Shadowrun
Shadowrun General => Gear => Topic started by: Herr Brackhaus on <06-17-16/1331:32>
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I've been musing over this one for a while; do you need the Exotic Weapon Skill to use the grapple gun at all, or is that skill only for using it as a weapon? If the former, when would you ever roll to "attack" if all you want to do is launch the grapple, and what would hits give you?
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By RAW you can not default an Ex.Weapon Skill, so you can not pick it up to shoot the Grappel ( just like with Laserpistols)
But my Common Sense cries Havoc when he noticed that .(even now, while I'm writing this my head hurts from the Facepalm )
So , My Houserule would be to simply default to AGI (or use Projectile Weapons because thats what a Grappling hook is ;) ) and be done with it
Additional Hits...
A GM could raise the treshold for a succesful throw/shot/whatever and additional Hits could be used to beat them
with an exotic Dance
Medicineman
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Yeah, the no defaulting thing actually changed from SR4 to SR5; it was one of our first houserules, as firing something like a laser pistol or a flame thrower or indeed a grapple gun shouldn't be 100% impossible without training, just difficult.
I guess a follow-up question is: how do y'all run the grapple gun at your tables, specifically, do you need to roll "to hit" to get a secure grapple?
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Well, if I were to run a Shadowrun game anytime soon, I'd just chuck the grapple gun (and harpoon gun, for that matter) into the Archery skill. And I'd require the same as landing a grenade where you want it to get a secure grapple; 3. Unless there's other circumstances.
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ahhh :)
Your Archery is Projektilwaffen in German = projectile Weapons
( and using Grenade Rules is a good Idea , I'll take that for a Doller :D )
with a German Dance
Medicineman
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Our group took a simple approach; if you are simply using it to attempt to place the grapnel then no roll required. If you're attempting to go Rorschach with it and use it as a weapon the Exotic Weapon Proficiency is required.
Its not the same as pointing a pistol and firing. The thing is front heavy until you fire, so there is a special technique completely unlike firing a handgun. At least that was the rationale we adopted.
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As long as you are shooting at a relatively large target (ie a building or rooftop) no roll should be required its not like you can over shoot a rooftop or miss a broadside of a building unless under extreme circumstances, on the other hand, shooting a moving vehicle to latch onto it shoot require a roll
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I've always liked the optional rule in the core rulebook that stats you can substitute a similar active skill for another active skill at a dice penalty at the GM's discretion. When I GM I allow my players to use the pistols skill at -2 dice, which makes sense for me. Its weighted differently, and 2 dice is a significant enough penalty,
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Personally, I'd roll the use of the grapple gun into your Climbing check.
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One thing to consider is that missing with a grapple gun can be heard, especially after multiple failed attempts. It is also a very awkward thing to fire compared to a gun, at least I would assume. If you want to be really accurate with a grapple gun you should grab the skill. If you don't mind missing a few attempts, defaulting should be allowed imo.