Couple more newb questions...

As I'll be playing a rather cliche Assassin in my upcoming game, is it mentioned anywhere about rules for hold-out weaponry? Only thing I've come across is a couple of things like Stealth Daggers and such in specific equipment entries.

Are there any official rules for dual-wielding?
 
I couldn't find any rule that specifically mentions duel wielding. However, since attacking is a skill check, you could use the Multiple Actions rule (page 51 in my copy of the rules). Firing 2 weapons would mean both get a -2 DM on the attack for each weapon.

The rules on page 61 (under Attack) specifically say an attack is a skill check. So, by the rules, what I said above should be rules-legal.
 
The Body Pistol (pg 99 Core Rule Book) is the classic assassin's firearm. In some descriptions previously they have even been noted to be disguised as non-threatening items like recorders or cameras. Add a suppressor of course.

Or you could go more traditional and use poisons. Imagine the tailored death one could wreak with future super science applied in this art...
 
Book 5 Agent also has the needeletto - a reinforced needle/knife weapon.
The Central Supply Catalog includes monofilament weapons, which halve the effectiveness of armor. Also, flechette pistols, which are silent.

And as far-trader said, the body pistol. Those are usually described as containing no metal as well - won't usually show up on weapons scans.

I haevn't found any actual rules for them, but some weapons can be disassembled. So even if it is found, they won't know what it is. One episode of Star Trek: Next Generation has a klingon onboard the Enterprise assemble a dispupter pistol from pieces of his uniform. And an episode of Babylon 5 has the Centauri ambassador Londo assemble a PPG (a small energy pistol) from parts hidden and disguised around his quarters.
 
The best assassins don't leave a mark. Weapons, poisons ... meh. Any old idiot can do a drive-by.

All any Patron needs do is just tell some hardcore grunts in a local bar that XYZ, his target, secretly likes children way too much, and get them to corner him in a parking lot one night with bricks.

But knowing the guy's habits and patterns; exploiting his weaknesses; sabotaging the target's technology - there's the art.

So they have a signature gun with biometric pattern recognition, keyed only to them. Cool. Go into the gun's computer and scramble the data, locking it out from everybody. The first battle they go into, their gun jams - game over.

So they have a grav belt, and can fly about. That guidance system needs a quick update. One which will immediately shoot them straight up into orbit without a vacc suit the moment they hit 100 kph. Bye bye birdy.

Moi, I'd find it hard to play any kind of an assassin. The faces of the victims would haunt me. Not the character. Me.

Your mileage may vary; but this bit is important. It isn't advanced tech and weaponry, or poisons, that makes the assassin. It's patience and perception, and gaining the measure of the target through detailed covert surveillance and intel gathering.

The best assassins work up a detailed dossier of the target's habits, and work out the weak spots where, with a little tweaking, the hammer can fall down in such a way that it looks like a freak accident.

Nobody would question someone getting run over in the street, even if they did swear blind that the lights were green (and you'd have sabotaged the readouts so that, just this one time, they were green while the lights still read as red). Nobody would question how the married victim came down with a debilitating social disease; they'd only notice the fact that he got it during an assignation with his mistress (a sneaky swab on the victim's plate in the kitchens of the restaurant? No problem).

Lastly, if your assassin has conducted more than one murder attempt, that means he is likely to be a survivor of any number of attempts made on his own life by the people he'd been hired by.

First rule of assassination: kill the assassin after the hit.
 
alex_greene said:
The best assassins don't leave a mark. Weapons, poisons ... meh. Any old idiot can do a drive-by.

Remember the movie, "The Mechanic" with Charles Bronson? The beach assassination is a perfect example of what you are saying.
 
DFW said:
alex_greene said:
The best assassins don't leave a mark. Weapons, poisons ... meh. Any old idiot can do a drive-by.

Remember the movie, "The Mechanic" with Charles Bronson? The beach assassination is a perfect example of what you are saying.
The Internecine Project (1974) also. Here and here
 
alex_greene said:
Your mileage may vary; but this bit is important. It isn't advanced tech and weaponry, or poisons, that makes the assassin. It's patience and perception, and gaining the measure of the target through detailed covert surveillance and intel gathering.
The same applies to the best of military operations.
 
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