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Assault Rifle or Shotgun as standard weapon?

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Senko

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« on: <05-27-14/0026:13> »
I'm working up a mage/face as a theory crafting exercise. They have enough spare karma to get a suppliment to their pistol skill and I'm wondering which be better for their main weapon on runs as a suppliment/alternative to their magic. Longarms lets me use shotguns and if needed sniper rifles, assault rifles + swat armour means they're not going to instantly be shot as a mage (that comes after they cast a spell ;D ). Anyway I was just wondering if people think one or the other offers better advantages longarms (specializing in shotguns) or automatics specializing in assault rifles based on the mechanical advantages of the guns available?

Namikaze

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« Reply #1 on: <05-27-14/0030:17> »
If you're using the default skill groups, you'd be better served putting your points from Pistols and your free points into Automatics.  If you're using the variant rules that does away with Automatics, you're better served doing Longarms.
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Senko

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« Reply #2 on: <05-27-14/0042:40> »
What variant rules are those?

Not default skill groups the character put those into pistol 4, speciality light. Eventually I'd want all 3 at 4 just for the group skills discount as all of them are useful in different situations (or would have been without my being alerted to the variant rules). Its purely theory crafting to work out how various advancement paths work and now I've assigned them more karma I'm planning to get a more powerful gun either shotgun or assault rifle as the primary weapon with pistols as back up. I'm leaning towards long arms due to the spread option of shotguns and the ability to snipe if needed but I'm curious if people think automatics (assault rifles) are a better primary weapon.

My other option was blades to get a weapon foci so I have a weapon that can be used on the physical or astral and can hurt creatures immune to normal weapons. However her strength is (and is going to remain) at 3 so a gun seemed a better option since her magic can hurt creatures immune to normal weapons and on the astral/physical planes anyway. Not to mention I don't know what a decent weapon focus value actually is beyond 1 so I can hit things and you can't just upgrade if you make a mistake you have to create an entire new one.

Namikaze

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« Reply #3 on: <05-27-14/0105:59> »
What variant rules are those?

Just a house rule that a lot of people here on the boards seem to use.  It does away with the Automatics skill, and puts Pistols, Longarms, and Heavy Weapons all in the Firearms skill group.  Pistols covers everything up to a Machine Pistol, Longarms covers everything from Submachine Guns to Sniper Rifles.  Heavy Weapons continues to be the same in every way.

Not default skill groups the character put those into pistol 4, speciality light. Eventually I'd want all 3 at 4 just for the group skills discount as all of them are useful in different situations (or would have been without my being alerted to the variant rules). Its purely theory crafting to work out how various advancement paths work and now I've assigned them more karma I'm planning to get a more powerful gun either shotgun or assault rifle as the primary weapon with pistols as back up. I'm leaning towards long arms due to the spread option of shotguns and the ability to snipe if needed but I'm curious if people think automatics (assault rifles) are a better primary weapon.

Longarms are definitely useful.  Not subtle, but very useful.  Often, pistols are regarded as a secondary weapon skill choice simply because they lack the overall power and versatility of Automatics and Longarms.

My other option was blades to get a weapon foci so I have a weapon that can be used on the physical or astral and can hurt creatures immune to normal weapons. However her strength is (and is going to remain) at 3 so a gun seemed a better option since her magic can hurt creatures immune to normal weapons and on the astral/physical planes anyway. Not to mention I don't know what a decent weapon focus value actually is beyond 1 so I can hit things and you can't just upgrade if you make a mistake you have to create an entire new one.

Mages and faces generally have pisspoor physical attributes, so I wouldn't recommend melee combat.
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Senko

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« Reply #4 on: <05-27-14/0126:00> »
That was why it was passed over in favor of a less subtle but more powerful main gun. Hmmm part of why I'm doing this is to familiarize myself with herolabs running of it let's see if I can create that houserule.

Namikaze

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« Reply #5 on: <05-27-14/0134:36> »
I've actually created it in my custom rules file.  Not sure how to implement it on someone else's machine though.  To be fair and honest about it, this wasn't so much me getting the house rule to work as Mathias working with me to make one work.  I wouldn't have been able to do it without his help.  If you'd like, I can send it to you and let you try to figure out how to use it.
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Senko

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« Reply #6 on: <05-27-14/0146:42> »
I'd appreciate it thanks, worst case scenario I can just stick it in my rules folder as is.

Senko

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« Reply #7 on: <05-27-14/0239:21> »
So lets assume all things are equal skills, abilities etc which is a better weapon shotgun, ar, situational?

Sendaz

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« Reply #8 on: <05-27-14/0246:54> »
While shotguns can be nice, do not forget that your assault rifle can be putting down suppression fire, which can be very handy at times.
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RHat

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« Reply #9 on: <05-27-14/0304:52> »
While shotguns can be nice, do not forget that your assault rifle can be putting down suppression fire, which can be very handy at times.

To which I say: Flechette Suppression.

Generally, though, a Longarms/Pistols user is looking at wanting to carry 3 weapons - a shotgun, a rifle, and a pistol.  Shotguns and long rifles are very, very useful weapons, but their utility is radically different, and one really can't adequately substitute for the other.  For example, shotguns are amazing for taking on multiple targets, while nothing beats a long rifle for taking on hardened targets.
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Senko

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« Reply #10 on: <05-27-14/0312:19> »
Lot to carry though pistol on hip, katana on other hip, ar in hands, shotgun on backpack, backpack on back, deck strapped to upper thigh.
« Last Edit: <05-27-14/0317:32> by Senko »

Namikaze

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« Reply #11 on: <05-27-14/0418:37> »
If I was a mage/face, and one of my players is just that, I'd just carry a small sidearm for when the drek hits the fan and you can't talk your way out of it or spellsling your way out of it.  Leave the heavy guns and gunnery to the rest of the team.  Your specialty should be avoiding conflict in the first place.
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RHat

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« Reply #12 on: <05-27-14/0452:49> »
Lot to carry though pistol on hip, katana on other hip, ar in hands, shotgun on backpack, backpack on back, deck strapped to upper thigh.

At absolute minimum, I'm seriously questioning why this character is carrying a deck and a katana...
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Sendaz

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« Reply #13 on: <05-27-14/0506:40> »
To Hack on the Fly? :P
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Elektrycerze3

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« Reply #14 on: <05-27-14/0511:19> »
To Hack on the Fly? :P

You made me literally burst out laughing. I'm saving that for future reference. Thank you =)
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