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Weapons Systems

In document Cyberpunk - V3.0 - Core Rules v3.0 (Page 195-200)

Besides having a wide variety of mecha optimized for protection, police work and military opera-tions against other Altcults, the Desnai often incorporate weapons systems into civilian mecha (after all, this is a dark future). These systems are incorporated in pods or other removable pack-ages. For full descriptions of available We a p o n Systems, see the appendix on pg.260.

A c c e s s

Since linking is such a part of Desnai culture, every Desnai child is granted the Giri to construct his own mecha at the age of ten (although training on simple practice mecha begins far younger).

Following are the most common mecha used in the Desnai Enclaves:

H

O P P E R

. . . G

I R I

= 4 4

Developed from the dozens of tiny utility mecha used throughout the Desnai”parkologies”, hop-pers are small, bipedal robots designed to per-form useful tasks. The upper body is a square block with two ostrich legs.

FR A M E: S m a l l FO R M S: WA L K E R

AR M O R: S P 6 S D P : 5

OP T I O N S: mini flashlight, miniphone, lighter, digital r e c o r d e r, light armor, storage space, ostrich walker m o v e m e n t .

AP WE A P O N S: Contact Ta s e r

C

A M E R A B O T

. . . .G

I R I

= 4 3

An offshoot from the many security mecha used to protect/watch”parkology” guests, this a small disk-shaped mecha with a central fan that allows it to hover in place or fly to limited alti-tudes. An onboard camera can store images or send them back to another site; IR and low light optics allow operator to see in dark places.

FR A M E: S m a l l FO R M S: H O V E R D I S K

AR M O R: S P 4 S D P : 5

OP T I O N S: H o v e rfans (10mph), digital recorder, IR optics, Low Light vision, superlight armor, hoverf a n s . AP WE A P O N S: H o w l e r.

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P

E T B O T

. . . .G

I R I

= 7 5

Developed from various cute animals in the M A G I C A L FOREST ride, this is the equivalent of a small robotic pet. Four legs, head, tail—and a few nasty weapons tucked away under all that fuzzy synthetic fluff.

FR A M E: M e d i u m FO R M S: Q U A D R U P E D

AR M O R: S P 1 6 S D P : 1 0

OP T I O N S: Medium Armor, Targeting Scope, Scent Tracking, IR optics, cutting torch, quad movement AP WE A P O N S: D a z z l e r, Medium Pistol

L

I G H T

P

O W E R

A

R M O R

. . . .G

I R I

= 1 3 5

Man shaped suits worn by the user, Power Armors are the simplest of the ridemecha in use around Desnai. Light lifters are the most com-mon of these, designed to handle most of the heavy lifting and maintainance duties. However, they can also tackle combat if needed.

TO PSP D: 15M P H CR E W: 1 AC C/ DE C: 20/10 MA N E U V E R:O PU N C H: 6D6 (K I L L) KI C K: 8D6 (K I L L) CR U S H: 8D6 (K I L L) STR: 14

FR A M E: Power Armor FO R M S: N A

AR M O R: S P 1 8 S D P : 4 0

OP T I O N S: Striker Armor, cutting torch, grapple & line, micro toolkit

AP WE A P O N S: h a z e r, howler, 11mm heavy pistol pod, 12mm minigun pod

H

E AV Y

P

O W E R

A

R M O R

. . . .G

I R I

= 1 8 3

These are the big brothers of the Light Power Armors often seen around Desnai. With heavier actuators and heavy weapon mounts, these units are more often used for combat, especially when Desnai is engaged in out of Park activities.

TO PSP D: 10M P H CR E W: 1 AC C/ DE C: 20/10 MA N E U V E R:O PU N C H: 8D6 (K I L L) KI C K: 10D6 (K I L L) CR U S H: 10D6 (K I L L) STR: 17

FR A M E: Power Armor FO R M S: N A

AR M O R: S P 3 0 S D P : 6 0

OP T I O N S: Heavy Armor, cutting torch, grapple & line, micro toolkit, IR optics

AP WE A P O N S: h a z e r, howler, 11mm heavy pistol pod, 12mm minigun pod, 6 shot micromissile pod HV Y. WE A P O N S: 12.7 mm gatling, 14mm antitank rifle

D

A C T Y L

(

D A C K

-

T I L L S

) . . . .G

I R I

= 1 1 3

A common ridemecha, Dactyls fill the Desnai role of short range flying machines. Dactyls

resemble mechanized pterosaurs, with a saddle on the back, and extended, stilt-like landing legs. The main body is a power twin-minijet engine powered by CHOOH2 ™

FR A M E: Ride Armor FO R M S: mecharider plane AR M O R: S P 1 6 S D P : 20 S T R : 1 1

OP T I O N S: medium armor, mecharider aircraft, flight thrusters, radar

AP WE A P O N S: H o w l e r, gas sprayer (sleep)

S

T R I D E R S

. . . .G

I R I

= 1 0 7

Striders are the most popular type of mecharider.

Imagine a saddle attached to the back of a metal-lic cheetah. Control is through telepresence—the handgrips are there for hanging on as the Strider bounds along at speeds approaching 120mph.

Striders also have monoblade tipped claws, allowing them to easily get a grip on sheer sur-faces and run right up them. The first striders were based on animatronic animals used in S AVANNAH SAFARI and AMERICAN WILDER-NESS rides, powered up and equipped with pneumatic shock systems for high speed travel.

FR A M E: Ride Armor FO R M S: m e c h a r i d e r, quadruped

AR M O R: S P 1 8 S D P : 20 STR: 1 1

OP T I O N S: entertainment center, striker armor, mini-flare, mecharider runner

AP WE A P O N S: H o w l e r, gas sprayer (sleep)

HV Y. WE A P O N S: Photon cannon or 1 Scorpion missile

C

O E L O S

(

S E E

-

L O W S

) . . . .G

I R I

= 1 1 2

Coelos resemble metallic hammerhead sharks with short, stubby fins. Each fin contains a recessed, powered wheel in the base for speeds up to 60mph. Main motive power comes from the heavy forked tail. Handlebars are mounted in the top of the hammerhead. A saddle extends along the back to meet the base of the dorsal fin.

A full face mask with an oxygen supply is stored in a clip at the front of the saddle. Originally designed as part of the CAPTAIN NEMO ATLANTIS ADVENTURE ride, Coelos have since become a very common Desnai water vehicle.

FR A M E: Ride Armor FO R M S: m e c h a r i d e r, submarine AR M O R: S P 1 8 S D P : 20 S T R : 1 1

OP T I O N S: entertainment center, striker armor, mini-flare, submersible movement, wheeled movement.

AP WE A P O N S: light 9mm SMG, laser cannon

196

H

O L O B O T

. . . .G

I R I

= 4 7

These small mecha are used as holoprojector platforms throughout Desnai. They provide spe-cial effects for entertainers or are used as mobile entertainment centers.

FR A M E: S m a l l FO R M S: WA L K E R

AR M O R: S P 6 S D P : 5

OP T I O N S: entertainment center, miniphone, holopro-j e c t o r, digital recorder, light armor, storage space, ostrich walker movement, vehicle form.

AP WE A P O N S: H a z e r

T

O O L B O T

. . . .G

I R I

= 5 5

Wherever you find a Park Imaginator, you’ll find his loyal toolbot. With onboard tool systems, cutters, and holoprojectors, these are useful mecha for almost any kind of technician.

FR A M E: S m a l l FO R M S: WA L K E R

AR M O R: S P 6 S D P : 5

OP T I O N S: micro toolkit, mini flashlight, techscanner, cutting torch, wire cutters, light armor, holoprojec-t o r. osholoprojec-trich walker, radiaholoprojec-tion deholoprojec-techoloprojec-tor.

AP WE A P O N S: M i c r o w a v e r

B

O D Y G U A R D

. . . .G

I R I

= 1 5 3

Bodyguards are designed to be the protectors and dealers of law enforcement in Desnai. They are large, well armored and fast, with the ability to stop lethal problems in lethal ways.

FR A M E: L a r g e FO R M S: q u a d r u p e d

AR M O R: S P 2 0 S D P : 1 5

OP T I O N S: IR vision, quad movement, flight thrusters, targeting scope.

AP WE A P O N S: h a m m e r, howler, heavy pistol pod, minigun pod, micromissile pod, combat armor HV Y. WE A P O N S: photon cannon

S

E C R E TA R Y

. . . .G

I R I

= 5 2

Secretaries fill the role of personal recorders, diarists, appointment minders and so on. A per-sonal organizer with legs, they can also be equipped with a few minor defensive options.

Most have a transformable mode to disguise this functionality.

FR A M E: S m a l l FO R M S: WA L K E R/S M A L L O B J E C T

AR M O R: S P 6 S D P : 5

OP T I O N S: miniphone, holoprojector, digital recorder,

light armor, ostrich walker movement, Small Object Transform (choose type).

AP WE A P O N S: microgun, contact taser

S

P Y B O T

. . . .G

I R I

= 6 4

These are small mecha used to keep tabs on people for Park Security. They are designed to look like the typical hopperbot to escape notice (Park ops will often insert one with a group of hoppers as a distraction.)

FR A M E: S m a l l FO R M S: WA L K E R

AR M O R: S P 1 8 S D P : 5

OP T I O N S: IR optics, wall cling, tracking device, periscope, Striker Armor, digital recorder, telescopic vision, ostrich walker movement, EMP self-destruct.

AP WE A P O N S: gas sprayer (sleep drugs), dartgun (sleep drugs)

A

S S A S S I N B O T

F

L I E R

. . . .G

I R I

= 8 4

Used by Security Ops for intractable problems where stealth and lethality are the key, these tiny frisbee-shaped mecha pack a wide variety of stealthy devices and ways to take down a foe with limited muss and fuss.

FR A M E: Ti n y FO R M S: H U M M I N G B I R D

AR M O R: S P 1 8 S D P : 2

OP T I O N S: IR optics, B&E kit, periscope, Striker Armor, thermal dampers, hummingbird movement.

AP WE A P O N S: gas sprayer (poison), dartgun (poison), microgun, explosive self-destruct.

A

S S A S S I N B O T

C

R AW L E R

. . . .G

I R I

= 9 2

Another assassin type used Security Ops, these spider-shaped mecha have insectile legs that allow them to crawl up walls and hide in furni-t u r e .

FR A M E: Ti n y FO R M S: B U G

AR M O R: S P 1 8 S D P : 2

OP T I O N S: IR optics, wall cling, B&E kit, air hypo, Striker Armor, chameleon fx, six limbs movement.

AP WE A P O N S: gas sprayer, dartgun, microgun, explosive self-destruct.

R

O V E R B O T

. . . .G

I R I

= 7 5

Designed for crowd control, quadrupedal Rovers are well armed with a variety of non-lethal weapons. They are usually used by uni-formed Park Security rather than plain clothes Security Ops.

197

FR A M E: L a r g e FO R M S: q u a d r u p e d

AR M O R: S P 1 8 S D P : 1 5

OP T I O N S: IR vision, quad movement, striker armor AP WE A P O N S: h a m m e r, howler, hazer, dazzler

G a m e p l a y

Using The Link Skill

The skill of making a mecha do what you want it to do is called Linking. The Link Skill is a combina-tion of understanding the funccombina-tions of the mecha combined with the concentration to be able to mentally steer another body of disparate size and shape through activities that may be happening a mile or two away. As such, Link is always com-bined with the Will Stat when attempting to make a mecha do something, and pitted against the Difficulty Value (DV) of the task at hand:

TA S K EX A M P L E D V

E a s y Move to new location. Extend a tool 1 0 E v e ry d a y Pick up an object. Fire a weapon. Use 1 4

a tool as designed.

C h a l l e n g i n g Maneuver through difficult terrain. Use 1 8 a complex tool. Open a lock.

H a r d Balance in tight spaces. Use a tool in a 2 2 complex way. Navigate obstacle course.

Ve ry Hard Move in precarious terrain. Use a tool 2 6 in an unusual way.

E x t r e m e Move in deadly terrain. Use a tool 3 0 in totally improvised way.

Report back to me for instructions.

Link Limits

Each mecha has a specific frequency assigned to it, that links to only one owner. You may only link to mecha if it has been built and assigned to you.

Actions While Linked

When combined with the Link Skill, the player is able to treat independent mecha as though each had a suite of actions allotted it. Each mecha can p e rform ONE action each phase. The player per-forms the action as though he is the mecha. Each turn, he can continue to link the mecha, or

change his focus to any other mecha he is linked to. The unattended mecha meanwhile reverts to one of 3 program states:

• continue moving in straight line

• stop and wait for new instructions

• continue repetitious action (drill, hit, saw, cut) For example, Hikaru has three mecha. In the first phase, he links to Mecha #1 and tells it to walk towards the garage door. In phase two, he links to Mecha #2 and tells it to pick up a car. Meanwhile, Mecha #1 continues to walk towards the door. In phase three, Hikaru links to Mecha #3 and tells it to blast the guards in front of the door. Mecha #1 keeps walking and walks right into the line of fire. Mecha

#2 is now holding the car.

G e s t a l t s

A typical player using mechapresence can gener-ally control one mecha at a time. However, high-er level links (Skills above level 4) have the ability to engage in "gestalts." This is the ability to link several mecha at one time. The number of mecha you can link to is based on your Link Skill.

SK I L L L E V E L 1 2 3 4 5 6 7 8 9 1 0

# ME C H A 1 1 1 2 3 4 5 6 7 8

Each one of these mecha will have one action that phase. Using our previous example, Hikaru could now tell Mecha #1 to run towards the door, Mecha

#3 to blast the door, and Mecha #2 to pick up the car and carry it out of the now blasted door.

Frames (Size & Stre n g t h )

Frames are the basic structural design of the mecha.

A frame determines how large a mecha is, how much damage it can take and how strong it is.

FR A M E GE N E R A L SI Z E/ EX A M P L E S D P S T R

Ti n y 2-3cm/Beetle sized 2 N A

S m a l l 10cm or less//Mouse sized, 5 1

M e d i u m 40cm/Cat sized 1 0 4

L a r g e 1 to 1.5m/Dog sized 1 5 6

Ride Armor M o t o rcycle/ Average human 2 0 1 1

Power Armor 2m/Large human 4 0 1 4

Hvy P. Armor 3 m / B e a r 6 0 1 7

H u g e 4m/Car sized 1 0 0 2 2

198

Movement Speeds

Movement System (all terrain tracks)

These tracks allow the mecha to move over both flat and broken ground like a tank with no change in

This system allows the mecha to fly at fast aerial speeds.

Max speed and altitude are based on frame type.

FR A M E MA XSP E E D MA XALT I T U D E

This system allows the mecha to float on the surf a c e like a boat. Movement speeds equivalent to that of six legged speeds (below). Speed based on frame type.

Movement System (hover fans)

This system creates a ground effects curtain that allows the mecha to hover over ground or water. Max speed and altitude is based on frame type.

FR A M E MA XSP E E D MA XALT I T U D E thruster altitudes (above) for that frame type.

Movement System (ostrich walker)

This type of mecha stands on two bipedal legs like an ostrich. Max speed is based on frame type.

FR A M E MA XSP E E D mammals. This gives it excellent broken field running c a p a b i l i t y. Max speed is based on frame type:

This ball movement form can roll over all types of terrain.

Max speed (based on Frame type) is comparable to quad speeds (above), half that over rough terrain.

Movement System (six limbs)

This type of mecha stands on six legs like a crab.

Movement is not fast, but fast side to side movement ability gives this system a +3 in dodging. Max speed is based on frame type:

This system allows the mecha to travel underwater at speeds approximating six limbed movement (above).

Speed based on frame type.

Movement System (wheels)

This system gives the mecha road capable wheels with v e ry high speeds on flat surf a c e s .

199

I

n the Old Days, Nomads had to be tough.

But that was when all they had to do was stand tall against knives, guns and grenades.

Now you’ve got cities packed with full-body cyborgs, shape-shifting mutants—frack; you’ve even got guys walking around in robotic armor ten feet tall. Regular tough ain’t enough, home-b o y. This is 203X. To make it here, you need an advantage—some special friends...

So say hello to your leetle friends... billions of adap-tive nanites, held in ready stasis in dozens of tiny glowing red marbles just under your skin. Some of them string monomolecular chains around your bones, making them stronger than steel and

repairing any breaks they take. Others weave through your flesh, making it denser, more resilient; threading the upper layers with connec-tive tissues that make it tough enough to bounce a low caliber bullet; when there’s a tear or cut, they go to work, filling the gaps with polymers and pseudo meat until your own flesh can take over.

When you lose blood, some of those nanos pro-duce artificial plasma, while others take the oxy-g e n - c a r ryinoxy-g load off your lunoxy-gs and heart. And a few other types hardwire your reflexes to insane speeds and boost your awareness so that you smell danger coming a mile away. Even your weapons and tools are symbiotic to your enhanced body; they know you, adapt to you, even change to anticipate your needs.

S t a rvation. Bullets. Even the Carbon Plague.

Nothing stops you now. You’re a one man engine of inevitability, taking the hits and keeping on coming. You can take the worst the Road throws at you, and return the payback with interest.

Because whatever doesn’t kill you... just makes you more pissed off.

C y b e rtech Brief

In document Cyberpunk - V3.0 - Core Rules v3.0 (Page 195-200)