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Q

quartermaim

Rookie
#21
Aug 8, 2013
I have a character named Adonis, he was a Joyboy for a long time and finally he decided to become a Fixer.

Since he had Gun-Fu and Ninjitsu (Japanese/Chinese American) his weapons of choice were a monoknife (tanto style) and a Dai Lung Magnum modified with Solo of Fortune 2 to increase its reliability.

Everybody always laughed when I pulled my gun out with its sweet chrome finish (matched my characters hair color). But is was a perfect gun for Gun-Fu.
 
Sardukhar

Sardukhar

Moderator
#22
Aug 8, 2013
Wait. A joyboy named..Adonis? With Gun-fu NINJITSU?!

I'm not even..what...?
 
Sydanyo

Sydanyo

Rookie
#23
Aug 8, 2013
In Cyberpunk 2020, it would obviously have to be a fully customized and pimped-out Mark II. I used to be able to curve bullets 90 degrees and shoot behind corners with it. Awesome piece of machinery.

As for real life, I think I'd go for this puppy:


 
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Weaselwolf

Rookie
#24
Aug 8, 2013
My Reff ruled that any gun with special rules saying that it explodes on a fumble still explodes, even if you upgrade its reliability...it just explodes less often
 
Sydanyo

Sydanyo

Rookie
#25
Aug 8, 2013
Galahad_Knight said:
My Reff ruled that any gun with special rules saying that it explodes on a fumble still explodes, even if you upgrade its reliability...it just explodes less often
Click to expand...
Well, defective loads have been known to explode, and even defective pistols, but those are both the fault of the hardware, not the user. How would you fumble with a pistol to cause it to explode?
 
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chriswebb2020.736

chriswebb2020.736

Forum veteran
#26
Aug 8, 2013
C. MacLeod said:
Well, defective loads have been known to explode, and even defective pistols, but those are both the fault of the hardware, not the user. How would you fumble with a pistol to cause it to explode?
Click to expand...
In this situation, it isn't the shooter fumbling, but the shooters terrible luck in having the round explode. The randomness of the dice covers all those sorts of eventualities.
 
Sydanyo

Sydanyo

Rookie
#27
Aug 8, 2013
ChrisWebb2020 said:
In this situation, it isn't the shooter fumbling, but the shooters terrible luck in having the round explode. The randomness of the dice covers all those sorts of eventualities.
Click to expand...
I see.

I think we had separate rules, most likely house-, for reliability and actually fucking up a shot. I remember well, because I blew myself up shooting akimbo SMGs at the gas tank of a parked van under which a guy had just dived, having dived next to the van myself to get a shot off at the guy, and that had nothing to do with the reliability of the guns.
 
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Nomad_Xenon

Nomad_Xenon

Senior user
#28
Aug 8, 2013
Since Nomad Xenon is in need of more heavy fire power, lately he's being using the Nomad "Long Rifle"


View attachment 1086


The best way to deal with those heavily armored psychos.
 

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chriswebb2020.736

chriswebb2020.736

Forum veteran
#29
Aug 8, 2013
Nomad Xenon said:
Since Nomad Xenon is in need of more heavy fire power, lately he's being using the Nomad "Long Rifle"


View attachment 946


The best way to deal with those heavily armored psychos.
Click to expand...
And the vehicle they are in...
 
W

Weaselwolf

Rookie
#30
Aug 8, 2013
C. MacLeod said:
I see.

I think we had separate rules, most likely house-, for reliability and actually fucking up a shot. I remember well, because I blew myself up shooting akimbo SMGs at the gas tank of a parked van under which a guy had just dived, having dived next to the van myself to get a shot off at the guy, and that had nothing to do with the reliability of the guns.
Click to expand...
yeah, fumbles represent bad luck rather than lack of skill. Missing a shot because you didn't roll high enough is lack of skill on the user's part. The auto-fail regardless of skill and difficulty that even screws with a badass like blackhand is what a fumble is. That's nothing but bad luck.

And most guns don;t explode, but certain particularly notorious guns like Dai Lungs, can and will explode on a fumble, per special rules of that particular gun.

The Reff's reasoning was that if a gun;s design is so fundamentally flawed that it blows up one out of ten times that you pull the trigger, then no amount of gunsmithing will correct that without costing so much and replcing so many parts that you;re left with essentially a different gun entirely.

Any gun with catastrophic fumble fules retains them regardless of reliability upgrades. But he would have hyou roll a reliability check (like full auto guns do) on a fumble. Failure means the gun;s flawed nature kicks in and it blows. Success means it;s just a fumble, roll as normal on the fumble table
 
TheCybersmily

TheCybersmily

Senior user
#31
Aug 9, 2013
I was always a fan of the Volt Pistol myself, but my main character, an old medtech, went with the Desert Eagle. "Hand cannons often end arguments..."
 
Sydanyo

Sydanyo

Rookie
#32
Aug 9, 2013
Galahad_Knight said:
yeah, fumbles represent bad luck rather than lack of skill. Missing a shot because you didn't roll high enough is lack of skill on the user's part. The auto-fail regardless of skill and difficulty that even screws with a badass like blackhand is what a fumble is. That's nothing but bad luck.
Click to expand...
My character was rocking something like 20-30+die on the to hit roll so it had nothing to do with lack of skill. It's just that we didn't use the fumble rules on either page 106 or page 43 as is, since that would more often than not mean a simple jam or something else as boring.

We had our own system that incorporated LUCK into the roll somehow, can't remember how exactly. I'm pretty sure I rolled a natural 1 to hit, a natural 10 to fumble, and then having a LUCK of pretty much as low as possible, I ended up shooting two perfect bursts from my SMGs. They just hit the gas tank instead of the guy I was aiming at.
 
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eraser7278

eraser7278

Senior user
#33
Aug 9, 2013
Galahad_Knight said:
And most guns don;t explode, but certain particularly notorious guns like Dai Lungs, can and will explode on a fumble, per special rules of that particular gun.
Click to expand...
most guns don't explode, true. but it's not just the UR rated trash of the world that ends up a pile of shrapnel in your hand. google just about any gun you think is the last word in reliability followed by the term "kaboom" and chances are you'll find a pic of a gun that blew up, either due to defective manufacturing or bad ammo. something to think about the next time your character loads those API handloads he bought from a shady dude in a back alley.







 
F

fuzzytroll

Rookie
#34
Aug 9, 2013
Aaand that is why a super bad fumble with any gun let alone 'fixer loads' can result in a boom. One of the things I personally like about my Kel-Tec's is they are designed to shunt destructive levels of energy to the frame. The whole thing blows to bits but you still have a hand and they replace the gun for free. That and the fact that I have pocket carried every day for a year and a half without cleaning my .380, took it to the range and aside from spitting out burning lint with the spent shells the first three shots had no problems with it.

As far as the main topic, arms vary heavily with character. I give every character handgun skill because auto-pistols are legal, concealable, and can hit pretty hard. Rico Suave packs a gold plated smart-linked volt pistol he blew 80% of his budget on (in fact he doesn't even have a co-processor to link it to he was just planning ahead) which became a joking answer for why he never seems to have a shirt.
Meanwhile using revised shotgun rules I had a Netrunner 'Johnny Fade' who packed a Ragnarok on the basis that if he needed to step away from his deck in combat he didn't want to bother with things like aiming or subtlety.
Midnight Blue was a killer near-psycho Pantheret solo who carried 6 cyberlinked teen dreems and two extra mags (what, they don't ALWAYS melt) because the ref didn't have a minimum in place for linking costs and her skills were so good she could call bursts. Her backup was an ETE bulldog for sheer stopping power.

Personal favorites for guns (wish I could get them IRL) include the bi-power (though I would rather have .357 and 9mm to increase capacity and .44 overpenetrates too much for me to feel comfortable carrying it) because it solves the whole power over capacity issue completely. I would also love a Jungle Reaper or City Reaper (I'm a sucker for the rifle+ combiweapon designs, wish there was a shotgun model) again for tactical flexability, though getting 25mm. grenades in reality would be daunting.
 
W

Weaselwolf

Rookie
#35
Aug 9, 2013
LOL, fair enough. And maybe on a catastrophic crit I could see a normal gun blowing up from a bad round...but some very specific guns (not just any that's UR rated) such as the Espenoza 1 shot, budget Arms Auto 3, and the Dai Lung Magnum all specifically say that on a jam there is a chance of them exploding in your hand.

Straignt up, there's a 6% chance of a Dai Lung or Esppinoza exploding in your hand every time you pull the trigger, no matter what ammo you have or how much you upgrade the reliability.
 
Nomad_Xenon

Nomad_Xenon

Senior user
#36
Aug 9, 2013
ChrisWebb2020 said:
And the vehicle they are in...
Click to expand...
:D
 
chriswebb2020.736

chriswebb2020.736

Forum veteran
#37
Aug 9, 2013
Nomad Xenon said:
:D
Click to expand...
The whole reason I used a Nomad Longrifle for the framework of my favourite custom rifle was it's reliablity and simplicity. Nomad weapons are uncomplicated and feature as few parts as possible. That makes them reliable as hell and easy to repair. Two very important qualities in my book.
 
jacqsynn

jacqsynn

Rookie
#38
Aug 10, 2013
My favorite long arm is the Sternmeyer CG-13 I had a fixer that used one with a chopped barrel which yes reduced range, but made it basically a very hard hitting and concealable SMG sized weapon using the rifle skill of course.
 
eraser7278

eraser7278

Senior user
#39
Aug 10, 2013
i'm a fan of the polytech m-9 for the same reason, compact firepower. great for characters on a budget at only 300eb, same firepower as a 12mm smg but uses the rifle skill eliminating the skill overlap. had a couple street mercs who used them to good effect, and one fixer who miraculously survived a suicide charge using one to awesome effect on a pair of inquisitors.

also used the colt alpha omega for fixers who had shit gun skills. slap a laser on it and it does most of the work for you, and it's low profile enough it won't print through your suit. but the damage sucks i hear you say, but when you're a fixer you can get your hands on frag fletchett rounds :)
the glock 30 and browning 3 spot also get an honorable mention, because of the 3 round burstfire bonus = win at close range

when it comes to long range work, always went for the barret m-90. goes for miles, has an amazing base accuracy and kills whatever it hits (short of power armor). slap a computerized sight and a bipod on that bad boy and you're set to kill anything inside 2 klicks.
 
F

fuzzytroll

Rookie
#40
Aug 10, 2013
Just back from my game, the Solo put two rounds out from a WSSA in close range. The first tore the head off of a banger and put a hole through the wall that another was hiding behind giving the chance for a harder (still successful) shot on the guy behind it, splortching his head into mist. I must admit it gave me a new respect for the weapon. Also had a 3 round burst from a Militech Ronin slag the third and final banger but that was mostly just a good roll and the complete lack of armor on the targets (it was light combat to get people back into the swing after two sessions of investigation.
 
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