Jacqsynn's cyberarm rules

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Jacqsynn's cyberarm rules

Found this in my notes a while ago and after getting his permission I'm posting this batch of cyberarm rules He came up with years ago. Ive used them in my games a few times and they work well and add some extra depth. I meant to post them months ago but various thing kept me from getting to it till now. any further words are his, Jacq if I screw any of this up please don't kill me.

Cyberarm's : Recoil and other capability's.

As stated in Solo of fortune #2 an average Bod type character( Bod of 5 to 7) is granted a bod of 12 to the firing arm if its a cyberarm, this works for handguns only. Rifles, and submachine guns as well as all other weapons not requiring an overall bod of 12 to use don't get this because of the weaker arm. The following list of rules will clarify just what can be done in my game with cyberarms (just to note all references to bod stat of a person is apparent bod ie if you have a natural bod stat of 7 (average) and got advanced muscle bone lace of +3 for a total of 10 your cyberarm will will grant you a bod of 12 for recoil, not higher as noted below) The new recoil list is noted as follows.

Apparent Bod Classification Cyberarm Bod recoil
2 Very weak 8
3 to 4 Weak 10
5 to 7 Average 12
8 to 9 Strong 13
10 Very strong 14
11+ Super human 15+
Charectors that appear superhuman (bod 11+) have a recoil Bod of 15 if the bod stat falls between 11 to 14, from than on any cyberarms grant a +1 for the purposes of recoil ie a Bod 15 cyberarm is a 16 and so on. Remember none of this applies to full body conversions you only get the bod that they purchase.

Cyberlimb options (editors note this came up when reading the descriptions of some options and wondering why some of them used spaces other than game balance.)
The following options do not take up an option space

Cyberpunk 2020 main book
Reinforced joints (Read description in the book)
Microwave/emp Shielding (takes 1 space if aftermarket addition)
Super chrome (just plating the metal)

Chrome 1
Rostovic Wrist racate (mounted externally)
Limb link (if bought as part of a popup gun double the price of the popup gun)

Chrome 2
everything in this book uses options

Chrome 3
Smartgun 2 smartplate (minor hand modifications)
Slamdance spykes (its bolted on and looks stupid)

Chrome 4
Extra twist joints (limbs must be custom built)

Solo of fortune 1
everything in this book uses options

Solo of fortune 2
everything in this book uses options

Remember that just because something does not use option spaces dose not mean it is free or doesn't have a humanity loss.

there is a bit more for custom and millspec cyberarms but I'll post them later depending on the response to this. again this was originally written by Jacqsynn and posted here with his permission.
 
Pretty cool. As usual, I don't generally pay much attention to the Recoil rules - another bookkeeping annoyance. If you have a skill of 3 or better and the weapon isn't silly for you to try and fire, go ahead. If those states aren't true, accuracy, light bruising may follow. Or may not, depending on how intense the combat gets. Maybe later you'll find you've got a nasty bone bruise or something.

If it's a cyberarm, I generally ignore the math altogether. Math bad!
 
Yeah I'm lazy too.
I generally don't bother with the recoil rules either unless it's an extreme case, some player with Body 2 trying to fire a Barrett-Arasaka 20mm.
 
Yeah I'm lazy too.
I generally don't bother with the recoil rules either unless it's an extreme case, some player with Body 2 trying to fire a Barrett-Arasaka 20mm.



"Roll Body vs, oh, 30. No, just Body....a 10!?...ANOTHER 10?!!..A..NOTHER 10?!?!?!!!!"

<Ref tosses rulebook out nearest window.>
 
Thanks for posting that Weregeld, I think when you post the rest of it a lot more will be made from the comments. I no longer have any of those notes so as they are posted I will give them a cut and paste.

For others that are unaware these rules were written as I did not allow full body conversion PC's this was an alternative for folks wanting to have a little variety. I allowed up to 6 options in some of the cyberarms that Weregold has in those notes. I only allowed those custom limbs, if the player could come up with a reasonable way to allow a cyberarm to allow the combo. It ended up being things like the techie with his custom cyberarm doesn't need a pop up gun in it. But going with a toolhand, Reinforced joints, EMP sheilding, Waldo option, Armored, and Strengthened Myomers for keeping the arm from being ruined from extreme repair issues.

Things along those lines I was rather proud of the Milspec Arm but all the players just wanted to stay away from the HL roll which was in the 8+D6 cannnot remember exactly but was high.
 
so, pistols at dawn then? come to california and i can officiate, even provide the arms. we'll do it on BLM land, so it's easier to dispose of the looser :2guns:

gentlemen (using the term sooooo loosely here), choose your weapon
 

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sadly i have no 50 calibers in the arsenal. besides, that would give an unfair advantage. i hear even mentioning to someone that you have access to a 50 caliber gun will make them piss themselves and run away :wave:

[video=youtube;LgBA1jA2-mo]https://www.youtube.com/watch?v=LgBA1jA2-mo[/video]
 
Some nice choices, there, Eraser. Can't quite make out the calibres though. G34 in 9x19 and 41 in .45? And what else?

Hey, given that a pistol in a Cyberarm takes up 1 slot, and a hand another, anyone tries to run triple pistols/SMGs per arm? Or a second set of limbs and quadruple weapons per limb?
 
left to right:
sig 220, 45 caliber, German manufactured in the mid 90's. a real straight shooter, though the DA/SA trigger takes some getting used to.
CZ sp01 in 9mm from the Czechoslovakia, weighs a good 3 pounds loaded, great for controlling recoil. swapped out some springs so it has a sweet trigger and real tight groups.
S&W shield, 9mm, bought it so i can compete in BUG (back up gun) division matches for IDPA, and fits in your pocket... if you're into that sort of thing :innocent:
glock 41, 45 caliber longslide, bought it while the SSE loophole was still in effect. hard gun to come by in this state now
glock 34, 9mm with competition sights, talon grips and a ~3lb trigger kit from DK. my primary IDPA competition gun

and after saying all that, i now feel like this kid

---------- Updated at 11:32 PM ----------

Hey, given that a pistol in a Cyberarm takes up 1 slot, and a hand another, anyone tries to run triple pistols/SMGs per arm? Or a second set of limbs and quadruple weapons per limb?

i seem to recall there being a listing in one of the books for an arm using all slots so it could pack an assault rifle. sadly doing so meant it lacked a functioning hand, but just slap a bayonet on it like mearl and you're good to go. after all, what can you do with a hand that can't also be done with a sharp shaft of metal?
 
i seem to recall there being a listing in one of the books for an arm using all slots so it could pack an assault rifle. sadly doing so meant it lacked a functioning hand, but just slap a bayonet on it like mearl and you're good to go. after all, what can you do with a hand that can't also be done with a sharp shaft of metal?

Nothing I can think of!
 
exactly, why look at good old Merle here. he's not handicapped, he's handicapable!
 

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Okedoke part two

Milspec and special order cyberlimbs

Milspec and special order cyberlimbs may have up to 6 options instead of the standard 4 but all of the options must have a common interest Like combat,mantinanance ect. in other word if you have a strong valid point in why this arm was made for and what job it does. examples are down below.

Military issue cyberarms (millspec)

1 millitary issue cyberarm replacement
Cyberarm with hydraulic rams, reinforced joints, EMP hardening, wolvers, standard hand with smartplate (smartplate installed if solder has neural processor with weponlink) armor SP 20 Humanity cost 6d6+6 cost =4,950 eb 3x punch and crush damage.
the most common issue military cyberarm in use by the wolds armd services.

2 US special forces issue cyberarm
Cyberarm with thickend myomers, Renforced joints, popup gun with limblink, concealed storage space for clips for popup x 2 , Ripperhand with smartplate, EMP hardened, Scan resistant (95%) Humanity cost 7d6+6 cost 5,050 x2 punch and crush damage.

This is the 2nd most common Millspec arm out there not only because of its versatility in combat but due to solder to supply officer kickbacks. (anybody that can tries to get there hands on these, The reason so many end up on the street is because solders issued the standard replacement arm get one of these ASAP off the books, so that when they get discharged they turn in the replacement arm and smuggle this one out.

that's the last of Jacqsynns rules like I said earlier they are reposted here with his permission.
 
sadly i have no 50 calibers in the arsenal. besides, that would give an unfair advantage. i hear even mentioning to someone that you have access to a 50 caliber gun will make them piss themselves and run away :wave:

GREAT example of the "Awareness" and "Cool" skills in action!
 
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