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Covert Ops - Weapons

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Slamm-O!

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« on: <10-02-15/0255:02> »
I'm trying to create a Covert Ops character and was toying with different weapons that are considered to be stealthy.  I'm a fan of the Parashield Dart Pistol, but it requires an Exotic Ranged skill to grab.  Three hits, and they are dropping into la-la land with 15S.  A popular consensus is that I should go Pistols for something concealable and use capsule rounds for a non-lethal payload, or Stick-N-Shock. 

Also on the same thread, for a melee weapon.  The classic monowhip, or a baton ?  Unarmed combat ? Spurs ? Bio-weapon ? Chemical reserves with spurs ?!

I want to hear what you like, and why.  What can you sneak past security, and use silently ?
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Jack_Spade

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« Reply #1 on: <10-02-15/0325:33> »
The classic Defiance Ex Taser with Laser Sight. It doubles as a stun baton.

Chemical patches with narcoject and a high palming or unarmed attack check is an excellent way to send someone to sleep.

A walking stick that doubles as a blowpipe or shurikens with a nasty drug coating.

There is the puzzle gun in Run&Gun, but your best option is really to be good at hand to hand and disarm a guard if you need a weapon (or be really good at palming to steal a weapon)



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Lucean

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« Reply #2 on: <10-02-15/0518:54> »
For melee use unarmed combat with Nerve Strike as an adept. Gel and Stick-n-Shock rounds for ranged combat.
Drugs and Toxins do have the drawback that your opponent might get to act when he gets at least initiative 11. Even "immediate" might be not fast enough then, because it means that they can act until the end of the round.

falar

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« Reply #3 on: <10-02-15/1008:48> »
Jack Spade has my vote with his first line:

The classic Defiance Ex Taser with Laser Sight. It doubles as a stun baton.

Pick up Clubs and Pistols and you're kitted out for two non-lethal, silent takedowns. Not only that, you can also grab SnS rounds in a normal pistol when you need a deeper magazine and clubs is simply the best for finding a weapon when you've planned on being captured for the fakeout.[1]

I also really like the chem patches and Palming or Unarmed Attack. It's smooth and you can use it on enemies and friendlies - for when the extraction target only wants to be extracted with a loved one. Look him straight in the eye and shake on it, then have your sammy carry him out.



[1] Never try to plan on being captured until after you're captured. Then it was your plan all along.

Marcus

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« Reply #4 on: <10-02-15/1044:53> »
Stun baton for sure, The commlink taser accessory is super handy once you begin down this path :D
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All4BigGuns

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« Reply #5 on: <10-02-15/1048:16> »
I'm a big fan of the two Ares Light Fire light pistols for a sneaky-sneaky type.
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bdyer

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« Reply #6 on: <10-02-15/1100:36> »
Once you get to the ranges of a taser/holdout I prefer to go to unarmed.  Str 9 with augmentations and bone lacing 3 is 12p and can't be takin from you.

If you go adept you could grab middle mastery and throw anything you wanted at 9p damage ( you could also throw injection bolts)

For covert ops I would stay away from the mono whip.  It's high damage and highly concealable but if it's ever detected your screwed.

All4BigGuns

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« Reply #7 on: <10-02-15/1102:40> »
Once you get to the ranges of a taser/holdout I prefer to go to unarmed.  Str 9 with augmentations and bone lacing 3 is 12p and can't be takin from you.

Not to mention Shock Gloves. Don't need high strength for that.
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adzling

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« Reply #8 on: <10-02-15/1109:36> »
Put it in a fingertip compartment (thumb) and turn off wireless.
If you ever get access to Deltaware make the fingertip compartment Deltaware (super cheap) and it will be nigh undetectable until you start slicing.

For covert ops I would stay away from the mono whip.  It's high damage and highly concealable but if it's ever detected your screwed.

Marcus

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« Reply #9 on: <10-02-15/1114:58> »
 
Once you get to the ranges of a taser/holdout I prefer to go to unarmed.  Str 9 with augmentations and bone lacing 3 is 12p and can't be takin from you.

If you go adept you could grab middle mastery and throw anything you wanted at 9p damage ( you could also throw injection bolts)

For covert ops I would stay away from the mono whip.  It's high damage and highly concealable but if it's ever detected your screwed.

With that level of augmentation there isn't a lot of convert involved. Once an opponent is stunned out they are just as dead if need be, and the option to not kill them is there as well. No one is gonna get upset if your character is packing a Commlink taser dongle, and won't react the same to a stun baton the way they would to a Monowhip. Being found with ether just isn't that big deal just common sense to carry one.

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bdyer

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« Reply #10 on: <10-02-15/1121:17> »
Once you get to the ranges of a taser/holdout I prefer to go to unarmed.  Str 9 with augmentations and bone lacing 3 is 12p and can't be takin from you.

If you go adept you could grab middle mastery and throw anything you wanted at 9p damage ( you could also throw injection bolts)

For covert ops I would stay away from the mono whip.  It's high damage and highly concealable but if it's ever detected your screwed.

With that level of augmentation there isn't a lot of convert involved. Once an opponent is stunned out they are just as dead if need be, and the option to not kill them is there as well. No one is gonna get upset if your character is packing a Commlink taser dongle, and won't react the same to a stun baton the way they would to a Monowhip. Being found with ether just isn't that big deal just common sense to carry one.

I was sticking with bioware which is extremely difficult to detect via technological means.   Magical could pick up you have something but again they would also pick up if you were an adept.  And for a combat character you have to go down the augmentation or the magical route

Beta

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« Reply #11 on: <10-02-15/1225:28> »
Agreed with most of the above.  One possibility for the non-combat takedown is to have sufficient toxin resistance + stats  that you withstand sharing a poisoned or spiked drink with your target (or even setting off a gas grenade, with tracheal filter – although gas grenades can be tricky to hide I’d think).

I do particularly like shock gloves because you don’t have to look strong, or armed, to be a threat with them.  The touch attack is a nice advantage too.  The stun baton is pretty huge damage, but is a much more obvious weapons.

stryker99

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« Reply #12 on: <10-02-15/1301:43> »
I went with monowhip in fingertip compartment and super squirt with narcojet in smuggling compartment.  That and 11 AGI with 1 Firearms Group and 1 Close Combat group giving 12 dice in nearly ALL weapons and unarmed.

Kincaid

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« Reply #13 on: <10-02-15/1352:10> »
Depending on how your GM rules Palming, hold-out pistols (normal or the implant variety) can be very deadly, assuming your manage to surprise your target.
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Rift_0f_Bladz

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« Reply #14 on: <10-02-15/1404:57> »
For electric stun damage I would pick the shock gloves over the baton, because the gloves are easier to hide (they look like gloves). Pistols are a great group for this set up as is the mono-whip when someone in heavy armor needs to be romved from the equation (and delta finger compartment is almost impossible to find).
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

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