|Dual-wielding ranged weapons in SR?
||[Dec. 24th, 2010|02:32 am]
I'm rolling up my first SR character for a friend's campaign and decided on a B&E specialist, also focusing on close-combat. I decided to go with pistols as my main weapons, using the Firefight martial art from Arsenal to keep me in either short range or melee. I'm trying to figure out whether to dual wield in SR, though (I come from a strictly D&D background). I've already got the Ambidexterity quality, and I know you split your dice pool when dual wielding, but I'm worried about even being able to hit at all with the reduced dice pools.|
My Pistols skill is at 5 with a 7 starting agility, a heavy pistols specialization, and two Smartgun-system equipped Ares Predator IVs, so I should be rolling 16 dice total on attacks with one gun by my count. Is lowering that to 8 dice going to kill me as far as hitting anything? Or doing enough damage to get through whatever armor the enemies are wearing? (The pistols do 5P each with AP-1, and we're using SR4, if that matters any.) The character's an Adept, too, and most of my points are already spent getting initiative passes and stealthy abilities (Traceless Walk, Facial Sculpt, Improved Reflexes), but if anyone has any combat-oriented power suggestions I might want to take on I'm all ears!
Don't forget that you don't get to add the bonus from a Smartlink or Laser Sight if you dual-wield. So you're rolling 7 dice with each pistol, which is fine - although that depends on your GM, of course.
Improved Ability: Pistols is always useful.
I always wonder why shadowrun even HAS any other guns, the Predator is amazing.
*kisses his character predator*
I personally like my warhawks... Add some explosive rounds and you only need 6 shots.
Predator is definitely my second favorite though :P
I've always thought that dual wielding was more for coolness than effectiveness.
Seven dice gives you an average of two hits. The average rent-a-cop has five dice on reaction, which gives him an average of two hits, with only a slight advantage to you. So you hit him, with one success, just over half the time. You have a damage code of 6P. He rolls his body and armor jacket for four hits, taking two boxes.
Compare this to sixteen dice. That's five hits versus his one. Or an average of four hits every shot. Which would be five boxes of damage.
With two simple actions, that's ten boxes per pass. Compare to the previous scenario, which would be four simple actions, missing half the time, for four boxes total per pass. Oops, that would be better, since he loses a reaction die every time you shoot at him. So maybe seven boxes.
But remember, other penalties really kill you, with smaller dice pools. Minus two for visibility reduces your dice pool for each test by over 25%.
But like I said, dual wielding is cool. If that's your character concept or the tone of your campaign, go for it.
Also Combat Sense might be nice, for the surprise test dice.
Okay, that spells it out pretty nicely, thanks. So + on coolness, - on damage, heh.
I was thinking combat sense might be worth a point or two, since my armor isn't troll-like or anything.
In our group, there are two main adept archetypes. The cut-you-in-half-before-get-an-action close combat monster, and the you-can't-hit-me dodge master. Though they're effective, pistols aren't huge weapons, so if you have abilities to keep you alive long enough to use them you'll be in good shape.
Since you can always fire the Predators either dually or singly, you only have to figure out how many BP to spend to be effective dual, and then decide if it's worth it.