAR, assuming no called shot etc)
1 quiet weapon
1 long ranged weapon if no one else on the team has one (typically the longarms chap and mage only)
So, for a CC phys adepts, my firsts are concealable, quiet, and can deal with armored jacket thug. My current one also packs grenades: splash, frag, and concussive.
My mage has spells for much of the above, but I also carry a machine pistol with narco DMSO or S&S.
My B&E haruman carries a sniper rifle (combat ready) or sports rifle with a shortened barrel and silencer, shortened shotgun, and a break-down extended barrel sniper for overwatch/range.
It's a given with my characters that I never have less than 2 weapons going on any part of a run. If I have less at any time it's because I lost/ditched one. However, discounting "loot" taken during a run, I've never carried more than 3 either: counting fists, spells, etc, unless I'm playing a rigger. Rigger? All bets are off: the guns can hide themselves
BaronSameday
Sep 24 2012, 11:30 AM
None; Incompetence Firearms
My Grade 4 Initiation badge and the odd spell lock does the job
StealthSigma
Sep 24 2012, 12:38 PM
QUOTE (FuelDrop @ Sep 23 2012, 08:44 PM)

I tend to show my 40K roots and call those weapons 'Twin-linked'.
still wish I could work out how to put underbarreled weapons through Herolab...
I feel inspired to attempt to create a SPEYCE MAHRINE for Shadowrun. I think I'll start with the heavy bolter.
Mäx
Sep 24 2012, 12:53 PM
QUOTE (StealthSigma @ Sep 24 2012, 03:38 PM)

I feel inspired to attempt to create a SPEYCE MAHRINE for Shadowrun. I think I'll start with the heavy bolter.
The full auto grenade launcher from WAR with few extras.
Stahlseele
Sep 24 2012, 01:02 PM
QUOTE (Mäx @ Sep 24 2012, 02:53 PM)

The full auto grenade launcher from WAR with few extras.
Full-Auto-Shot-Gun sawn off Barrel and ExEx Ammo.
ZeroSpace
Sep 24 2012, 03:31 PM
Presently packing a Predator with attached laser-sight as my standard weapon. Also have a modded Steyr TMP with 3 points recoil comp for suppression, and a dart pistol rocking Narcoject Toxin for non-lethal. Magic-wise, I've got spirits and a force 5 Lightning Bolt augmented by my totem, and I looking to pick up a meaty Laser spell, because fragging vampires.
Umidori
Sep 24 2012, 08:12 PM
QUOTE (Stahlseele @ Sep 24 2012, 07:02 AM)

Full-Auto-Shot-Gun sawn off Barrel and ExEx Ammo.
Because +5 Concealability is so much less obvious than +6?

~Umi
StealthSigma
Sep 24 2012, 08:17 PM
QUOTE (Umidori @ Sep 24 2012, 04:12 PM)

Because +5 Concealability is so much less obvious than +6?

~Umi
When you have a lined coat, an awesome palming check, and your opponent is oblivious.... yeah.
DnDer
Sep 24 2012, 09:51 PM
QUOTE (Christian Lafay @ Sep 17 2012, 06:57 PM)

Damn, been too many years. Stupid memory betraying me. That may be it. The three mission pack that starts with a Stuffer Shack and ends with a Cyber Zombie.
SR3's "First Run" opened with Food Fight, goes to Supernova (the 'zombie one'), and then one whose name I don't remember but it involves heading out into the wilderness to tangle with a smuggler who's been making deals with nature spirits.
TeOdio
Sep 25 2012, 12:26 AM
QUOTE (Tymeaus Jalynsfein @ Sep 18 2012, 08:56 AM)

The Serpent carries a High Powered Holdout (Ceramic 3, Hermetic) in an Arm Slide, a Light Pistol (Underarm) and a Heavy Pistol (Mid-Back). He has an SMG for his normal operations (With Silencer). In the MPUV, he has an Enfield AS7 and an XM30 System. All of his weapons are Rusian Manufacture of one type or another. And he carries a Ceramic Knife. Just in case.
And some characters like GT and Dark Oni can just roll in on reputations alone and watch the smoothies wet themselves.
Tymeaus Jalynsfein
Sep 25 2012, 12:46 AM
QUOTE (TeOdio @ Sep 24 2012, 05:26 PM)

And some characters like GT and Dark Oni can just roll in on reputations alone and watch the smoothies wet themselves.
Yeah, Ain't that the Truth...

Especially if they go in together...
Sid Nitzerglobin
Sep 25 2012, 01:17 AM
Depends on the character and the run. Generally as much as it seems they'd be able to get away with (Better to have extra firepower and not need it than need it and not have it).
My street sam generally never goes anywhere w/o his full loadout (stun gloves, 2 custom katanas, 2 tricked out Onotari Equalizers w/ at least a couple of spare clips in vacuum seal in concealed holsters integrated into his Ulysses coat, and a disassembled, pimped Ultimax 150 and a couple of 100 round drums in vacuum seal in a case lined false bottom/top courier case). If he needs to leave some things behind they go in the MAD shielded smuggling compartments on his Blitzen.
My dryad con-girl infiltrator/face has it a little easier since most of her tactics revolve around impersonation and extensive use of leäl/pixie dust slap patches and diversion, but she'll usually carry an Elan and a couple clips of Hi-C in the integrated concealed holster on her Zoe Executive jacket or custom armored hoody and a Defiance EX in a quick draw holster at her side or in her case lined handy sack. She'll also bring along a modded Savelette Guardian and a few gas grenades in a case lined fasle bottom attaché if she thinks she might need them and she can get away w/ it. Her slap patches and more obvious B&E gear go into a case lined, hollowed out day planner/portfolio and her leäl perfume, C-Squared hair spray and some other semi-mundane gear goes into the handy sack. Anything she doesn't take w/ her goes in the MAD shielded smuggling compartment in her 400 GT coupe.
toturi
Sep 25 2012, 02:00 AM
My characters are armed with:
Knowledge skills
As many sensors as can be carried
Mook that is configured to spoof/hack smartgun safeties
This way, my characters know the appropriate level of armament to carry, who is carrying what, and who to point out for the mage to stun bolt/ball so my characters can pick up their weapons.
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