Shadowrun

Shadowrun General => Gear => Topic started by: The Smiling Bandit on <11-04-13/1544:25>

Title: [SR5] Cyber implant Weapon pairings
Post by: The Smiling Bandit on <11-04-13/1544:25>
Are blade implants in sr5 sold in pairs? Since the second one has no real game purpose in this new world of nerfed wielding it seems odd to charge a player full price for a second one just for symmetry... Any reason not to sell a pair for the listed costs?
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: Novocrane on <11-04-13/1551:15>
For when the first one is damaged / destroyed / stuck in someone (something) & the fight isn't over.
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: The Smiling Bandit on <11-04-13/1558:18>
For when the first one is damaged / destroyed / stuck in someone (something) & the fight isn't over.

Pretty steep cost for an unlikely contingency. I feel like this is mostly done for looks, and at least some of the work - the doing hookup parts - is probably redundant.
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: Mirikon on <11-04-13/1655:12>
The costs listed would be for a single implant, just as it has always been. Pairs would be double the cost, unless part of a cybersuite. As for why you'd get spurs on both hands, there's plenty of reasons I can think of, mostly springing from the rule of cool, but dual-wielding blades that can never be disarmed is a good one. And there will probably be more ideas that come to you as the 5E version of Arsenal comes out.
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: ImaginalDisc on <11-05-13/0840:02>
I've convinced players to go for symmetry on cyberblades by illustrating examples where having only one hand augmented is a problem.

"When they guy tries to dash past me, I hit him!"

"OK, there are rules to handle that. Are you going to slap him with you gun (clubs skill), drop your gun to punch him bare handed, or drop your gun to slash him with your hand razors?"

"I'd have to drop my gun to use my hand razors?"

"Yep."

"Screw that, I'll take the pair."
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: The Smiling Bandit on <11-05-13/0909:42>
Redundancy is a poor reason to double essencesspending for an implant, especially in a system whereone cyber arm can give you as much full body armor as aa bullet proof vest... Why abstraction, easy bookkeeping, and rule of cool for one implant and not another?
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: Michael Chandra on <11-05-13/0916:01>
Just let them get ambidextrous and take it in the other arm, problem solved.
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: ImaginalDisc on <11-05-13/0920:07>
Redundancy is a poor reason to double essencesspending for an implant, especially in a system whereone cyber arm can give you as much full body armor as aa bullet proof vest... Why abstraction, easy bookkeeping, and rule of cool for one implant and not another?

In 3rd edition I gave an advantage for paired weapons that seemed to make things work.

"When using a pair of weapons you count as having +1 reach."

Arguably, it isn't the most accurate way to handle the advantages/disadvantages of paired weapons, but it was simple and meshes with existing rules.
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: The Smiling Bandit on <11-05-13/0921:16>
Redundancy is a poor reason to double essencesspending for an implant, especially in a system whereone cyber arm can give you as much full body armor as aa bullet proof vest... Why abstraction, easy bookkeeping, and rule of cool for one implant and not another?

In 3rd edition I gave an advantage for paired weapons that seemed to make things work.

"When using a pair of weapons you count as having +1 reach."

In third pairs of spurs had a big honking power bonus
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: ImaginalDisc on <11-05-13/0954:34>
Power bonus for a pair? Was that in a splat book, or am I misremembering editions?

In either case, throwing players some kind of bone for spending the extra cash and essence on paired weapons seem fair.
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: The Smiling Bandit on <11-05-13/1111:11>
Power bonus for a pair? Was that in a splat book, or am I misremembering editions?

In either case, throwing players some kind of bone for spending the extra cash and essence on paired weapons seem fair.

Nope. It was in the long copy on spurs in the main book, but not in the table
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: ImaginalDisc on <11-05-13/1124:12>
Thanks, Bandit!
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: The Smiling Bandit on <11-05-13/1153:20>
Now that I look, I don't see it in my pdf... May have been errata'd or something...
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: The other Bandit on <12-15-13/0704:05>
In SR3 the rules for power bonus on spur pairs were in the Fields of Fire book as far as I know.
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: Medicineman on <12-15-13/1404:36>
and in SR4A there was the Two Handed Weapons Maneuvre .
I bet It'll reappear in Runs & Guns ;)

with a reappearing Dance
Medicineman
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: ImaginalDisc on <12-16-13/0040:22>
In SR3 the rules for power bonus on spur pairs were in the Fields of Fire book as far as I know.

Was that the same book that had the optional use of strength as recoil compensation?
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: The other Bandit on <12-16-13/1251:46>
Yes the very same, I think both rules are just after the awsome  full-page picture of the orc ganger with spurs akimbo going against elven lady with knives.
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: Vidnaut on <12-17-13/2137:45>
One could also get a cyberleg and mount it to pop out of your shin if you want your keep your gun in hand.  Might want to take up some kickboxing though.  Or one could just mount a stun baton to the underbarrel to stick'm with.
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: Medicineman on <12-18-13/0728:54>
One could also get a cyberleg and mount it to pop out of your shin if you want your keep your gun in hand.  Might want to take up some kickboxing though.  ....

but then You might need an exotic Weapon Skill also

HokaHey
Medicineman
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: martinchaen on <12-18-13/0914:31>
Pretty sure the Unarmed Combat skill includes the use of cyber melee weapons implanted in the legs, and that the Cyber Implant Weapons specialization applies as well.
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: ZeConster on <12-18-13/1146:31>
The 2 weapon skills which are explicitly named as having a Cyber-Implant Specialization are Automatics and Unarmed Combat. Also:
Quote
Unarmed Combat covers the various self-defense and attack moves that employ the body as a primary weapon. This includes a wide array of martial arts along with the use of cybernetic implant weaponry and the fighting styles that sprung up around those implants.
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: The other Bandit on <12-18-13/1349:50>
Imagine a Muay Thai Boxing cyber implant weapon specialist:

Two spurs from the fists, two back out the elbows and two from the knee. Thats what I would call a "Tiger Knee Strike".

It would be cool to get some kind of bonus if you have several cyberimplant weapons, its a pretty big commitment to mount more than one or two spurs.
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: martinchaen on <12-18-13/1355:08>
Agreed, The other Bandit. When I tried recreating Adam Jensen from Deus Ex: Human Revolution I quickly discovered there was absolutely nothing more he could do with two cyberspurs than what he could do with one. So he got a silenced cyber-machine pistol instead...
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: The other Bandit on <12-18-13/1409:32>
For me it was a Baraka the Orc clone with cyber lower arms and legs. But same result as yours. Especially because of the relativly high capacity costs of spurs in synthetic cyberlimbs.
The spur and shockhand combo could be worth mentioning though, fur the +2 dice touch attack.

Silenced... cyber... machine... pistol...!!! Yep that should do the trick  ;D

If you dont mind asking, how does your GM handle weapons like that? Do they get detected easy? Do they spell trouble at the door of clubs?
Detecting cyberware seems too easy at time with all those sensors around, for me as a dedicated chromehead that could get exhausting
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: martinchaen on <12-18-13/1508:35>
The other Bandit
Detection has not been a problem.
My character imposes a threshold 4 test to detect each individual illegal item, since standard grade items are threshold 1 and my characters has 6 or more implants. This means that he'd have to walk through rating 4 or higher scanners as they are limited by their device rating.

If if really want to go all out on concealment get deltaware spurs and 4 or more implants, and no scanner in the world will be able to detect it since the threshold will be 7...

Manned scanners are harder than autonomous ones, as a person performs a typical Perception test whereas a scanner uses it's Device rating as it's dice pool. That means that when unmanned even a Rating 6 MAD / cyberware scanner only has 6 dice to hit my threshold 4. If the scanner is manned, I walk through and hope that my hacker friend does what he gets paid for...

I originally had a silenced cyber SMG with an external clip port, but changed it to a silenced machine pistol with just the silencer to make room for armor, agility, and strength enhancements, in an obvious cyberlimb. So far I have yet to use it, but knowing that if I get into a situation where I have to, I can throw out three long burst from a silenced machine pistol at close range with APDS ammo, meaning a non-surprised (if they somehow see the move coming) -5 to defense and -4 AP at a base DV of 6. That's worth the capacity hit to my mind. SMG would have been better at 7P and far better range, but I figure if I'm in a situation where I have to use a cyber implant weapon I'm likely to be up close and personal real soon.

The other arm contains the cyber shock hand and the spur (with the spur coming out of the elbow like Adam Jensen's can), meaning I carry at least three highly concealed weapons on my person at all times. Hah, it's not only mages that get to be weapons all by themselves...
Title: Re: [SR5] Cyber implant Weapon pairings
Post by: The other Bandit on <12-18-13/1656:38>
Now THAT is the Shadowrun I am talking about! Kudos good sir!

And thanks for the sensor clarification, it is nice that you can hide chrome stuff behind that other chrome stuff    8)

If my secondary character survives this run I am gonna spend some money to trick out his arm some more  ;)