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Skip Navigation LinksMetaCyber>Characters>Cool Stuff>Gear>Guns
 
MetaCyber
 
 

Cool Stuff

Gear Guns Armor Vehicles Misc
 
 
 
GUNS
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.
WEAPON CREDIT COST
Active Points:
Real Cost:
Select Availability:
Credit Cost:*
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.
FIREARM MANUFACTURER EQUIVALENCY
Select Real World Manufacturer:
MetaCyber Manufacturer
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.
GADGET & GEAR WEAPONS
Select Gadget & Gear Weapon:
Manufacturer:
Designation
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.
 
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