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[SR5] Cyber implant Weapon pairings

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ImaginalDisc

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« Reply #15 on: (00:40:22/12-16-13) »
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?

The other Bandit

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« Reply #16 on: (12:51:46/12-16-13) »
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.

Vidnaut

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« Reply #17 on: (21:37:45/12-17-13) »
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.

Medicineman

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« Reply #18 on: (07:28:54/12-18-13) »
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

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martinchaen

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« Reply #19 on: (09:14:31/12-18-13) »
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.

ZeConster

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« Reply #20 on: (11:46:31/12-18-13) »
The 2 weapon skills which are explicitly named as having a Cyber-Implant Specialization are Automatics and Unarmed Combat. Also:
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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.

The other Bandit

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« Reply #21 on: (13:49:50/12-18-13) »
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.

martinchaen

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« Reply #22 on: (13:55:08/12-18-13) »
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...

The other Bandit

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« Reply #23 on: (14:09:32/12-18-13) »
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

martinchaen

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« Reply #24 on: (15:08:35/12-18-13) »
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...

The other Bandit

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« Reply #25 on: (16:56:38/12-18-13) »
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  ;)