Handgun Skill, is about resilience,
concealment and variety of effects
concealment and variety of effects
This skill is dedicated to one thing everybody knows : Concealement. But there is more than that behind the skill, resilience, and variety of effects come immediatly after. It's more versatile than you might think.
Advantages
x1 skill
Concealment
One handed
Popup ranged weapon
Average
Versatile
Price
Flaws
Range
Damage
x1 Skill
Easy access like Shoulder arms (Shotgun, AR and Sniper). But shoulder arms is more versatile in term of Range, Damage, AoE. Overall Shoulder arms is a the most efficient combat skill in the game if you want to rely on ONE, low cost, combat skill. But it comes with a GREAT default. You have a Popup Shotgun (Ammo 2) which is concealable and ready to use immediatly. That's it (IIRC I might have miss something).
Concealment
I cannot emphasize enough that you can't bring your AR/Hurricane Shotgun everywhere. Like not at all. That's why Handgun is a good skill, everything can be concealable without a check because it's onehanded, meaning you can put these weapons in a Popup Ranged Weapon cyberware. Hidden holster is also another possibility for HP and for TechUP VHP.
One Handed
That's very potent if you understand all the mechanism related to this concept.
You can Dual wield weapon (Check my Dual wielding analysis for more details. )
You are less suceptible to critical injuries : Broken arms, Crushed finger, Dismenbered arm, Dismenbered hand will handicap you BUT you have 2 hands (maybe more)
Popup Ranged Weapons
Conceal any Onehanded ranged weapon.
It's always on you.
You don't have to spend an action to draw a popup weapon.
Can't be disarm
All these feature can be exploit to create a very effective dual wielding character. Effective in almost all situation and place IF the range is less than 25m.
The price
It's ranked "Average" : yes at Chargen you can save a lot of money if you compare with Shoulder arms. But with all the good weapons listed below, that are exotic (need upgrade), you gonna spend a lot if you want to be a versatile Gunslinger.
Versatile
Less versatile than Shoulder arms, Handgun have one AoE (Shell) and can really use a large array of ammo without spending an action to change from one ammo to another one. At the end of theday it's not as bad as you might think. You have acces to a lot of different effects, sometime for a very cheap amount.
Damage
That's obviously the main issue here:
there are some expensive way to deal with this issue (see below). Still, you can't beat a Hurricane Shotgun.
You can mitigate this issue by playing a Solo or even with a "small" dip into Solo (rank3). As a Solo dedicated to your craft, you will hit. That's not the problem here. Meaning you can distribut Combat Awareness into Spot weakness. (yeah Shoulder Arms users can do the same). That's super reliable when using ROF2 weapon, because you have two chance to hit and to apply your spot weakness.
ROF 2 weapons at low cost : HP. yeah... that's only 3D6 damage, but with Spot Weakness you're gonna boost that. AND with AP ammo you are going to shred your opponent armor.
Range
This is the second issue :
0 to 6m : DV13
7 to 12m : DV15
13 to 25m : DV20
26 to 50m : DV25
51 to 200m : DV30
With Base 14 + Smartgun Link + Excellent quality weapon = 16, meaning you hit a DV20 with a 5+. Of course you can increase your chance with Synthcoke, Precision attack (that's not good) and Training Area. But you get the picture. [0 to 12 m] you are good to go, [13 to 25m] it starts to be difficult, above it's only for trained professional.
SMG : yeah they can extend your range, I agree, but the damage output in single fire is NOT enough. I just never ever use a SMG in single fire mode unless I don't have any other choice.
Thanks to concealment and the use of a single hand, you're more resistant to any threat.
Because you always have a weapon with you.
You can't be disarm
The ability to deal with critical injuries is really underestimated.
IP wise, it's cheap, as a Solo you can invest only in 3 x1 Skills, Handgun, Evasion and Brawling. And you are effective even in areas where you are not supposed to bring weapons. Cheap investment in Combat skill means you can have other Skills.
Malorian Arms 3516
10.000eb - Excellent Quality Exotic VHP - Ammo 8 - ROF1 - 5D6
Smartgun Link
Exotic --> no other type of ammo except with a 10.000eb upgrade.... that's a tiny bit expensive.
Perfect for aimed shot to the head.
Militech Perseus
5000eb - Excellent Quality Exotic VHP - Ammo 11 - ROF1 - 4D6
If it was fired during the previous Round in a combat, it operates as a 2 ROF weapon instead of a 1 ROF weapon.
Exotic --> no other type of ammo except with a 5.000eb upgrade.... that's a bit expensive.
ROF2 + 4D6 that's a huge damage dealer gun.
But without AP ammo, it's only a bit more reliable than a HP + AP.
Magnum Opus Hellbringer
1000eb - Exotic VHP - Ammo 3 - ROF1 - 5D6
BODY 10 or the weapon jam after each shoot
That's a pretty reliable secondary weapon. You will get through armor with it. Then you can switch to HP + AP.
Militech Crusher
500eb - Exotic VHP - Ammo 6 - ROF1 - 3D6 Shell
Shotgun Shell only
Your only AoE weapon IIRC. The upgrade is only 500eb for using Incendiary ammo (edit) OR AP ammo. That's really effective for a Spot weakness Solo.
Militech Fox Dual Ammo Pistol
1000eb - Exotic HP - Ammo 10 x2 - ROF2 - 3D6
Can fire Non-Basic Ammo
The 2 magazine can be loaded with different type of Ammo.
Each magazine take an action to be reloaded.
That's a bit expensive... but if you want to limit the cyberware on you (not a lot of Popup Ranged Weapons) that's a good way to have AP and Incendiary in one weapon.
Constitutional Arms Multiple Ammunition Pistol
500eb - Exotic VHP - Ammo 5 - ROF1 - 4D6
Accept mix ammo and you can select which one you will shot each turn
This one is good to start a fight against a SP11. Start with Incendiary, then AP, then switch to HP + AP
Nomad Big Gulp
100eb - VHP - Ammo 2 - ROF1 - 4D6
Accept mix ammo
Incompatible with magazine attachements
This one is good to start a fight against a SP11. Start with Incendiary, then AP, then switch to HP + AP. And you can buy it (EQ) and add a Smartgun Link.
Dartgun
100eb - Exotic VHP - Ammo 8 - ROF1 - 4D6
can only load non-basic arrows
Sleep ammo are a thing against mook.
Microwaver
500eb - Exotic VHP - Ammo 8 (battery) - ROF1 - special
EMP effect (DV15 Cybertech check else lose 2 cyberwares or piece of electronics you are carrying)
Shrieker
500eb - Exotic VHP - Ammo 8 (battery) - ROF1 - special
Target must resist DV15 Resist T&D, else suffer the Damage Ear Critical Injury
You must have protection to use it (level damper or auto level damper)
Air Pistol
100eb - Exotic MP - Ammo 12 - ROF2 - 0D6
can shot Acid paint balls which ablate armor each time you hit
Seems bad ? Well, an Executive and his Bodyguard, that's a 2x ROF2 = 4 attacks against the Metalgear dude. He is not likely to dodge, -4SP, for a small amount of money.
Handguns are more versatile than most people think. Of course as a damage dealing skill, that's not the best. On the other hand you can use Arrows, Bullet, Shell and special effect like EMP, Acid, or Shrieker. If you are not a Solo think about the special effect you can inflict to your opponent.
If you are playing an Executive, your most combat effectiv, teammates have Handgun as their main skill. Three EMP hits per turn targteting a martial artists with a linear frame, you might bother him "a little". Ok sooner or later if you abuse this tactic, you gonna hit a wall against hardened shielding borgware. You can try to put them to sleep with sleep ammo. Or to impair their movement with a Shrieker.
Synthcoke : +1 REF
Excellent quality weapons (+1 price category) : +1 to hit
Neural link + interface plug or Subdermal grip + Smartgun Link : +1 to hit
Cyberarm + Popup ranged Weapon - 500eb - HL(2D6)
Cybereye
Dartgun - 500eb - HL(2D6)
Exotic VHP - Ammo 1 - ROF1 - 4D6
can only load only Non-Basic Arrows
does not need a Check to be Concealed if a glove is worn over it.
Targeting scope : +1 Aimed shoot
Modular Finger Cyberhand - 100eb - HL(1D6)
Cyberfinger - Dartgun - 500eb - HL(2D6)
Exotic VHP - Ammo 1 - ROF1 - 4D6
can only load only Non-Basic Arrows
does not need a Check to be Concealed if a glove is worn over it.
Cyberfinger - One Shot Special - 100eb - HL(2D6)
Exotic HP - Ammo 1 - ROF2 - 3D6
can load any type of Ammo
does not need a Check to be Concealed if a glove is worn over it.
It's all about better chance to hit (like for all Ranged Weapons), concealement and surprise.
You're not going for Aimed shoot, you want to make a good use of ROF 2 weapons and Spot weakness. And you want to have access to different weapons and . 2 weapons in one cyberarm + Subdermal grip (requires a TechUp cyberarm) allow you to choose freely which weapon your going to use each round.
The character is a brazen solo with high REF / COOL. Facedown and duel are his biggest joy in life. And beautiful people, that's another story. Of course he love Synthcoke and like to party with a bit of Smash. He wouldn't touch Prime Time as the primary effect (cooldown emotion) is the opposite of what he is looking for.
Solo rank 4
INT 6 - REF 8 - DEX 8 - COOL 8 - TECH 3 - WILL 6 - LUCK 4 - BODY 4 - MOVE 7 - EMP 8
Skills
Combat: Handgun 6, Evasion 6, Brawling 6
Combat support : Perception 6, Concentration 6, Resit D&T 6, Athletics 6, Stealth 6, Tactics 6
Style : Persuasion 6, Personal grooming 3, W&S 3, Streetwise 6
Misc : Education 4, Conversation 2, First Aid 2, Human perception 2, Local expert 2, Streetlsang 2
Cyberware
Neural link (500eb)
Hidden Holster (500eb)
Toxin binder (100eb)
Nasal filter (100eb)
Auto injector (Synthcoke) (100eb)
Gears
Mechman glove (500eb)
HP (EQ) - AP (500eb)
HP (later with incendiary)
Agent
Ammo
Fashion : Biomonitor, Techhair, Chemskin, Urban flash clothes
(I took into account you have to pay for rent, lifestyle, therapy, ammo, etc...)
IP : Solo rank 6 + Skills : Handgun 7
Cyberware
Kerenzikov (500eb)
GMBL (1000eb) + Linear Frame (1000eb)
Right arm (TechUP) (1000eb)
Subdermal grip (100eb)
Popup RW - HP (EQ) + Smartlink + AP (1000eb)
Popup RW - Hellbringer (1500eb)
Gear : SmartGlass (500eb) + Lowlight/IR/UV (500eb)
(I took into account you have to pay for rent, lifestyle, therapy, ammo, etc...)
IP - Skills : Handgun 8, Evasion 8, Perception 7, Persuasion 7
Cyberware
Chipware socket + Pain Editor (1500eb)
Left arm (TechUp) (1000eb)
Subdermal grip (100eb)
Popup RW - Dartgun(TechUp EQ) + Sleep (700eb)
Popup RW - Militech Crusher (TechUp Incendiary ammo) (1500eb)
Gear
SmartGlass (TechUp) (500eb) + Image enhance (500eb)
HP (EQ) + Smartlink (1000eb)
Main weapon - HP + AP > Handgun Base 16 + EQ + Smartlink + Training area + Synthcoke = 20
2x 3D6 + 6 damage and -4SP per turn - hit on 2+
That's a lot, do the maths, it's effective
Hellbringer > Handgun Base 16 + Training area + Synthcoke = 18
When you need to go through armor 5D6 + 6 ROF1
Reliable
Hidden holster - HP + Incendiary > Handgun Base 16 + EQ + Smartlink + Training area + Synthcoke = 20
You need to put people on fire sooner or later, sooner is better.
Militech Crusher > Handgun Base 16 + Training area + Synthcoke = 18
3D6 +6 AOE Incendiary. That's a good way to start a combat against packed opponents
Dartgun > Handgun Base 16 + EQ + Training area + Synthcoke = 19
Sleep ammo is a mook stopper. Cost a bit of money. But when needed you are almost sure to take them down in one hit
Are you going to deal more damage than a HW expert ? or Hurricane shotgun user ? Nope. But you are Concealed. You always have multiple weapons with different ammo on you and they aren't easy to spot. You are versatile in term of Ammunitions and technique. Because you're also good at grappling. Meaning you can disarm the dude with a Hurricane shotgun, or a Cowboy GL. Yup... you can't disarm a Martial Artist. But you can hit a target up to 25m on a 2+ if it can't dodge bullet. Even if they can dodge, you still have the upper hand againt Evasion.
Don't forget that CA is versatile, yes this Gunslinger is about concealable versatile damage dealing gun with Spot weakness. Against a support dodgy opponent, it might be good to spend an Action for CA reallocation. +2 Precision attack might save the day.
Handgun skill is a good skill, more versatile than you may have thought, capable to deal damage. You trade Damage and Range for Concealment, that's the tradeoff. It works fine for non-combat optimized character. With a base 12 in hand gun and (EQ) you can use it well. Some effect are more dangerous than you might think : EMP, Shrieker, and even Acid. And of course a Gunslinger Solo can deal a fair amount of damage with Spot Weakness and it's Concealed unlike the Hurricane Shotgun.