Thursday 5 May 2016

Rough Weapon Modification for Cyberpunk 2020

Adapted from my previous thing for Stars Without Number.

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GUN MODIFICATIONS FOR CYBERFUNK
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Quirk/Modification
Price (Cr)
1
Extended Barrel. Weapon has a significantly lengthened barrel.  Increase ranges by 25%, -2 to use in close quarters. Awkward to move around.
300
2
Shortened Barrel. Weapon has a significantly shortened barrel. Decrease ranges by 25%, +1 to use in close quarters.
300
3
Increased Calibre. The weapon was designed to use a larger-than-normal calibre. Decrease magazine capacity by 25%, increase damage to next calibre listed.
400
4
Decreased Calibre. The weapon was designed for a smaller calibre than most in its class. Increase magazine capacity by 25%, decrease damage to next calibre listed.
400
5
Grenade Launcher. Weapon has an underslung grenade launcher with a magazine capacity of 3. Damage as standard grenade, range 200/400.
150
6
Micro-flamer. Weapon has embedded micro-flamer. Fuel capacity enough for 3 uses. Range 10/30. Deals 3d6 damage, burns for 2 rounds.
600
7
Bayonet. Weapon has a standard bayonet attachment. Allows melee attack with damage as knife.
25
8
Mono-bayonet. Weapon has a Monoblade bayonet. Allows melee attack with damage as Monoblade.
250
9
IR Pointer. Weapon has an infra-red laser pointer. +1 to hit for yourself and allies equipped with night vision.
100
10
Shotgun. Weapon has an underslung shotgun designed for breaching doors. Damage/range as normal. 3 magazine capacity.
500
11
Alternate grip. Weapon has a differing grip, most commonly a pistol-grip attachment. +1 to hit.
300
12
Folding Stock. Weapon’s stock is replaced with a folding variant, allowing for use in smaller conditions.
150
13
Amphibious. This weapon was designed with amphibious operation in mind, and operates equally well under-water and on land.
800
14
Laser Sight. Weapon is equipped with a visible laser-pointer. +1 to hit your target for yourself and allies, enemies get +1 to hit you.
75
15
Advanced Optics. Weapon has superior optics for operating within its normal ranges. +1 to hit.
150
16
Night-Vision Optics. Weapon has optics with light-amplification technology. +1 to hit from optics.
600
17
Thermal-Imaging Optics. Weapon has optics thermal imaging technology. +1 to hit from optics.
800
18
Suppressor. Weapon has an internal suppressor, significantly muffling the noise and light produced by firing at the price of damage. -1 damage. (minimum of 1)
200 (100 for external)
19
Fire Selector. Gives weapons three-round burst and full-auto fire modes.
650
Explosive Tipped Rounds –Quadruple Price & Illegal. After penetrating, these rounds detonate to cause considerably increased damage. +1d4 damage from explosives. Loud. Messy.
Incendiary Rounds – Triple Price & Illegal. These rounds contain compounds which ignite either upon penetration or in the air. 25% chance of igniting target.
Experimental Ammunition

Armour Piercing Rounds (Depleted Uranium) –Twenty times price, highly illegal.. Utilizing a depleted uranium penetrator, these rounds are very effective at pushing through armour. The over-penetration is compensated for by the pyrophoric (air-combusting) properties of depleted uranium, meaning these rounds inflict horrific damage on a target. Halve armour values but do not halve damage - in fact, increase it by +2.

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