Shadowrun
Shadowrun General => Gear => Topic started by: Ravensong on <06-01-15/1013:37>
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Running with a Dwarf Merc who specializes in Long Arms [Sniper][Shotgun] and Unarmed [52 Blocks]. Looking for an automatic sidearm that's easy to carry in urban environments but can lay down some decent suppressive fire for a round or two. Looking to spend 1,000 - 1,500 Nuyen for base weapon and mods.
Any recommendations?
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I'd have to wait before I get home until I can give a definitive answer, but isn't there a FA shotgun somewhere in Run & Gun? (Don't have that with me, hence the waiting). That'd save you a skill.
In Core, there's only one Full-Auto solution, so that's an easy choice. It's also cheap, and mod-wise you won't really need much (you don't need any recoil compensation, which is what usually eats up a lot of mods).
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Most machine pistols are not particularly good at suppressing fire. The two key requirements for the gear are: must have FA capability and needs 20 rounds. Flipping through Core, Gun Heaven, and R&G, I don't see a lot of options. The Steyr TMP is probably the best option with a 30 round capacity and FA. Most of the others that are capable have exactly 20 rounds in the magazine, so you basically have one CT of suppressing fire and then you have to reload. At least with the TMP, you'd still have a few rounds you could shoot rather than having to reload.
SMGs tend to be a lot better at the role given their ammunition capacities and range, but are a bit bigger. Unless you go with the TMP, this is probably the best route.
As Top Dog mentioned, there is the Auto-Assault 16 that has a drum with 32 slugs in it, so it would conceivably work, but it is neither easy to carry around nor legal, so that might make it a bit challenging.
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The Ares Executioner is an SMG (so uses the Automatics skill) has FA capability, a 30 round clip, comes with a folding stock and suppressor, and can be fired from the convenient carrying case that comes with it. Costs 1000¥ but is 14F availability, and a smartlink can be added for 500¥. Page 35 of Run & Gun.
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Or just mod the ares crusader 2 to full auto, seriously wheres the rules on stuff like this? but full auto on a machine pistol? you get maybe 3-4 RC from mods (gas vent 3/folding stock) strength (1-2 3 if you are a troll) and the free point of recoil 6 if you use gyro stabilization (but then you have to wear the suit which is anything but subtle) and only mounts AR and above so shotguns that arent sawed off should fit this
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If you are skilled enough you can use your longarm with BF (or SA) against 2 (or 3) targets as one attack action (spilt pool).
In SR5 you can also bring a sniper rifle into a Close Quarter Battle without negative modifiers (but they are hard to hide).
You could get a drone with an assault rifle in a normal mount to provide suppressive fire for you. Without investing into gunnery; have it use its own ratings and initiative score... But it will also be hard to hide (but maybe it can provide suppressive fire from above?)
If you want something that is easy to conceal you should probably go for a pistol (minus 4 for the smallest up to null for the biggest - compared to plus two for MPs and SMGs... or null if you use a MP with a collapsed stock).
Or consider getting automatics skill (as it provide you with weapons that are relatively easy to hide, weapons with relatively long range and weapons with various firing modes (including FA for suppressive fire).
For suppressive fire you normally want a weapon with a lot of bullets. Like LMGs or maybe an assault rifle. Weapons mounted on a drone automatically get 250 rounds of ammo.... ;)
Rooks, you don't need to worry about recoil when using suppressive fire.
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No such rules in SR5 yet, Rooks. The rules for advanced weapon mods were largely left out of Run & Gun.
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I would go with a Steyr TMP
350 TMP
350 Internal Smartlink
400 Gas Vent 2
100 Custom grip
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1200
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If you had more money I would go HK XM30 and assemble it
As a carbine (SMG size) for more subtle situations.
Either that or the Sigma-3 (SMG with a 50 round drum for all your suppression needs)
Of course both do not fulfill your requirements. As mentioned above except for the Steyr no machine pistol has a clip bigger than 20 :/
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As mentioned above except for the Steyr no machine pistol has a clip bigger than 20 :/
What? 4 of 9 machine pistols from Core, Run & Gun, and Gun H(e)aven 3 have more than 20 round clips, but only 3 have Full Auto capabilities and 20 round (or more) clips.
Non-FA:
Ares Crusader II, 40(c)
Ceska Black Scorpion, 35(c)
PPSK-4, 30(c)
Remington Suppressor, 15(c)
FA
Steyr TMP, 30(c)
Onotari Arms Equalizer, 12(c)
Ultimax 70, 15(c)
Fianchetti Military 100, 20(c)
Cavalier Evanator, 20(c)
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Ops, forgot to add "machine pistol with FA"
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If you want it for suppression getting a FA shotgun allows for Flechette Suppressing Fire, meaning that the opponents need to use edge to avoid getting hit instead of just hitting the deck.
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Honestly, you won't find many full auto weapons that are legal or "just" restricted. So you'll have to decide wheather to pack something small and somewhat concealable (Steyr TMP), or something larger (SMG, AR, shotgun, or even an MG). That is, if FA is a requirement.
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Since your primary weapon is a shotgun and you just want to do suppressive fire in a easily concealable package just buy the Steyr TMP: and don't even bother to upgrade it...350 nuyen and it does what you want it to do.
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Or you can get a Ares Viper Slivergun and flechette suppression right Herr?
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The Slivergun would be limited to 6 bullets per suppressive fire action, which means the area would be reduced by (20-6=12/2=6) 6 meters. But yes, that is a viable choice as long as your GM agrees to allow Suppressive Fire (or any of it's variants) with Burst Fire weapons.
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But if you have 3-4 combat turns per combat round with improved / wired reflexes / synaptic booster /move by wire (if it ever comes out) couldnt you declare you are suppressing fire all of those combat turns upping the area?
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*sighs*
Rooks, Suppressive Fire specifically says it lasts until the end of the Combat Turn. You're thinking of Initiative Passes within a Combat Turn; and yes, you could theoretically do that, but you would move the area each time, not overlap.
Having 4 Initiative Passes is not exactly trivial by the way. To get 4 passes you need an Initiative Score of 31 or more. With a maximum initiative dice of 5 you can at most get 30 if you roll all sixes and you're more likely to be rolling in the 10 to 25 range. To reliably get 31 or more you'd need a combined Reaction and Intuition score of 13 or 14, which means hardcapping Intuition at 6 and getting some Reaction boosters to get Reaction up to 7 or 8. Getting that 5th Initiative Dice isn't trivial either...
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Short burst is 3 bullets complex long burst is 6 full auto is able to but only fire 6 bullets as a simple and 10 bullets but suppression is 20 which consists of a combination of controlled and fully automatic bursts so how can a gun capable of burst fire not be able to shoot 20 bullets for suppression but a full auto gun is able to fire double the amount of bullets for a complex action
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Possibly because the writer might not have been all that conversant about how real life suppressing fire works and just assumed it was hosing down the area with autofire.
Or maybe game balance. I dunno.
-k