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Merry Marauders Mouser's PbP game.

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  #11  
Old 11-06-2014, 11:37 AM
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I moved all of the equipment discussions to this thread in an order to preserve the narrative thread.

All external narratives, backstories, and ideas are welcome.

Please PM me them for approval before posting them.
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Old 12-04-2014, 07:04 AM
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I'm going to try and explain briefly the way Cyberpunk defines weapons and special ammo. I'll work on other gear tomorrow.

For example, the Ronins we used earlier:

Militech Ronin
RIF +1 N C 5d6(5.56) 35 30 400m VR

Means
Weapon type Accuracy Concealabilty Availability Damage/ammo Clip Size ROF Range Reliability
Type defines what skill is necessary to use it. Rif (rifle), SMG (submachinegun), etc. Exotics are usually treated as closest available type. Tactical concerns: Skill choice is the most important, but it also tends to denote general tactical issues for the weapon.

Accuracy adds (or subtracts) to your die roll to hit in combat.
Tactical concerns: This is one of the three most basic adds to you combat rolls. With autofire weapons, it directly affects how many rounds hit from an attack. With other types of attacks, this affects single shot attacks and helps to counter modifiers for movement, size, etc. (the other adds being laser sights, smartlinks, and cybernetic targeting sights)

Concealability is how easy the weapon is to hide. It ranges from P (pocket, sleeve, pants leg), J (jacket/shoulder rig), L (long coat) or N(not concealable)
Tactical concerns: Getting weapons in and out of places, or difficulty in bringing them to bear. Also, provides general idea of mass for carry purposes.

Availabity indicates how hard the weapon is to get.
Tactical concerns: None at this time

Damage indicates the number of dice rolled plus any additional adds. Also generally tells you the type of ammo listed.
Tactical concerns: determines effectiveness at inflicting damage, penetration. Also, brings to mind common ammo for weapons so that ammo can be shared.

Clip size is the number of rounds available before reloading. Typically a clip, but also includes speed loaders for revolvers plus a few exotic power packs etc.
Tactical concerns: Endurance until reload.

ROF is rate of fire. How many times the weapon will fire in 3 seconds. Also acts as an absolute limit on the number of attacks that can be made with a weapon.
Tactical concerns: defines what autofire or multiple attack maneuvers are possible. Also helps define combat endurance. Figures into recoil limits if applicable.

Range is the basic effective range of the weapon. Indicates what difficulty a particular shot at a particular range is with that weapon.
Tactical concerns: Determines difficulty of most attacks at any given range.

Reliability determines how reliable the weapon is under stress situation. Ranges from VR (very reliable) to ST (standard) to UR (unreliable). Affects chances of jamming, misfire, etc when a critical fumble is rolled and how long it will take to clear the weapon.
Tactical concerns: Determines how much abuse the weapon can take in general; also determines how long it takes to bring a weapon back into action in case of a misfire or jam.

Special Ammo

AP: AP ammo halves the SP that it is used on, but penetrating damage is halved as well.

Example: 2d6+3 round rolls 10 pts against SP 10 armor. Armor is halved, to SP 5. 5 points penetrates the armor, then is halved to 3 points.

DP: Dual purpose ammo gives the best of both worlds. Does 1.5x damage against unarmored targets, but does AP damage against armored targets. AP damage is treated as normal. Essentially a hardened penetrator with a soft lead wrap.

Shotgun slugs vs hard armor go against half SP, but do not halve penetrating damage.

Shotgun slugs vs soft armor go against half SP, but do halve penetrating damage.

Shotgun shot or flechette rounds do variable damage depending on range. Typically 4d6 close, 3d6 med, 2d6 long for a 12 gauge. They are treated as area of affect weapons with a 1m, 2m, 3m area resepctiviely.

Shotgun HEP are shaped charge rounds. They go against 1/2 SP, but do full damage plus damage 1m around them.

d10 rounds are heavy weapons. They go against half SP, but do full penetrating damage. Really, really avoid being hit by these.

There are a lot of other specialized ammo types for different weapons and situations.
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Last edited by Baelfyre; 12-04-2014 at 07:08 AM.
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