Shadowrun
Shadowrun General => Gear => Topic started by: Rift_0f_Bladz on <11-07-14/1026:28>
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I was wondering what peoples favorite gear in either current edition or past editions. This includes everything from weapons, armor, general gear, ware, drones, vehicles. All of mine are current edition equipment.
Weapons: Would easily be the combat knife (op in many ways), shock gloves, and the Remington Suppressor out of Gun H(e)aven 3 (only machine pistol with AP). Not only to start with, but decent weapons down the line. I have fallen in love with my current character's FN-HAR out of CRB. Good gun, easily moded to get 4 points of RC relatively cheap. Finally what I now think of as the can opener, the claymore/nadochi for massive AP, high damage, and more accuracy than the combat axe.
Armor: If I can afford to start with Sleeping Tiger I would, otherwise armored jacket and helmet (with trodes and vision mods). Also fan of the armor pants (PPP secure or something similar), forarm guards, and balistic mask. Still working on armor mods.
General gear: I have found that having a back up metalink, mirco transceiver, survival kit, resperator (rating 6), and mini welder on nearly ever character I have made either helpful, or just for flavor.
Ware: Have not used ware yet, but can see some fun stuff depending on character type.
Vehicles: depends, but like the Growler (dirt bike) for its let's go this way feel.
Drones: again have not used, but flavor wise/mook hord Ares Dualist is up there on both fun factor and this is going to suck (as a melee character).
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Thermal Dampening Armor Mod + regular smoke grenades + thermographic vision: Deployable smoke screen that you can still see out of, yet lets you make stealth tests and "disappear." Excellent for cover in open terrain.
Ares Light Fire 75 with cyber-arm hidden arm slide and smartlink - A high accuracy instantly deployable and silenced side-arm, that requires significant scanning to detect. Extremely concealable.
Colt New Agent with cyber-arm slide - Hits as hard as a heavy pistol, yet fits a hidden arm slide for instant deployability.
Remington Suppressor - Only machine pistol that functionally fits the role a heavy pistol would.
Tasers - more effective than stick-n-shocks, great for destroying implanted Tags.
Suzuki Mirage with Monowhip - Combat biking at its deadliest and most effective.
Gyrojet Pistol - Heavy damage, works underwater like no other weapon.
Pepper Punch + Gas Grenade + Gas Mask - Cheap, very effective stun damage.
Auto-Assault 16: It's a shotgun that's basically an angry, super sized assault rifle, but better because it can reduce your targets dodge pool by -14 and hit multiple guys. Plus it uses the longarms skill, so it gives the sniper a really heavy hitting close quarters assault weapon.
Cyberarm Shotgun: The best way to have a concealed weapon if you're only operating out of the Longarms skill. Heavy hitting, compared to other 'concealable' weapons like pistols.
Ares Archon MP Heavy Laser + Vehicle Mount: -10 AP plus high accuracy out to sniper ranges and effectively infinite ammo make this weapon a nice (expensive) choice for anti-vehicle use. Although admittedly I had the Lancer installed as a secondary mount on my Ferrari Diabolus, the primary mount being an Ares Thunderstruck. These are toys for well off runners, of course.
Fashion Armor + Sensor Array: Great for meets with Mr.Johnson, or on runs to collect intel. You may be able to justify a rating 3-5 for your fashion armor, depending on what the GM thinks is fair. I like the Argentum Greatcoat + Berwick Suit, or toss it in a Sleeping Tiger.
Bodyarmor Bag + Ruthenium Polymer + Mirror Material + Thermal Dampening. Absolutely useful; You can hide in it, toss in whatever loot you want to keep or anything compromised, and it's great for extractions.
Vision Enhancement + Vision Magnification. Always, always, always.
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Electronics:
R4 monocle with vision mag/vision enhance/low light/image link.
A very useful google glass for general usage
R5 headphones with audio enhance 2, spatial recogniser and select sound filter. all your hearing based needs in one convenient package.
Weapons + armour:
Fichetti security 600
My go-to sidearm! 30 round clip, high accuracy, comes with a bit of RC and fits in a hidden arm slide and does decent damage for a light pistol.
stick a scope on it for an awakened or a smartgun + vision mag on it for cybered to deal with short range issues. feed it with APDS and it becomes a really good sidearm.
Krime boss shotgun
i know i know, its accuracy sucks. put a personalised grip on it and stick a smartgun system in it and its not bad at all on someone who's not chucking more than 12 dice.
Its not forbidden (unlike its big brothers), fires SA bursts and takes a drum (15 shots) plus boasts a pretty decent DV too.
Ares victory line armour.
The bonus to social tests with wireless on gives a nice boost to your average joe-runner that doesn't have huge social pools. most come with nice options like sheaths/bonuses to conceal etc.
not a huge amount of capacity but enough for some non-conductivity and chem protection.
Helmet.
+microtransceiver
+flashlight
+image link
+R6 respirator
great little purchase that does comms, deals with darkness + gas grenades and gives somewhere for you to keep that map/floorplan at the ready.
Vehicles/drones:
Yamaha growler
+morphing plates
+spoof chips
not too expensive and gets you around. much better than taking the bus to the meet!
SB-microskimmer
super cheap, works off pilot ground (take at R1 with 2 karma) and comes with an R3 sensor suite. clip it on your tool belt or keep it in your jacket pocket and use it to take a peek around that corner.
If you spec its sensor suite with a directional mic/laser mic it becomes a useful little snooping drone for very little investment. can be controlled via AR from your commlink so tends to go on every char i build if they have the cash.
Misc:
Gecko kit
Survival kit
Miniwelder
Glue sprayer
Medkit
all of these are so useful every char should have them!
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Cyberhand with finger mounted cameras/sensors so my Sam-Fisher-Wannabe can scan for guards while hanging on the rooftop edge.
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Sleeping Tiger with max thermal dampening and auto injector.
Savalette Guardian with all the trimmings loaded with APDS.
Simply the best heavy pistol at 8p/-1ap with the ability to fire 6 round bursts, inherent recoil mod of -1 that allows you to mod with gas vent 3 for total -4 recoil.
Easy to acquire anywhere.
Fichetti Executive Action with all the trimmings in an arm slide.
Ruger Super Warhawk loaded with a spread of rounds (just spin the barrel to select Gel or Tracer or APDS etc. We rule this is a free action with the Adept power Nimble Fingers).
Roomsweeper for mashing rooms full of low-talent goons (SA 3 round burst with flechette rounds, set to wide choke and the oppo get -7 dodge and at medium range <about the width of your average room or 15'+>, you can attack up to 3 targets simultaneously with no penalty.)
+ a Streetline special of course
All of the above are Pistol skills and Semi-Auto specialization covers most of them.
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Favorite gun, maybe the Cavalier Evanator assault rifle. Just cool looking. Favorite TV hicle is the BMW Blitzen 2050 Combat Motorcycle. Badass, tough as nails, love the picture for it. Shame it became just equivalent to a more normal bike in 5th.
Favorite general gear though? TacNet. The coordination it allowed and tactical information it provided was really cool, and it really had a very futuristic feel to it. I really loved what it would allow a team to do. Nice die bonuses aside.
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As a self-declared transhumanist; all the 'ware.
Where are my cyberlimbs!?
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Well, as a GM I use just about everything in the books in order to keep things interesting, but I do have my favorites. A lot of them, actually.
For guns?
Ruger Super Warhawk is a nice sidearm, legal enough, big and scary, and powerful. Fire rate be damned.
The AK-97 assault rifle is a good basic gun, though my love of options places Nissan Optimum II up near the top as well.
My love of big guns demand I place any Assault Cannon and the Ares Thunderstruck Gauss Rifle - helps that as the GM of my group I don't have to worry about acquiring the things or their ammo.
Melee?
The Stun Baton, Shock Glove, and Shock Hand are always favorites.
The Ares "One" Monosword gets a lot of use, as do both sizes of the Cougar Fineblades.
Vehicles?
Gotta love the Suzuki Mirage for individuals - it's fast enough to outrun any of my player's vehicles, meaning enemies can keep up.
For a group? The Rover 2072 has a good enough speed and handling, good passenger space, and decent armor.
Armor?
My criminal syndicate soldiers enjoy the Lined Coat. Concealability at an affordable rate.
My street gangs use Chain Mail, Padded Leather, or Bike Racing Armor.
Security or patrol cops use Armor Jackets.
My HTR/FTR teams use medium and light security armor or full body armor.
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For everyday work few things beat the Defiance Ex Shocker.
Combine it with a custom grip and a laser sight and stick it in a (conealed) quickdraw holster and you have a 100% legal, highly effective, silent weapon, useful against people and drones. Seeing your opponents health status after you shoot them is another useful thing, especially if you follow a codex.
Another really, really useful item is a Biomonitor + Autoinjector with
- Rating 6 Stimpatch
- Rating 6 Antidote
- Crash (Traumapatch)
- Kamikaze
With this "Jason" package and the right programing you don't need to burn edge to get away.
Beside the micro welder there is always the monofilament chainsaw to get entry to otherwise protected areas. The mfc has the added benefit of also working on non-metal surfaces. Just have Knowledge Architecture and cut yourself a way in or out of your chosen target.
In combination with a custom ballistic mask it provides also a nice circumstance bonus to interrogation attempts ;)
Armor:
An Argentum Coat with Shock Pads is almost universally useful.
Concealability is through the roof with a concealed holster (-5 in total), bonus to all social tests and more capacity than armor (gets insane if you upgrade it with softweave)
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Suprathyroid gland. Any semi-automatic heavy pistol with a built-in silencer. Flash-paks. Gamma-scopolamine and laes, with DMSO and capsule rounds. Ordinary-looking clothing that happens to be armor; ditto with the vehicle, though a very fast motorcyle is not to be underestimated.
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I actually was thinking about suprathyroid gland for my Physical Adept actually, then initiating to get back my lost power point (and what the lost powers where). But didn't do it, yet.
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When you get down to it, there are few things more mystically-cost-effective than a suprathyroid gland and a couple of levels of muscle toner. If you have the cash - and yes, it's expensive - go Delta-grade. Suprathyroid gland, three levels of muscle toner, sleep regulator, and mnemonic enhancer for bioware; damper and balance aug for the ears; vision mag, thermographic, and a smartlink for the eyes. 0.99 essence if everything is Delta - 686,875¥ - but it is the best two-thirds of a million an adept can spend, all for only one point of magic.
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I will have to remember this, sounds perfect.
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You cannot go wrong with a non linear junction detector. You just can't. A sensor that can detect electronics, wires and devices, whether they are on or off within a two metre range. You can find RFID tags, bobby traps, bombs, commlinks, anything. Walk up to a fire door but aren't sure if it's alarmed? NLJD. It's really a must have.
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You cannot go wrong with a non linear junction detector. You just can't. A sensor that can detect electronics, wires and devices, whether they are on or off within a two metre range. You can find RFID tags, bobby traps, bombs, commlinks, anything. Walk up to a fire door but aren't sure if it's alarmed? NLJD. It's really a must have.
It's one of best pieces of equipment they forgot to put in the book, considering they specifically referenced it in Stolen Souls. Wont tell you what the junction does, though, just where it is. Some throwback devices are deliciously immune.
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Not heard of this piece of gear, sounds useful though.
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It's not in 5e yet. Was useful in 4e though!
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Current edition favorites:
Armor: sleeping tiger with non-conducting 4, insulation and fire resistance 3, under argentum coat with ruthenium 4, thermal dampening 4, and chemical protection 6, for 17 armor (base), augments are titanium bone lacing and orthoskin 4. Add helmet with ruthenium 4, ultrasound and display link for a "Predator" worthy outfit.
Guns: either Ares thunderstruck gauss rifle with improved range finder and as much recoil comp as possible, or Barrett sniper rifle with same for long range, Ares alpha with gas vent 3, shock pad, and improved range finder for close range big gun, and Ares predator v with silencer and improved range finder for quiet work.
Augments: assuming delta grade, wired flexes 2, reaction enhancer 3, titanium bone lacing, orthoskin 4, muscle toner 4, muscle augmentation 3, cyber eyes 3 with flare comp, low light, thermo, smartlink, vision mag, and vision augmentation 2, cyber ears 4 with everything, olfactory booster 6, damage comps 12, and toxin extractor 6.
Melee: cougar fine blades, or (hopefully dikoted) katana.
Ground vehicles: Suzuki bike or roadmaster van. (Preferably both)
Air vehicles: gmc banshee
Ammo: apds or sns, depending on job
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Since Sleeping Tiger is from Vashon Island and the Argentum Coat from Mortimer of London, I don't see how they can be from "the same maker" to allow them to stack.
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They can't. Also, couger fine blades even with the errata are still overall worse than a combat knife.
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Hmm, will have to re-read the stack rules. I thought that custom fit stacks on custom fit, as long as both are custom fit to one character.
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And of same maker, but it is easy to see the confusion.
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Hmm, will have to re-read the stack rules. I thought that custom fit stacks on custom fit, as long as both are custom fit to one character.
Custom Fit (Stack) will stack on Custom Fit, as long as they're from the same line. So Zoë, or Vashon Island, or, or. No mix-and-match.
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Sleeping Tiger will stack with a Synergist Business Longcoat, but that obviously makes the selling point of the Sleeping Tiger (the ruthies) ineffective.
FFBA with YNT Softweave and Thermal Dampening 5.
Cyber Holdout Pistol (or holdout with quick draw holster if you're worried about Essence) with DMSO/Narcojet capsule rounds.
Forearm Guards with Auto-Injector and Biomonitor.
Some sort of silenced sidearm. If Concealability is an issue, then probably a Colt Agent.
Distractions: smoke grenades, flash packs, pulse weave, etc.
Miniwelder.
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Sleeping Tiger will stack with a Synergist Business Longcoat, but that obviously makes the selling point of the Sleeping Tiger (the ruthies) ineffective.
FFBA with YNT Softweave and Thermal Dampening 5.
Cyber Holdout Pistol (or holdout with quick draw holster if you're worried about Essence) with DMSO/Narcojet capsule rounds.
Forearm Guards with Auto-Injector and Biomonitor.
Some sort of silenced sidearm. If Concealability is an issue, then probably a Colt Agent.
Distractions: smoke grenades, flash packs, pulse weave, etc.
Miniwelder.
I really like the Synergist Business Longcoat as an overcoat with the sleeping Tiger. Your armor shoots through the roof and you still look like a pretty normal business-person. You can stuff the coat in a briefcase (perhaps the one with the ares executioner) or leave it in the car, or just ditch it if you need to go invisible fast. Either way, it's nice to be wearing a suit that provides as much armor as security grade. And if you can get an "armored fedora" as a helmet, you're pretty much gold.
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Know what I am going to do with some of my runners money that is left over.
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Well, now that I have re-read the stack rules (drek!), I am going to have to go with steampunk with thermal dampening/nonconductive 4, and fire resist/insulation 3, under the synergist coat with ruthenium 3 and chem protect 3. For high class joints, sub out sleeping tiger with thermal damp 4, non conduct 4, and fire resist 2. Hate having to choose between armor and goodies! Oh well, maybe I can find out how to tweak armor even more with the armorer skill...
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Just remember that each of these lines has a certain style that may not fit in to where-ever you're trying to go.
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That's why I wanted the argentum coat, it and sleeping tiger are latest version. Too bad they don't stack.
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Some of the special shot gun rounds from 3rd edition. AV rounds sort of like APDS but twice as good. Big D's Breath rounds were awesome too. I also like the 3rd edition version of the Walther 2100, it got hit pretty heavily with the nerf hammer in 4th and I can't remember what it is like now.
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Currently doesn't exist (I think) but a homebrew version has been posted in the child forum of gm lounge (I think).
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New favourite to add:
Ares Viper Silvergun as a sidearm or primary for a non-combatant.
30 round clip and a built in silencer means it packs a punch and re-loads are only needed infrequently.
Accuracy is low, but a simple personalised grip and laser sight/smartgun puts it right back on track.
Best bit is that SA/BF give a -2 penalty to dodge, and flechette ammo puts this up to -4.
This is as good as getting a stack of extra dice to shoot with, which most deckers/TM's/Mages could really do with.
A powered folding stock would be a good idea for some recoil comp too but the weapon is still very cheap even with accessories considered
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Csjarrat
Where is it stated that flechette ammo imposes a -2 defense penalty?
I thought flechette rounds only got that benefit when fired from a shotgun.
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Csjarrat
Where is it stated that flechette ammo imposes a -2 defense penalty?
I thought flechette rounds only got that benefit when fired from a shotgun.
That was my understanding as well; I'm curious where it says that.
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As was mine (starting sound like a busted techno track, lol).
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Maybe that's a throwback to 4th edition? I know ol Csjarrat has been steeped in 4th ed from his PbP
On the pl;us side you can make it a -5 to defense if you long burst. Granted then you run into recoil issues, but options are always a good thing to have.
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Nightmare, just been back and re read it, doesn't apply as part of the ammo type in 5e..
Must be a hangover from 4e!!
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Chunky Salsa. Hands down my favorite.
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Since most of my favorite items are now out of the system (oh Manhunter, where did you go?) I would have to go with:
Ingram Smartgun X - recoil compensated and suppressed? What not to like!
Savalette Guardian w/gas vent III
Mortimer Great Coats, Ballistic masks
Retractable Spurs, Cyberarm Gyromounts, Smartlink
Suzuki Mirage (Yamaha Rapier, why did they scrap you too?)
Saab Dynamit
Appaloosa Light Scout Vehicle
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Many of the vehicles are technically still around, they just use the same/similar states as other already made. There is a sidebar that lists similar vehicles. The Mirage and Rapier would be equivalent in 5th ed.
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Yeah and that saddens me because there used to be diversity straight from the very first Rigger Black Book. Sadly with each edition the number of choices has diminished very the names remain :/