Talk:That One Cyberpunk Ruleset: Difference between revisions
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==Action== | ==Action== | ||
Actions govern how the gun works. An ''action'' governs what a weapon can fire and may have additional modifiers. | Actions govern how the gun works. An ''action'' governs what a weapon can fire and may have additional modifiers. Actions that give a fixed amount of ammunition ignore ammunition modifiers from other sources. | ||
'''Breechloading/Muzzleloading''': 1 shot, weapon has no magazine (reload is 2 AP for breechloader, 5 AP for muzzleloader), cheap | '''Breechloading/Muzzleloading''': 1 shot, weapon has no magazine (reload is 2 AP for breechloader, 5 AP for muzzleloader), cheap | ||
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==Accessories== | ==Accessories== | ||
'''Bayonet''': Weapon is a melee weapon dealing 1d10+3 damage. | |||
'''Laser Sight''': -1 to TNs at Close range. | '''Laser Sight''': -1 to TNs at Close range. |
Latest revision as of 23:23, 2 December 2011
Equipment building. This ruleset is entirely optional back-end stuff, which is used to make up all the front-end stuff. You can use it too, if you want an Aya Brea-styled shotgun pistol firing explosive incendiary buckshot. But it's cyberpunk, there's plenty of guns, and even more custom jobs.
Guns
Guns are made up of several components: A caliber, an action, a chassis, a magazine, a sight, a stock, and accessories.
Caliber
Caliber is the bullet a gun fires. Small calibers do less damage but have higher ammunition capacity.
Pistol
Light Pistol: 1d10/2 (round up).
Medium Pistol: 1d10/2 + 1.
Heavy Pistol: 1d10.
Rifle
Light Rifle: 1d10 + 1 damage
Battle Rifle 1d10 + 3 damage
Heavy Rifle: 2d10 damage
Heavy
Small Cannon (20-30mm): 4d10, must be breech or muzzleloading in pistols, -50% ammunition capacity
Large Cannon (35-50mm): 5d10, must be breech or muzzleloading in pistols and carbines, -50% ammunition capacity
Action
Actions govern how the gun works. An action governs what a weapon can fire and may have additional modifiers. Actions that give a fixed amount of ammunition ignore ammunition modifiers from other sources.
Breechloading/Muzzleloading: 1 shot, weapon has no magazine (reload is 2 AP for breechloader, 5 AP for muzzleloader), cheap
Automatic: Fully automatic, can fire bursts.
Lever/Pump-Action: cannot fire bursts, looks badass (+1 to Schmoozing for intimidation)
Bolt Action: Accurate (-1 TN for medium/long range shots).
Double Barrel: 2 shots or 1 short burst, weapon has no magazine (reload is 2 AP), looks awesome (no game effects)
Types
A firearm's type is how a weapon does things. Choose one.
Standard: No modifiers.
Linear Accelerator: Double damage, ammunition capacity reduced by 1/2, can only fire once/turn, pistol/rifle caliber only.
Shotgun: Add 1d10 damage, double enemy armor.
Precision: +2 damage, -50% ammunition capacity
Machine Gun: -1 damage, fires bursts only, +50% ammunition capacity.
Grenade Launcher: Explosive rounds (+2 to dodge TNs, +1 HP damage), -1d10 damage.
Chassis
Chassis defines a weapon's design.
Small Pistol: -1 damage, Short Range, 1/2 ammunition capacity, concealable in pocket
Heavy Pistol: Short Range, 1/2 ammunition capacity, concealable with jacket
Carbine/SMG: Medium Range
Assault Rifle: Medium Range, +1 damage
Large Rifle: Long Range, +2 damage, 1/2 ammunition capacity
Support Weapon: Long Range, +100% ammunition capacity. If using pistol/rifle calibers, may only fire bursts.
Magazine
Magazines define a weapon's ammo capacity. Each attack made by a weapon adds to a character's 'low ammunition penalty', which is an abstract of how you're running out of ammo and that's affecting your ability to shoot guys when you need to. Magazines can both reduce the amount each shot 'costs', as well as reduce the final penalty. A single shot may represent a single precisely aimed shot, or it might represent multiple shots. Again, it's abstract.
After you run out of ammo, you can actually still fire. Each point of uncompensated ammo penalty reduces dice pools by 1 until you reload. When low on ammunition like this, a character may not fire bursts.
Single shots cost 1, short bursts cost 2, long bursts 5, and sustained bursts 10 ammunition.
Compact Magazine: 5 ammo, fast reload (reloading costs 1 AP)
Standard Magazine: 10 ammo.
Extended Magazine: 15 ammo, unwieldy (+1 TN at Melee or Close range). Reloading costs 3 AP.
Drum Magazine/Belt Fed: 20 ammo, shots cost -1 ammo, unwieldy (+1 TN at Melee or Close range). Reloading costs 5 AP.
Stocks
Stocks modify long range shooting and automatic fire. Note that having a stock makes weapons less concealable, outside of the folding stock.
No Stock: Bursts give +0/1/2 accuracy (short/long/sustained), +1 to TNs at Long range.
Folding Stock: Bursts give +1/2/3 accuracy (short/long/sustained), +1 to TNs at Long range
Standard Stock: Bursts give +1/2/3 accuracy.
Recoil Compensation Stock: Bursts give +1/2/4 accuracy.
Sniper Stock: Bursts give +0/1/2 accuracy (short/long/sustained), -1 to TNs at Long range.
Accessories
Bayonet: Weapon is a melee weapon dealing 1d10+3 damage.
Laser Sight: -1 to TNs at Close range.
Combat Optic: -1 to TNs at Medium range.
Ballistic Computer: -1 to TNs at Long range.
Smartlink: +1 to Fight dice pools when using the weapon.
Suppressor: +1 to Sneak dice pools to remain unseen after shooting.
Underbarrel Mount: Mount a pistol-sized weapon underbarrel. Any pistol sized weapon.
Tactical Light: Is a flashlight. Comes in standard, infrared, or multispectral.