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Cyber weaponry: what's the point?

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Rooks

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« Reply #15 on: <07-16-15/2233:52> »
Page 458
For extra concealment, cyberguns are built from
mostly non-metallic compounds, and any metallic
parts are incorporated into the (cyber) arm’s structure.
All cyberguns have internal magazines (m) and can be
equipped with a hidden external ammo port. However,
once you attach a clip to the side of your forearm or
the back of your elbow, the cybergun becomes kind of
obvious. Laser sights and silencers/sound suppressors
are also available; other weapon accessories can’t be
installed in cyberguns. All cyberguns are pre-equipped
with smartgun systems

You get spotted on cyberware scanner not on a MAD but might pick up regular ammo and a olifactory scanner would pick up the chemicals in regular ammo maybe not so much capsule rounds/gel rounds not much of a stretch you can have clips made out of plastic or some other kevelar/non metalic material never understood the ammo port could you have internal mag while hidden mode but when you need to reload have the ammo port pop out and load in the clip dont see much of a point of a laser gun when you have a smart gun for 2k you can get upgrade range finder laser and ignore a range penalty

Reaver

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« Reply #16 on: <07-17-15/0020:19> »
Rooks.

An olfactory scanner picks up the propellant of the round.
Don't matter what round it is, (APDS, GEL, EX, FL) it still uses a chemicial propellant. The only way you are getting around that is a railgun, which you are not fitting in an arm.
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ScytheKnight

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« Reply #17 on: <07-17-15/0227:21> »
Rooks.

An olfactory scanner picks up the propellant of the round.
Don't matter what round it is, (APDS, GEL, EX, FL) it still uses a chemicial propellant. The only way you are getting around that is a railgun, which you are not fitting in an arm.

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Sendaz

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« Reply #18 on: <07-17-15/0233:55> »
The only way you are getting around that is a railgun, which you are not fitting in an arm.

Someday though, someday.....
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« Reply #19 on: <07-17-15/0258:07> »
Ohhh man... Deltaware Arm with a cyber-modified Streetline Special.. yaknow, that holdout designed to get past MAD scanners?

Sure they don't do much, but load them EX-Explosive, ADPS or some inventive Capsule rounds and they can sill be pretty dangerous in a situation no one is expecting someone to have a gun.

HK Urban Combat SMG immune to MAD (Run and Gun p. 36) and a Large Smuggling compartment, conveniently will fit in a partial leg.  Or just build the SMG into an Arm with the new Cyberweapon rules from Chrome Flesh.  Carry a Monowhip and SMG, just about anywhere, for around 50k, 3 or 4 runs in, give or take.  The Deltaware is easy, the SMG is actually the toughest to get.   

The Ammo is more likely to give you away to chem sniffers than the cyber or gun.

Finding the Deltaware Clinic is actually be the hardest part... have no idea why they dropped the Advanced Medical Rules from 4th edition. But there are only 3 Clinics in Seattle that can even handle Betaware... 2 legit clinics & 1 Shadowrunner clinic. They also  dropped the surgery costs as well as the Availability/definition of what each kind of medical facility can do. Though they retained some of it in the Fluff, like it takes a Betaware clinic to do Nanoware. All Deltaware Clinics are run by AAA & AA Corps... if your GM just gives you free access, Congrats! But that is not supported by the Lore in any way... just getting access to a Deltaware Clinic should be a big deal & you'd still need to pay for what you get.

Rooks

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« Reply #20 on: <07-17-15/0347:53> »
Rooks.

An olfactory scanner picks up the propellant of the round.
Don't matter what round it is, (APDS, GEL, EX, FL) it still uses a chemicial propellant. The only way you are getting around that is a railgun, which you are not fitting in an arm.
airsoft guns included?

Novocrane

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« Reply #21 on: <07-17-15/0411:21> »
HK Urban Combat SMG immune to MAD (Run and Gun p. 36) and a Large Smuggling compartment, conveniently will fit in a partial leg.  Or just build the SMG into an Arm with the new Cyberweapon rules from Chrome Flesh.
What's the point of having a MAD invisible weapon inside a cyberarm or smuggling compartment that will register as metal?

Jack_Spade

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« Reply #22 on: <07-17-15/0420:49> »
In previous editions the HK Urban Combat had also the feature of sealed ammunition so olfactory scanners couldn't pick up the ammo before you broke the seal on the magazine.
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LordGrizzle

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« Reply #23 on: <07-17-15/0607:59> »
The only way you are getting around that is a railgun, which you are not fitting in an arm.

Someday though, someday.....

Doesn't look like a railgun

Sendaz

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« Reply #24 on: <07-17-15/0636:43> »
You are just used to seeing the twin guide method.

Other rail system used rings around the projectile 'barrel' to provide the momentum.

Though I do agree there should be a lot more rings along the barrel in the pic, but artistic license I guess.  :o
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psycho835

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« Reply #25 on: <07-17-15/0927:22> »
In previous editions the HK Urban Combat had also the feature of sealed ammunition so olfactory scanners couldn't pick up the ammo before you broke the seal on the magazine.
What he said. Same goes for the sadly absent HK Urban Fighter.

Also from previous edition, Morrissey Elan: 1 bullet less and can't use flechettes, but trades that -2 for COMPLETE UNDETECTABILITY! And if you're playing previous edition, it has better rate of fire.

Other beneficiaries of MAD stealth are SA Puzzler and it's bigger brother, WW Infiltrator, though only the former appears in 5E.

Finally, 4E has rules for modifying ANY gun with (rather expensieve and HIGHLY illegal) ceramic/plasteel components. Level 1 gives -2 for detection, level 2 provides -4 and level 3 - complete undetectability.

And don't forget - ammo might show up of MAD. That's why 4E had similiarly undetectable (at the cost of lower damage and greater recoil) Hi-C Plastic rounds, for when you didn't feel like using capsules or gel.

HK Urban series weapons are the only ones benefiting from sealed magazines though. Unless of course you have appropriate skills and a bit of time.

P.S. 4E Runner's Companion p.35 has quite a few toys for bypassing such pesky things as MAD scanners, including MDS Subdermal Sheath, which helps conceal smuggling compartments (or other components that you would like to hide, like say, retractable spur).
« Last Edit: <07-17-15/1021:24> by psycho835 »

Hobbes

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« Reply #26 on: <07-17-15/1034:14> »
HK Urban Combat SMG immune to MAD (Run and Gun p. 36) and a Large Smuggling compartment, conveniently will fit in a partial leg.  Or just build the SMG into an Arm with the new Cyberweapon rules from Chrome Flesh.
What's the point of having a MAD invisible weapon inside a cyberarm or smuggling compartment that will register as metal?

Cyberlimb is legal.  MADs aren't image scanners, they're fairly simple.  If there is metal they go *ping*.  The Cyberware scanners are more refined image scanners and the rules specifically call out how the Cyberware scanners spot the sub-systems (more hits).  The MAD scanners just detect metal, in real life, and in game description.  So unless the sub-systems get spotted by the Cyber scanner, or the by a regular search test ( at -10 concealability)  the legal, metal cyberlimb is fine. 

Kinda like drug mules, or similar. 


Novocrane

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« Reply #27 on: <07-17-15/1054:41> »
Quote
Cyberlimb is legal.  MADs aren't image scanners, they're fairly simple.  If there is metal they go *ping*.
For an illegal, metal weapon inside a metal cyberlimb, they go ... ? ::)

After pinging a MAD scanner, if you're subjected to a physical or visual search (ie; being patted down, or showing your cyber limb), then the non-metal materials don't matter. If they put you through a cyberware scanner, then the non-metal materials don't matter.

Rooks

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« Reply #28 on: <07-17-15/1057:07> »
HK Urban Combat SMG immune to MAD (Run and Gun p. 36) and a Large Smuggling compartment, conveniently will fit in a partial leg.  Or just build the SMG into an Arm with the new Cyberweapon rules from Chrome Flesh.
What's the point of having a MAD invisible weapon inside a cyberarm or smuggling compartment that will register as metal?
Page 458
For extra concealment, cyberguns are built from
mostly non-metallic compounds, and any metallic
parts are incorporated into the (cyber) arm’s structure.

All cyberguns have internal magazines (m) and can be
equipped with a hidden external ammo port. However,
once you attach a clip to the side of your forearm or
the back of your elbow, the cybergun becomes kind of
obvious. Laser sights and silencers/sound suppressors
are also available; other weapon accessories can’t be
installed in cyberguns. All cyberguns are pre-equipped
with smartgun systems

So it seems you have a cyberarm "yes" its a cyberweapon get him! kinda like the failed fake sin paradox if only time the system asks for further information is when the sin id scanner ties with a fake sin id then by the very fact of the system asking for more information the sin is a fake

Reaver

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« Reply #29 on: <07-17-15/1100:46> »
No, if a SIN scanner is asking for more info, it couldn't verify the SIN, that is not the same as a "rejected" response. A rejected response your SIN is blown. More info means litterally more info is required....
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.