Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Lysanderz on <01-21-16/0132:53>
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So this is Smudge. Smudge was an up and coming Neo-Anarchist who specialized in shooting things (Mostly with shotguns) and committing acts of vandalism both digital and analog. He signed on as a Decker with a team, did a fantastic job and even went so far as to negotiate with another radical group to arrange a deal to allow him and his team to escape a facility before the other radicals (Eco-Terrorists bent on destroying the facility) did their work. It was during this exit that Smudge's life fell to absolute shit.
His team decided that they didn't trust the intentions of the Eco-bombers and proceeded to absolutely obliterate each and every member of the cell that had shown up to demolish the facility. So with a string of dead bodies who were "Fighting the good fight" smudge's credibility fell to pieces and he had to leave Seattle for a while (This, for the record, was a real run. It sucked)
So after spending some time working down in Bogota with the war acting as counter surveillance and general overwatch, Smudge has made his way back to Seattle with some new ware and a new idea of how to handle things. What do you get when a neo-anarchist grows up? A man who specializes specifically in overwatch with hacker support and a penchant for staying far from the line of fire these days. Can't risk being too close to another team, in case they turn and screw him over again.
So, here is Smudge. My overwatch sniper who happens to be trying to re-establish himself in the Seattle scene. Here is my general build that is open to review, and please do, but I haven't really even thought about contacts. I'm not entirely sure what's appropriate for a guy who is just getting back into the shadows after having his keister absolutely toasted by a couple idiots who shoot first and trust second.
== Info ==
Name: Marcus Luther Alias:
Elf, Male Movement: 10/20
5'8", 180lbs Composure: 6
Street Cred: 0 Judge Intentions: 8
Notoriety: 0 Lift/Carry: 6 (60 kg/40 kg)
Public Awareness: 0 Memory: 10
Karma: 0 Nuyen: 2197
Age: 28 Skin: Pale
Eyes: Green Hair: Black Mohawk
== Priorities ==
Metatype: D(1) - Human or Elf
Attributes: D(1) - 14 Attributes
Special: E(0) - Mundane
Skills: A(4) - 46 Skills/10 Skill Groups
Resources: A(4) - 450,000¥
== Attributes ==
BOD: 2 CHA: 3
AGI: 3 (5) INT: 5
REA: 3 (5) LOG: 5 (7)
STR: 2 (4) WIL: 3
EDG: 2
== Derived Attributes ==
Essence: 3.05 Initiative: 8 (10) + 1d6
Physical Damage Track: 9 Rigger Init: 10 + 1d6
Stun Damage Track: 10 Astral Init:
Physical: 5 Matrix AR Init: 10 + 1d6
Mental: 8 Matrix VR Cold Init: 5 + DP + 3d6
Social: 5 Matrix VR Hot Init: 5 + DP + 4d6
Custom Ballistic Mask [+2] (Only for intimidation, Must be visible)
Astral: 8
== Active Skills ==
Armorer (Longarms) Base: 1 + Karma: 0 = 1 Pool: 8 (10)
Artisan Base: 6 + Karma: 0 = 6 Pool: 11
Automatics Base: 1 + Karma: 0 = 1 Pool: 6
Computer Base: 6 + Karma: 0 = 6 Pool: 13
Cybercombat Base: 6 + Karma: 0 = 6 Pool: 13
Disguise Base: 2 + Karma: 0 = 2 Pool: 7
Electronic Warfare Base: 6 + Karma: 0 = 6 Pool: 13
Gymnastics Base: 2 + Karma: 0 = 2 Pool: 7
Hacking Base: 6 + Karma: 0 = 6 Pool: 13
Hardware Base: 6 + Karma: 0 = 6 Pool: 13
Leadership Base: 1 + Karma: 0 = 1 Pool: 4
Longarms (Sniper Rifles) Base: 6 + Karma: 0 = 6 Pool: 11 (13)
Palming Base: 2 + Karma: 0 = 2 Pool: 7
Perception (Visual) Base: 3 + Karma: 0 = 3 Pool: 8 (10)
Pilot Watercraft Base: 1 + Karma: 0 = 1 Pool: 6
Running Base: 2 + Karma: 0 = 2 Pool: 6
Sneaking Base: 2 + Karma: 0 = 2 Pool: 7
Software Base: 6 + Karma: 0 = 6 Pool: 13
Survival Base: 3 + Karma: 0 = 3 Pool: 6
Swimming Base: 2 + Karma: 0 = 2 Pool: 6
Throwing Weapons (Improvised Weapons) Base: 2 + Karma: 0 = 2 Pool: 7 (9)
== Knowledge Skills ==
Civil Engineering Base: 3 + Karma: 0 = 3 Pool: 10
English N
Neo-Anarchism Base: 4 + Karma: 0 = 4 Pool: 9
Small Unit Tactics Base: 6 + Karma: 0 = 6 Pool: 13
Street Art Base: 4 + Karma: 0 = 4 Pool: 9
UCAS Activists Base: 3 + Karma: 0 = 3 Pool: 10
== Qualities ==
Allergy (Common, Mild) (Sunlight)
Consummate Professional
Day Job (20 hrs)
In Debt IV
Keen-Eared
Low-Light Vision
Nocturnal
Prejudiced (Specific, Biased) (Wageslaves)
Profiler
SINner (National) (UCAS)
Strive For Perfection
Unusual Hair
== Lifestyles ==
The Docks (High) 1 months
== Cyberware/Bioware ==
Cerebral Booster Rating 2
Commlink
Cybereyes Basic System Rating 2
+Image Link
+Flare Compensation
+Low-Light Vision
+Thermographic Vision
+Smartlink
Data Lock Rating 4
Datajack
Magnetic System
Muscle Augmentation Rating 2
Muscle Toner Rating 2
Reaction Enhancers Rating 2
Simrig
== Armor ==
Chameleon Suit 9
+Insulation 3
+Thermal Damping 6
Custom Ballistic Mask 2
+Gas Mask
+Vision Enhancement Rating 3
== Weapons ==
Onotari Arms Equalizer
+Concealed Quick-Draw Holster
+Flashlight, Low Light
+Folding Stock
+Laser Sight
+Silencer
+Smartgun System, Internal
Pool: 6 Accuracy: 6 DV: 7P AP: - RC: 4
SVD
+Bipod
+Easy Breakdown (Unpowered)
+Imaging Scope
+Silencer
+Smartgun System, Internal
+Spare Clip
+Spare Clip
+Spare Clip
Pool: 11 (13) Accuracy: 8 DV: 10P AP: -2 RC: 5
Unarmed Attack
Pool: 4 Accuracy: 5 DV: 4S AP: - RC: 3
== Commlink ==
Hermes Ikon (ATT: 0, SLZ: 0, DP: 5, FWL: 5)
Novatech NetNinja (ATT: 0, SLZ: 0, DP: 5, FWL: 5)
+Attack Dongle Rating 6
+Sim Module, Hot
+Add Module (Virtual Machine) [Decrypt, Hammer]
== Gear ==
AR Gloves
Backpack (Nice)
Bug Scanner Rating 5
Camera Rating 5
+Ultrasound Rating 3
+Laser Range Finder Rating 3
+Directional Microphone Rating 3
+Low Light
+Thermographic Vision
Can of Spray Paint (Various) x10
Canteen, One Liter
Certified Credstick, Gold x5
Certified Credstick, Standard x10
Data Tap
Datachip x50
Electronic Paper
Fake SIN (UCAS) Rating 2
Flashlight, Low-light
Hand Tool (Good) (Multi-Tool)
Index Card x100
Ink Pen (Good)
Lighter (Good)
Matches x10
Mitsubishi Water Home
Printer
Restraint, Plastic x10
Sandwich Bag x10
Satellite Link
Security Tags x50
Standard Tags x50
Stealth Tags x50
Tag Eraser
Telescoping Mirror on a Stick
Tool Kit (Electronics)
Tool Shop (Electronics)
Tube of Epoxy
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...well for one I'd get a better rating fake SIN for your primary ID (rating 4) and tie any licences you need to it. You don't want to go around using your Legal SIN on jobs. If you can afford it I'd also consider a couple low rating throw away ones. Good "profession" licences for this character would be either Bounty Hunter or Bodyguard.
I suggest getting the best Commlink you can at chargen (Device 6, which will also add +1 to his AR/VR matrix initiative) and increase its Firewall to 7 since this is what he's going to use to do his matrix work with. A Programme carrier with Signal Scrub to counteract noise would be a good addition. You may also want to consider this mod for his sniper rifle (as he has both requisite skills to do so) just in case you end up in a high noise area (like parts of the CZ in Chicago).
I'd also get some minor Biosculpting to alter his appearance just for the back story's sake. My elf face actually got full Metatype Alteration to appear like she's human. A bit costly at 20,000¥ but if he is looking to start fresh again after what went down before he left for Bogotá it may not be a bad investment.
1 D6 of initiative can be deadly in the meat world. One low cost solution to get a little "edge" would be to get Boosted Reflexes (10,000¥). This is a one time Bioware treatment that adds +1d6 to Initiative and is compatible with his Reaction Enhancers as it doesn't increase Reaction. I'd also carry some Cram (adds +1d6 +1 to Initiative and lasts 12 - BOD hours). Risk of addiction is pretty low (threshold 2 with 7 weeks before a test needs to be made) especially for a character with a decent WIL and high LOG.
It looks like you spread the 10 Group points out a bit. I would maybe only take two Groups that are central to his work like Cracking, Electronics and/or Stealth (one at 6, one at 4, or two at 5). Sneaking is especially important to a sniper for hiding purposes and I could actually see just taking this as a standalone instead of group skill at 6 with a specialisation in Urban which would give him a pool of 11 (13). Add the Catlike Quality and the pool increases to 13 (15). With a soak roll of only 14 he'll have to be very careful to stay out of pitched fire fights. I would normally recomend Sleeping Tiger (Armour 13 with Ruthenium 3) However the bonuses of the Chameleon Suit to his physical limit and Sneaking pool (wireless) make up for it.
Instead of Automatics I'd take Pistols with a specialisation in Semi Automatics. That covers pretty much pistol on the market save for Tasers and Revolvers, and adds + 2 to the pool with that particular class. It also allows for him to carry more concealable weapons. With modifications and special ammo available in Hard Targets, even the "lowly" Streetline Special can become quite useful. There is a heavy pistol capable of firing a full 3 round burst (Savalette Guardian) and with his STR, he would have a decent RC.
Unless it is so totally central to the character (didn't see that in the description), I'd maybe put just 1 or 2 skill points into Artisan instead of 6. What I get from this and his knowledge skill in "street art" is most likely he was a graffiti artist in his "younger" Neo Anarchist days. That's cool background colour however not really useful on a job. If he's looking to "turn over a new leaf" and go pro as a surveillance/matrix specialist and sniper for hire, those points could be best used elsewhere.
The SVD seems "light" (low DV and AP) for a sniper rifle, however I can understand as it is fairly inexpensive, not Forbidden, and semi automatic so with APDS you can take aim and do a bullseye double tap to reduce your target's armour. This will give you a full AP (three round SA burst) of -10.
I have a character who uses a Remington 950 and can get an AP of -8 using APDS on a base DV of 12 with an Accuracy of 10 (Personalised Grip and Internal Smartlink). She's taken out HTR personnel in FBA on a number of occasions with one shot. (pool of 16). Granted it only holds 5 rounds and has a firing mode of SS, but it's been pretty effective and also an R instead of F legality. In the fluff description, it's often considered a sport or hunting rifle.
For 500¥ more (base) than the SVD the Ruger 101 is slightly better with a DV of 11, AP of -3 Accuracy of 6, SA Firing Mode (allowing for the Bullseye Double tap) and has an availability 4R. Like the Remington, though it's magazine rather than clip fed. The Ruger though will give you -13DV with a Bullseye Double Tap.
I like the fact he has a lot of common everyday items. I did that with my demolitionist Leela as well (some even come in handy with her Juryrigging Quality). Adds a bit more colour to the character.
As to contacts. that is pretty tough as he doesn't have a lot to spread around. Yeah, there's always the ubiquitous "fixer" but considering his "professions" having one that is more linked to what he does like a Decker, or Arms Dealer (eventually he will want a better rifle) would make sense.
Egad it's 01:30 here need to go. Hope this helps a bit.
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I can't quite make the mods to my character sheet at this very second, but I definitely see A LOT of good points in your post. Some counter things:
-His artisan skill has to be at 6. It was his passion for many years and while I understand job wise and build wise it doesn't make a whole lot of sense... it is from his original character sheet (Which also had signature, no surprise).
-Why pistols over automatics? I feel like BF from a Machine pistol just has a lot more damage potential than most pistols and with him not being overly durable in a firefight, he really needs to pile on the damage.
-I totally dropped the ball on the 1d6. You're right, he'll probably supplement with drugs over ware, though eventually he'll be able to afford the ware
-The SVD is an easily replaceable rifle. Even with all of the mods. It really comes down to "This character build's money is stretched thin". If it wasn't for my cobbled together Comm/Deck then I don't think I could even get close to making this build work financially. It's a shame because I'd really much rather a professional Deck with lots of program options rather than being stuck with JUST what I have on that module.
-I will likely grab athletics (Climbing to get into sniper perches) and then respend some points to bring up my Sneak. You're right, it's super important and I can't leave all of the work on my Chameleon suit.
-I couldn't get the best commlink at char gen because it's availability goes over 12 when I plug in a hotsim onto it. This seems to be the best I can do.
-I might swap out Hammer for Signal Scrubber, for Noise.
-I don't think he really wants to change his face. I think he's just gonna try to stay away from Activist/Terrorist cells as contacts. I mean it's technically been 2 years so I'm mildly sure they have other things to worry about than some ex-Neo-A who's become a lot less "Be an angry kid" and become a "Professional Inciter of Terror".
The long and the short is that I'm going to have to shift what little cash I have free to fix these holes and I've still gotta figure out my contacts. He's probably gonna have like 1, maybe 2, and just struggle to grab some cash and start building a base again. I almost took the "Hung out to Dry" quality, but again... it's been 2 years. And only like a half dozen dudes got killed in the incident.
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I like the background.
Have you considered dropping consummate professional for a few more ranks in In Debt?
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I feel like Consummate professional has become sort of his signature quality for his transition from "That whiny Neo-A" he was and more towards the cold blooded operator that he is now. Otherwise I would looooove to grab a little more cash. It also doesn't help that my current play table already has enough strings tied to us by various organized crime families. Our doc's family is being held hostage by the Triads and our Street Sam is slowly making his way into the Commissione (Specifically to use their power to free the doc's family) so taking a bunch of money from either faction or any other underworld player powerful enough to lend it..... makes it less than appetizing as a means to patch my money problems.
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IMO this is a classic "Skills A is a trap" situation.
I like the backstory. That run sure sounds fun haha.
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Wait a minute, you have a skills A proirity but your only social skill is Leadership 1?
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Did I miss the Cyberdeck? You've got just shy of 200k spent on your Commlink, you can get one hell of a Cyberdeck for that kind of Nuyen. That is a tremendous investment to not have a Sleaze rating. Sleaze actions generally have much more utility than the attack actions, IMO.
Muscle Toner 2 and Muscle Aug 2 could be Alpha Muscle Replacement 2 since you've got essence to burn and would free up Nuyen.
And to second the others, this would be the Classic Skills "A" Trap. My own recommendation would be group skill Firearms 6; Group skill Athletics 2; Group Skill Outdoors 2; Computer, Hacking, EW, Sneaking, Artisan, Cybercombat at 6 with a few specializations and then Hardware & Software with whatever you've got left over. Then go through and pick up all the remaining skills you want with Karma at Rank 1.
And FYI the cyber implanted commlink comes with a SIM link for free IIRC. Can't recall hot or not.
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Try this one as a basis. You can switch skills bac to A if you drop edge 4->1 but I must warn you that edge is very important for deckers.
== Info ==
Street Name: ????
Name: ????
Movement: 10/20
Karma: 17
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf
Composure: 6
Judge Intentions: 8
Lift/Carry: 6 (45 kg/30 kg)
Memory: 10
Nuyen: 40265
== Priorities ==
Metatype: C - Human, Dwarf, Elf, or Ork
Attributes: D - 14 Attributes
Special: E - Mundane
Skills: B - 36 Skills/5 Skill Groups
Resources: A - 450,000¥
== Attributes ==
BOD: 3
AGI: 3 (5)
REA: 2 (6)
STR: 1 (3)
CHA: 3
INT: 5
LOG: 5 (7)
WIL: 3
EDG: 4
== Derived Attributes ==
Essence: 0,27
Initiative: 7 (11) + 2d6
Rigger Initiative: 11 + 2d6
Astral Initiative:
Matrix AR Initiative: 11 + 2d6
Matrix Cold Initiative: 5 + DP + 3d6
Matrix Hot Initiative: 5 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 10
== Limits ==
Physical: 5
Mental: 8
Social: 4
Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral: 8
== Active Skills ==
Armorer : 1 Pool: 8*
Artisan : 4 [Drawing] Pool: 9 (11)
Computer : 6 Pool: 13
Cybercombat : 1 [Devices] Pool: 8 (10)
Electronic Warfare : 6 Pool: 13
Gymnastics : 5 Pool: 10
Hacking : 6 [Hosts] Pool: 13 (15)
Hardware : 1 Pool: 8*
Leadership : 1 Pool: 4*
Perception : 6 Pool: 11
Running : 5 Pool: 8
Sneaking : 2 Pool: 7
Software : 1 [Data Bombs] Pool: 8 (10)
Survival : 1 Pool: 4*
Swimming : 5 Pool: 8
(*) - bought with karma
== Knowledge Skills ==
== Qualities ==
Low-Light Vision
== Cyberware/Bioware ==
Cerebral Booster Rating 2
Cybereyes Basic System Rating 2
+Image Link
+Smartlink
+Flare Compensation
+Low-Light Vision
+Vision Enhancement Rating 2
Data Lock Rating 6
Datajack
Internal Router
Muscle Replacement Rating 2
Reaction Enhancers Rating 3
Wired Reflexes Rating 1
== Armor ==
Ballistic Mask 2
Chameleon Suit 9
+Nonconductivity 3
+Thermal Damping 6
Lined Coat 9
== Weapons ==
Remington 990
+Concealed Quick-Draw Holster
+Personalized Grip
+Sawed Off/Shortbarrel
+Slide Mount
+Slide Mount
+Smartgun System, Internal
+Spare Clip
+Stock Removal
Pool: 4 Accuracy: 7 DV: 11P AP: -1 RC: 2
Ruger 101
+Easy Breakdown (Powered)
+Imaging Scope
+Personalized Grip
+Shock Pad
+Silencer
+Sling
+Stock
Pool: 4 Accuracy: 7 DV: 11P AP: -3 RC: 3
Unarmed Attack
Pool: 4 Accuracy: 5 DV: 3S AP: - RC: 2
== Commlink ==
Hermes Chariot (ATT: 5, SLZ: 4, DP: 4, FWL: 2)
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
== Gear ==
Fake License Rating 4 x4
Fake SIN Rating 4
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I increasingly see the value of the IC spec to Cybercombat over Devices, given the action economy. I'd probably also want more Cybercombat, simply because it's Opposed, where Computer is Threshold.
I guess something's got to give, but a Leadership pool of 4 isn't really worth discussing.
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I've had a different experience in my games. Matrix Perception was very important but fighting ICs was the last thing I wanted to do so I just bailed out if spotted.
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Aaand I've just noticed that visual enhancements for an imaging scope on Ruger 101 do not show. There are smartlink, vision magnification, and thermo mods.
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I can't quite make the mods to my character sheet at this very second, but I definitely see A LOT of good points in your post. Some counter things:
-His artisan skill has to be at 6. It was his passion for many years and while I understand job wise and build wise it doesn't make a whole lot of sense... it is from his original character sheet (Which also had signature, no surprise).
-Why pistols over automatics? I feel like BF from a Machine pistol just has a lot more damage potential than most pistols and with him not being overly durable in a firefight, he really needs to pile on the damage.
-I totally dropped the ball on the 1d6. You're right, he'll probably supplement with drugs over ware, though eventually he'll be able to afford the ware
-The SVD is an easily replaceable rifle. Even with all of the mods. It really comes down to "This character build's money is stretched thin". If it wasn't for my cobbled together Comm/Deck then I don't think I could even get close to making this build work financially. It's a shame because I'd really much rather a professional Deck with lots of program options rather than being stuck with JUST what I have on that module.
-I will likely grab athletics (Climbing to get into sniper perches) and then respend some points to bring up my Sneak. You're right, it's super important and I can't leave all of the work on my Chameleon suit.
-I couldn't get the best commlink at char gen because it's availability goes over 12 when I plug in a hotsim onto it. This seems to be the best I can do.
-I might swap out Hammer for Signal Scrubber, for Noise.
-I don't think he really wants to change his face. I think he's just gonna try to stay away from Activist/Terrorist cells as contacts. I mean it's technically been 2 years so I'm mildly sure they have other things to worry about than some ex-Neo-A who's become a lot less "Be an angry kid" and become a "Professional Inciter of Terror".
The long and the short is that I'm going to have to shift what little cash I have free to fix these holes and I've still gotta figure out my contacts. He's probably gonna have like 1, maybe 2, and just struggle to grab some cash and start building a base again. I almost took the "Hung out to Dry" quality, but again... it's been 2 years. And only like a half dozen dudes got killed in the incident.
...I don't see the artisan skill coming into play much to justify spending that many build points on it.
As to pistols. they are more concealable and a number of heavy pistols have a better DV than Machine pistols. That is why I specified the Savalette Guardian (8DV, -1 AP, and capable of burst fire mode). All burst fire does is impose a negative modifier on dodge, it does not increase the damage like it did in 4E and earlier editions. Machine Pistols also have inferior range stats compared to Heavy Pistols.
Machine Pistol: Short: 0 - 5 medium 6 - 15, Long : 16 - 30 Extreme: 31 - 50
Heavy Pistol: Short 0 -5, Medium 6 - 20, Long: 21 - 40, Extreme 41 - 60.
Both the Guardian and the Preadator V have internal smartlink at no extra cost giving them better accuracy..
Considering his Body and Armour, this is a character who would most likely want to avoid getting into the middle of a firefight. One decent shot from an Ares Alpha, and he's in a serious world of hurt with only 11 armour (11 is also the base DV of the Alpha and it has -2 AP so just one net hit for base damage, and he's taking 11P physical damage with only 12 dice to soak).
Gymnastics Skill is used for climbing, you don't need the whole Athletics group. Your base climbing pool is Gymnastics + Strength.
The Transys Avalon has a device rating of 6 and availability of 12. (5,000¥). you can add a programme carrier to a commlink so you wouldn't have to ditch the Hammer programme (which would be on the attack dongle).
I suggested the biosculpting just so any of the people that hosed him wouldn't recognise him if he crossed paths with them. Even minor biosculpting (100 - 500¥) would most likely be sufficient.
For the rifle, I would still get the best you can. Most of the really big ones are way too expensive and beyond chargen availability. If you can at least get the Ruger 101 you would be better off. Outfitted with both an Internal Smartlink and Personalised grip (granting an accuracy of 9) it would cost 2,700¥.
You can also use starting Karma to purchase extra resources (up to 10 Karma = 20,000¥).
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Pistols are fore people who want a legal option (tazers) or concealable option (holdouts and light pistols). Automatics are for people who want the option to go loud with more bang bang. At the heavy pistol/machine pistol level there is a lot of crossover. It's the upper and lower limits of those two skills which set them apart.
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Automatics are for people who want the option to go loud with more bang bang.
Honestly, this isn't what I want Automatics for. I want them for the reduction of dodge dice pools and options that cover most ranges. I mean, the option to go loud is nice, but it's not my primary motivator. It's all about actually being to land a hit with less investment. I can pretty easily get RC 5 and then it's Simple Full Auto attacks all day long, which drop the dodge by -5, which is half to a third of most dodge pools.
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Heavy pistols having slightly better ranges is pretty moot given the very close range of the average Shadowrun combat encounter.
I would also much rather deny defense dice.
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While not concealable like a machine pistol, a shotgun is great for lowering defense pools when loaded with flechette. A medium choke at short range combined with a semi auto burst or double tap is some good shit. With a semi auto burst you are up to -5 (possibly against multiple targets) with a -1 to DV. With the double tap you only are putting out -3 to defense, but you lose no damage and only use 2 rounds for recoil comp. Plus you have a longer range. With flechette your short range is equal to a machine pistols medium range. That will mean less penalties for you.
Further, a shotgun like a Remington 990 has knock down power. Remember that damage can knock people down. Loaded with stick and shock a 990 does as much damage as the Defiance EX-Shocker at much larger ranges (with semi-auto capability). Of course it might be hard to carry a shotgun everywhere. if your goal is to always have a gun on you than I recommend pistols. All the combat ability in the world doesn't matter if you can't sneak it in with you. Pistols also has some of the best guns for quiet work. An Ares Light Fire 75 can be modded to give -8 to perception dice (special built in silencer, electronic firing, subsonic bullets). Combine that with the ability to hide a light pistol and you have a nice covert piece.
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Heavy pistols having slightly better ranges is pretty moot given the very close range of the average Shadowrun combat encounter.
I would also much rather deny defense dice.
...the Guardian is capable of full burst fire and has a better base DV than any of the machine pistols.
Full auto is firing 10 rounds for a -9 AP however you are going to lose dice to your pool (5) even with a Gas vent 3 and folding stock. This means less potential for scoring a hit and a higher potential for a glitch considering the character's base dice pool.
If you are looking to do suppression fire, an Assault Rifle is better as they have higher ammo capacity as well as better base DV for the fool that tries to stand up in a hail of lead. Just this last session the character on our team who was doing suppression fire actually took a couple of the oppos out.
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...the Guardian is capable of full burst fire and has a better base DV than any of the machine pistols.
That's fair, I just think the category for Automatics is overall better. People reference tasers as everywhere-carry stuff...maybe it's my groups, I've never had an issue carrying heavier stuff around, especially with a good license. Of course this varies greatly table to table.
I've come around on Longarms a lot, though I don't recall them having a great conceal option.
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A little comparison of Tasers.
1DV is roughly equal to -3AP.
A Ruger Super Warhawk is 9P -6AP. That is the strongest handgun available out of core. Its damage is the same as a Colt M23 loaded the same.
A Defiance EX-Shocker is 9S(e) -5AP. You lose 1AP and gain the electrical traits. You also lose range with the taser, but gain the ability to use it in melee at slightly reduced damage (8 instead of 9).
Lowering defense is better than armor penetration because without a net hit you do nothing. Once you have that net hit they are equal if you are fine with either Physical or Stun damage as a result (AP is better for physical damage or for shooting through barriers).
The best damage code for a machine pistol is the Remington Suppressor at 7P -1AP. We could load it with APDS to get that to 7P -5AP. This is the same damage code as a Yamaha Pulsar, but without the electrical effects. You do lose some range with the taser, but you gain the electrical effects and legality in the bargain.
What some of these weapons net you is the ability to burst or full auto fire. Assuming that we can add a gas vent 3 and a collapsible stock to almost all of these we are looking at RC in the 5-6 range (More with higher STR or certain augmentations). This means we are looking at full bursts or simple action full auto with minimum to no loss from recoil. That's 4-5 dice our enemy loses and we can count at a rough 3 to 1DV. So that will net us an extra 1-2DV on average.
That means we can bump our suppressor up to 8-9P -5AP. That puts it on the level with a Defiance EX-Shocker for potential damage.
A Savalette Guardian does 8P -1AP. With APDS we are up to 8P -5AP. We can short burst ever round while resetting recoil compensation. That means we can take 2 dice from our enemies or 5 (but will start wracking up recoil, so this is an every other round option at best). On rounds we short burst we are looking at a rough 1 increase to DV. So the guardian almost equals the power of a Defiance EX-Shocker.
Burst and full auto fire are good options, but mechanically better for people with low pools (since the first net hit is the most important and the decrease to defense tests makes this more likely). The taser wins when it comes to damage and other effects when you can operate within its range and you are already likely to hit. In the end you can be effective with any of these options. Pistols gets you tasers, concealable options, and burst fire capability (no full auto). Automatics gets you the ability to get full auto and up into the bigger leagues with AR's, but excludes you from using the awesome, and legal, power of the taser.
Automatics covers a wider range of options for someone with only 1 skill for combat while pistols gives more varied options to a character who will have multiple combat skills and the augmentations to make them work.
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...a Ruger Warhawk with EXEX loses 3 AP compared to APDS but gains the same base DV as an Area Alpha (11P.) which makes it a very powerful handgun for someone with the right skill.