/srg/ - Shadowrun General

They're good for turning a melee character into a half assed sniper that can't manage a decent rate of fire without GM involvement, or decent armour penetration.

I think the only type of AIs that worked mechanically were some kind of cheerleader AI and some kind of shooter skillbot.
I don't actually know.

Chummer definitely doesn't have custom drugs, yeah?
R5 has the NeoNet juggernaught, page 145.

A modded pistol crossbow mounted on the wrist has always been a favorite of mine, especially with shock or incendiary bolts since neither use the bows shitty damage.

The branch that implements it is super out of date, but wouldn't need much to be finished, I'm just short on time and caught up with fixing issues.
Bows are exclusively good for style.

Thematically, bows are cool.

Mechanically, they're worthless. You require 10 Str before they even start to be remotely comparable to any normal weapon, they're one shot per turn, they require excessive actions, they have limited range, they're large and clunky, limited ammo options, bad AP, and a whole slew of other issues.

The only real legitimate use of them is as a stealth weapon, but even then it's a complete meme, and gets outdone by a fucking pistol crossbow with the shock bolts with static shafts.

The only real unique thing bows have going for them is Alchemy, but Alchemy by RAW is fucking terrible. And the pistol crossbow would do it better.

Speaking of bows, i have a question. Seeker shafts say that they make locking on a free action. How does one go about acquiring a target lock with a weapon?

Smartlink!

Wireless bonus!

I've been looking through the books for how to do that, but i can't find anything. how does it work? can i get a page number?