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Best automatic with mods/accessories?

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riven5

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« on: <12-14-12/1901:23> »
Hey guys, just getting started with the game and I want to make a Gunmage style character.  While I'm hammering out the details of the Mage, I still need a gun!  I intend to use an automatic machine pistol and either a battle rifle or an assault rifle for when things get really dicey.  Problem is, I find the rules in Arsenal to be flat out arcane.  Could anybody clue me in to some really good accessories/mods, and what machine pistols and rifles are some of the more popular (and potent) choices?

Thanks in advance!

CanRay

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« Reply #1 on: <12-14-12/1941:58> »
Barrel-mounted suppressor for both.

Internal/External Smartgun Link for both (With non-cybernetic equipment to link it up, might as well get an image link in that baby as well to link up with everyone's ARO HUDs, make sure you can look over the optical system to cast spells, or, hell, just make it Mirrorshades to keep it Cyberpunk!).

Drum Magaz...  *Sighs* Clip for the Assault Rifle.  If you're using an AR, it's best use is suppression for a Shadowrunner, and they're trying to geek you first anyhow (being a Mage).

Reduced Barrel for the Machine Pistol (for better concealability).

Everything else is gravy, but should help with recoil.

Start with Gel/Stick'n'Shock ammo, then a spare clip of Regular ammo, everything else should be EX-Ex/APDS mixed with Tracers.  If you've burned through two clips of ammo while hitting your targets, they've already had all the warning shots they deserved and it's time to chlorinate the gene pool a bit.
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Novocrane

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« Reply #2 on: <12-14-12/2120:07> »
I normally pick between internal / external smartgun based on the price of the weapon, and whether I expect to hit someone with it.

Silenced / Sound suppressed weapons work well with Electronic Firing and Subsonic Ammunition. (another -3 to notice the shot, plus 1 Recoil Compensation)

As far as actual guns go, the Ares Executive Protector is a good choice when you want to carry a gun around openly, without carrying a gun around openly - it's an SMG, though. On actual machine pistols, the FN 5-7C has inherent recoil compensation, making it a good choice.
« Last Edit: <12-14-12/2131:08> by Novocrane »

FuelDrop

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« Reply #3 on: <12-14-12/2214:29> »
Ingram smartgun X with underbarrel weight (auto-adjusting) is a suppressed smart smg that can fire 2 short bursts per ip with no recoil penalties for 800 nuyen. An excellent disposable weapon.
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emsquared

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« Reply #4 on: <12-14-12/2215:51> »
Yeah, I tend to put electronic firing on everything, it reduces recoil and audible perception, both wonderful. Most of my mods revolved around recoil reduction though, as most of my weapons revolve around BF. Recoil, ammo capacity and sound suppression.

As for specific guns, I'm a sucker for Armor Piercing (and recoil comp and sound suppression and burst fire) so I like the Onotari Equalizer for machine pistols (with extended ammo cap.). For Assault Rifles there's a flavor for every need, so I tend to pick whatever I like for looks with the PC.. though tending towards the various -1 AP, 2 RC, and decent ammo capacity (Ares Alpha, HK G12A3z, Sernopal) platforms for general purposes. Haven't ever built a PC with a Battle Rifle but once and I went with the SIG Sauer 574... AP, RC, poor ammo cap. but wasn't so important as the PC wasn't a primary combatant.

JustADude

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« Reply #5 on: <12-15-12/0454:09> »
Ares HVBR has some... quirks... in its setup, but it's got the recoil comp to be absolutely tasty no matter which way you interpret it. Essentially, the rules for High Velocity say it can't fire Short Bursts, but the HVBR is SA/BF only, which creates two possible takes on the situation:

1) The gun fires Semi-Auto and Short Bursts as normal, with the HV mod giving full HV-FA bonus if you add the Firing Change mod.

2) The gun fires Semi-Auto and Long Bursts, replacing Short Bursts with the HV equivalent, while still lacking the Full Burst option.

Either way works great, especially with an internal Suppressor, but Take #2 requires a little more investment in Recoil Compensation and packs a bit more "oomph" to it, while Take #1 leaves you with more slots free for things like Chameleon Coating.
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