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| They say that Eskimos have a hundred words
for "snow". That may or may not be true, but Runners have far
more than a hundred words for guns. Whether its a Gallo Roaring
Lion, a Fuchi-karawa Pulson Pistol, a Zabijak Smrticia
Ruka SSB, or some other specimen of a gunsmith's deadly art there is
one thing for sure; guns are everywhere in the MetaCyber setting
and most reasonable people have at least one in their
possession. |
| GUN PRICES |
| In the
MetaCyber campaign the cost of guns is determined via a
simple formula as determined by the adjoining calculator. |
|
| Simply enter
the total Active Points, Real Cost, and Availability level
of the Weapon in the appropriate fields and the credit cost
will be calculated automatically. |
|
In addition to
the cost of a weapon, a character needs sufficient access to
acquire a weapon for their Resource Pools. |
*NOTE: These are ballpark figures; a large
variety of circumstances will dictate the exact costs involved, but on
average the prices will hover in a range of around +/-10% of the amount
indicated by the above calculator. |
|
Also note that the GM is always free to assign
whatever cost they want to any item. |
|
| BASIC GUNLIST |
| As explained in
the
Dark Champions Supplement document and the
Gadgets & Gear Supplement document, the weapon lists
from Dark Champions, further extended by some more sci-fi
oriented weapons from Gadgets & Gear, are used for the bulk
of the weapons in a MetaCyber campaign. |
| A simple
Manufacturer name change is all that is necessary to
transplant the weapons. |
| To do so,
simply find the manufacturer of a weapon in Dark Champions
in the adjoining drop down list and the MetaCyber equivalent
will be displayed. |
|
|
| For those that
don't have Dark Champions, while it is highly recommended
that it be acquired for use with a MetaCyber campaign,
the same gun lists are reprinted in the HERO System
Equipment Guide. |
|
MANUFACTURERS |
| This adjoining
chart gives a manufacturer equivalency from real world to
the MetaCyber setting for major brands. Simply proxy the
MetaCyber company for the one given in the weapons charts
starting on page 242 of Dark Champions. For added style a GM
might also want to modify any obvious monikers. |
| AMMUNITION |
| An important feature of using the Dark
Champions Weapons section is the extensive work that has been
done for a broad variety of special ammunitions. However, it can
be a bit of a pain to parse the ammo charts and apply them to
various firearms. It is recommended that a GM or players using
exotic forms of ammunition, which are used extensively in the
MetaCyber setting, take the time to figure out how the ammo
effects the cost of a weapon ahead of time to prevent the game
slowing down whenever the subject comes up. |
| In particular Caseless, Flachette, and
Penetrating Frangible ammo are popular among Runners |
| GADGETS & GEAR WEAPONS |
| The following list reprises the weapons from
Gadgets
& Gear that are assumed to be in play. |
|
|
| Simply pick the Gadget &
Gear Weapon you want from the list; the MetaCyber
designation and manufacturer of that weapon will be
displayed. |
|
| METACYBER GUNS |
| The following list contains new weapons
specific to the MetaCyber campaign; one or two per major
manufacturer. These weapons represent archetypical weapons that
their manufacturers are known for; Corelli excels at pistols,
Zabijak make fantastic SMG's, Fuchi-karawa make "smart" gear,
Gallo makes a lot of alternative tech guns, J&S focuses on solid
and dependable firearms, and Norn-Tek makes a lot of military /
high damage weapons. |
| CORELLI |
|
|
|
Gar VA12 Variable Automatic Pistol |
|
A very well regarded pistol, with a variable setting for 3-round burst.
The clip holds 15, but a proprietary "ready-chamber" design allows a round
to be inserted into the chamber by hand without working the slide. |
|
Pistol: Killing Attack - Ranged 2d6 (vs. PD), 16 Charges (+0) (30
Active Points); OAF (-1), STR Min 1-5 Cannot Add Damage (-3/4), Beam (-1/4),
Real Weapon (-1/4); Real Cost: 9 points |
|
Burst Mode: Naked Modifier: Autofire (3 shots; +1/4) for up to 30
Active Points, 16 Charges (+0) (7 Active Points); Uses Base Power's Charges
(-1/2); Real Cost: 5 points |
|
Improved Accuracy: +2 OCV; Real Cost: 4 points |
|
TOTAL COST: 18 points; ~7,020 credits |
|
|
|
Barracuda VA29 Variable Automatic Pistol; "Cuda", "Big Fish" |
|
A larger calibre version of the Gar, this is a very popular pistol among
Runners, with a variable setting for 3-round burst. The clip holds 10, but a
proprietary "ready-chamber" design allows a round to be inserted into the
chamber by hand without working the slide. |
|
Pistol: Killing Attack - Ranged 2d6+1 (vs. PD), Semi-Armor Piercing
(+1/4) (44 Active Points); OAF (-1), STR Min 1-5 Cannot Add Damage (-3/4),
Beam (-1/4), Real Weapon (-1/4), 11 Charges (-1/4); Real Cost: 12 points |
|
Burst Mode: Naked Modifier: Autofire (3 shots; +1/4) for up to 44
Active Points (11 Active Points); Uses Base Power's Charges (-1/2), 11
Charges (-1/4); Real Cost: 6 points |
|
Improved Accuracy: +2 OCV; Real Cost: 4 points |
|
TOTAL COST: 22 points; ~12,980 credits |
|
|
| FUCHI-KARAWA |
|
|
|
Viper Autotracker; "the Cheater" |
|
A popular gun among less skilled marksmen; the Viper's integral brainjack
uplink assists aiming. People with any amount of actual skill generally
sneer at those who need the assist, and people using them are the butt of
many jokes. |
|
Pistol: Viper Auto Tracker: Killing Attack - Ranged 2d6-1 (vs. PD),
32 Charges (+1/4) (31 Active Points); OAF (-1), STR Min 1-5 Cannot Add
Damage (-3/4), Beam (-1/4), Real Weapon (-1/4); Real Cost: 9 points |
|
Brainjack Targeting: +6 OCV; (30 Active Points); Requires Brainjack
(-1/4), Cannot Be Used In Conjunction With Other OCV or Range Skill Levels
(-3/4), OAF (-1) Real Cost: 10 points |
|
Point and Shoot: WF: Pistol; (1 Active Points); Requires Brainjack
(-1/4), OAF (-1) Real Cost: 1 point |
|
TOTAL COST: 20 points; ~11,780 credits |
|
|
| GALLO |
|
|
|
Sparhawk Caseless Autopistol |
|
A popular pistol among Runners for its combination of accuracy and
reliability. |
|
Pistol: Killing Attack - Ranged 2d6 (vs. PD) (30 Active Points); OAF
(-1), STR Min 1-5 Cannot Add Damage (-3/4), 7 Charges (-1/2), Beam (-1/4),
Real Weapon (-1/4); Real Cost: 8 points |
|
Improved Accuracy: +2 OCV; Real Cost: 4 points |
|
Improved Range: +2 PSL vs Range Penalty; Real Cost: 4 points |
|
TOTAL COST: 16 points; ~6080 credits |
|
|
|
Fisherhawk Gyropistol |
|
A popular pistol among Runners for its long range accuracy and
reliability. |
|
Pistol: Killing Attack - Ranged 2d6+1 (vs. PD) (35 Active Points);
OAF (-1), STR Min 1-5 Cannot Add Damage (-3/4), 7 Charges (-1/2), Beam
(-1/4), Real Weapon (-1/4); Real Cost: 9 points |
|
Improved Range: +6 PSL vs Range Penalty; Real Cost: 12 points |
|
TOTAL COST: 21 points; ~9870 credits |
|
|
| JONES & STRAT |
|
|
|
Validator Minigun; "Buzzsaw", "Big-V" |
|
A popular gun for Boomers thanks to its ability to put a lot of lead down
range fast. |
|
Minigun: Killing Attack - Ranged 3d6 (vs. PD), 1000 Charges (+1),
Autofire (10 shots; +1) (135 Active Points); STR Min 18+ Cannot Add Damage
(-1 1/2), OAF (-1), Beam (-1/4), Two-Handed (-1/2) Real Weapon (-1/4); Real Cost: 30 points |
|
Lotsa Lead: +4 OCV; Real Cost: 8 points |
|
Improved Range: +2 PSL vs Range Penalty; Real Cost: 4 points |
|
TOTAL COST: 42 points; ~124,000 credits |
|
|
| NORN-TEK |
|
|
|
630-G-CAT; "Hand Cannon"; "G-CAT" |
|
A popular pistol among Runners with cybernetic arms; its insane punch
makes up for its 4 round capacity. One downside; even with the integrated
recoil compensators the huge revolver has so much kick that it can't be
fired on the move. |
|
Revolver: Killing Attack - Ranged 3d6 (vs. PD), Semi-Armor Piercing (+1/4),
+2 Increased STUN Multiplier (+1/2) (79 Active Points); STR Min 18+ Cannot
Add Damage (-1 1/2), OAF (-1), 4 Charges (-1), Extra Time (Full Phase,
-1/2), Beam (-1/4), Real Weapon (-1/4); Real Cost: 14 points |
|
TOTAL COST: 16 points; ~22,120 credits |
|
|
| ZABIJAK |
|
|
|
Hexol 550; "Hexinator" |
|
A popular submachinegun, favored for its high rate of fire and accuracy. |
|
SMG: Killing Attack - Ranged 2d6 (vs. PD), 60 Charges (+1/2), Autofire (10
shots; +1) (75 Active Points); OAF (-1), STR Min 14 Cannot Add Damage (-1),
Beam (-1/4), Real Weapon (-1/4); Real Cost: 21 points |
|
Lotsa Lead: +4 OCV; Real Cost: 8 points |
|
TOTAL COST: 29 points; ~24,070 credits |
|
|
|
Names in quotes are
not official -- they are unofficial nicknames or street
names. |
|
|