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Thread View: rec.games.cyber
1 messages
1 total messages Started by burn0039 Mon, 25 Jan 1993 04:34
CP2020 combat?
#264
Author: burn0039
Date: Mon, 25 Jan 1993 04:34
75 lines
4576 bytes
* I KNEW THERE HAD TO BE A CYBERPUNK NEWSGROUP ON THE FRACKIN' INTERNET! *

	Have any CP2020 players out there worked out any kind of upgrade 
to the drek I'm supposed to use in Friday Night Firefight?  The system's
just loaded with inaccuracies and stupid rules.  For example:
	The whole penetration/damage system.  In the OLD system, an FN-FAL
round could blow apart a cyborg, while me and my buddeez couldn't stop a
fleeing corp with a pair of Skorion machinepistols.  The new system is better
in terms of damages, but still far from acceptable.  The rifles still do too
much damage, and heavy weapons not enough (A paltry 4d10 for the 20mm).  And
as far as melee goes, I just don't see a kevlar jacket stopping a cyberarm
punch!  I think penetration and damage should be different ratings, but I
am having trouble harmonizing pen, damage, armor, and wounds (As an aside:
 Shouldn't metal take damage a lot differently than meat?)
	Autofire rules.  The 3RB is way too good (and random).  The full
auto option doesn't much help novices (the most likely rock'n rollers) but
gives big-shot solos 10-round hits at 50 meters.  Third, there is no
consideration for recoil.  A 12mm (basically a .44Mag) is no harder to hit
with than a .32 plinker, except for a 2-point difference in WA.  A BT 3 
beanpole with a MAC 14 could hit just as easily as a cyborg with an Uzi.
	Explosives.  Where is the damage applied?  How much?  How much
 does, or should, armor help?  Right now an SP 15 jumpsuit is proof against
claymore mines, but giving 6 more dice of damage isn't the answer.
	If ANYONE has worked out or heard of any improvements in these or
any other rules, I'd love to hear them...I want to get these and other BUGS
worked out before I risk another campaign...

	Mike "If it's broke, fix it.  If it ain't, break it."

Newsgroups: rec.games.cyber
Subject: CP2020 combat!
Summary: 
Expires: 
Sender: 
Followup-To: 
Newsgroups: rec.games.cyber
Subject: CP2020 combat?
Summary: 
Expires: 
Sender: 
Followup-To: 
Distribution: rec.games.cyber
Organization: University of Minnesota
Keywords: 


* I KNEW THERE HAD TO BE A CYBERPUNK NEWSGROUP ON THE FRACKIN' INTERNET! *

	Have any CP2020 players out there worked out any kind of upgrade 
to the drek I'm supposed to use in Friday Night Firefight?  The system's
just loaded with inaccuracies and stupid rules.  For example:
	The whole penetration/damage system.  In the OLD system, an FN-FAL
round could blow apart a cyborg, while me and my buddeez couldn't stop a
fleeing corp with a pair of Skorion machinepistols.  The new system is better
in terms of damages, but still far from acceptable.  The rifles still do too
much damage, and heavy weapons not enough (A paltry 4d10 for the 20mm).  And
as far as melee goes, I just don't see a kevlar jacket stopping a cyberarm
punch!  I think penetration and damage should be different ratings, but I
am having trouble harmonizing pen, damage, armor, and wounds (As an aside:
 Shouldn't metal take damage a lot differently than meat?)
	Autofire rules.  The 3RB is way too good (and random).  The full
auto option doesn't much help novices (the most likely rock'n rollers) but
gives big-shot solos 10-round hits at 50 meters.  Third, there is no
consideration for recoil.  A 12mm (basically a .44Mag) is no harder to hit
with than a .32 plinker, except for a 2-point difference in WA.  A BT 3 
beanpole with a MAC 14 could hit just as easily as a cyborg with an Uzi.
	Explosives.  Where is the damage applied?  How much?  How much
 does, or should, armor help?  Right now an SP 15 jumpsuit is proof against
claymore mines, but giving 6 more dice of damage isn't the answer.
	If ANYONE has worked out or heard of any improvements in these or
any other rules, I'd love to hear them...I want to get these and other BUGS
worked out before I risk another campaign...

	Mike "If it's broke, fix it.  If it ain't, break it."
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