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Heavy Metal Noise Edition
>Cyberpunk 2020 vs. Cyberpunk RED?
Cyberpunk 2020 is the second edition of the Cyberpunk TTRPG by R. Talsorian Games, set in a (then) future inspired by film noir and the dark science fiction films and books of the late 20th century. It focuses on simulationist gameplay and lethal near-future combat.
Cyberpunk RED is the latest edition of the Cyberpunk TTRPG, set during the aftermath of the devastating Fourth Corporate War. It focuses on more balanced, streamlined gameplay and is currently supported by R. Talsorian Games.
>Resources for RED:
https://datapool2045.net/
>RED has free DLC and extra content, including character sheets:
https://rtalsoriangames.com/downloadable-content/
>RED Easy Mode is available for FREE:
https://www.drivethrurpg.com/en/product/409912/cyberpunk-red-easy-mode
>Errata Pages:
https://rtalsoriangames.com/errata/
>Previous Thread:
>>97290472Feel free to discuss Shadowrun here as well, since I feel bad for those guys.
>Thread Question:
ACPAs have finally been added to RED! How do you feel about them?
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>>97448487
glad we finally got a release month
>halfway through the year
fuck
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I didn't realize 3y3 is down too. I hope you guys find this useful. I'm not as good of an archiver as the pirates but I hope this works.https://rebrandly/cyb3rpunktg swap the 3
>>97447372
>>97447101
I really like it, 40 pages of solid stuff. I think the range bands are a bit crazy (I use the app where weapons have their ranges in a convenient dropdown, I'll definitely buy Interface 5 through that) but I think Machine Pistol autofire is exactly what autofire needed, especially on the Helix which was supposed to be a close-quarters weapon. I also like the general power level increase. I'm glad my duplex bullet idea from many threads ago was made canon with high velocity ammo because I thought it was kinda mean to players. High precision is pretty fun 'win more' ammo and explosive ammo is great because crits are funny. Honestly a lot of these feel like presents for referees. And for 400eb I can make an excellent sniper rifle that deals 6d6 damage (but takes a round to lock in).
As for ACPA, I think the official ones are fine for people who don't want to think a lot about it. ACPA having less HP than my motorcycle is weird. And the power scale has definitely gone up with more common Autofire 5 and 6d6 sniper rifles at Merc level. I like homebrewbro's solution where ACPA can last a long time but unlucky crits (which will happen when you're flinging around 6d6+ attacks casually) could cripple an ACPA way before it's time. Plus a crippled ACPA is way faster to repair than a zero'd one.
>>97448029
I'm a big fan of Night City Stories especially with the world building and introducing cool locations like the Rock and Roll Hall of Fame. My only complaint was that every gig begins with the job giver blowing up your player's stuff then demanding they do a job or else. I guess it was another time. Bonin Horse and Arasaka Brainworm were fun but might be too challenging for a new crew. And Edgerunner's Inc. for inspiration.
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>>97447101
>ACPAs have finally been added to RED! How do you feel about them?
What the hell is an ACPA?
>Quick Google says it's some kinda power armor
Sounds cool, I guess? Like a lot of endgame toys, it sounds like something most players won't ever interact with unless you have some quick start or homebrew setup.
I prefer FBCs because I'm a big fan of Robocop and similar media.
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>>97448705
>ACPA having less HP than my motorcycle is weird.
Maybe, but even the weakest ACPA armor is equal to an armored car, and the vast majority will have superior armor than that, so your effective HP may be much higher depending on damage rolls. Not to mention that ACPAs can bullet-dodge too, depending on their build and pilot. They may not soak as much damage, but they can avoid it better.
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>>97448726
ACPAs were extremely powerful suits of combat armor in 2020, some big enough they were practically mini-mechas. RED has brought them back, rebalanced to be less "fuck you I win" than they were before but still plenty potent tools that are, yes, more likely to be seen in high-power campaigns which the new supplement has introduced and dubbed "Mercenary Level".
>I prefer FBCs because I'm a big fan of Robocop and similar media.
You can have both. FBCs are popular pilots for ACPAs. They're able to link and control the systems with less stress, and they don't take damage from crits to the ACPA like fleshies do.
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>>97448746
I'd be afraid to take it out of the garage. I'd hate to save up a bunch of eddies to get a new mech only for it to get blasted on the first outing. Can you get insurance to pay for repairs?
If they were corpo supplied and the repair and upkeep cost was subsidized by your corpo handler, that wouldn't be as bad for me. Presumably, mercenary groups might have some lucrative deals with corps to make owning and operating one more feasible.
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>>97448763
The book strongly suggests that for mercenary players, their employers give them operational budgets, which can include things like weapons, vehicles, and ACPAs. You're "renting" them, since the employer will want them back after the job. You'd need eddies in the 50k range to start thinking about buying/building one for personal ownership.
And like vehicles, a completely wrecked ACPA takes a week to repair. So if it blew up to pieces, so long as you could get a truck to haul it to a workshop, it can be fixed up good as new.
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>>97448763
No insurance, but there are special rules for repairing ACPAs, since they're built for turnaround out of a garage. While making parts can take a lot of time, assembly is a day's work base (though not an easy check). Repairs (so long as it's not fully destroyed) vary from 4 hours to a day and are actually relatively easy.
It actually means that fixing the armor on an ACPA is the fastest way to get metalgear+ level protection back up and running. Heavy Metalgear on its own is a Luxury item and needs a full month to be repaired, but an ACPA with Heavy Metalgear on it takes a day if it's not totaled and only a week when it's trashed (and a MUCH EASIER DV).
Repairing the ACPA also repairs all its weapons and systems, so any Ironman wannabes are a fucking menace to keep down if they can haul back to the garage.
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>>97448790
Indeed. While it'd be hard to assemble, you could theoretically have an APCA with these rules starting at 6000 eddies. It would be a hell of a shitbox, but it would work.
I'm actually gonna run some numbers real quick to see if deal-with-the-devil and starting funds can put one together.
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>>97448817
Yup. Not as such. 4000 eddies gets you just the buy in on the frame and has you short on the plugs you need to pilot it, the frame and the armor; but it's far from out of reach. You buy your 2 sets of plugs for 1000 eddies; you'll need 3000 more eddies to get all the basic parts, then whatever you want to stuff into it to actually do work. Given its relatively light constitution, the Sewer Rat has the right idea with some pop-up shields; we can start with a pair for 2000 eddies. That means if your crew are willing to pool together, you can have a minimally viable APCA after two jobs. Stuff some poor quality rocket launchers in there (lets say 2) pick up a shitty SMG with one hand and with the other, the largest I-beam you can find and you're nominally in business. Final cost: 9600 eddies; 10,600 after interface plugs.
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>>97448544
Yeah I'm thinking the 2077 book is going to be another rusted chrome.
>>97447372
It's good but still leaves alot to be desired imo.
Pros
>Sniper Rifles are actually good now
>New Ammo types are nice
>Autofire is more viable
Cons
>Most of the new weapon tables are granularity for granularity's sake
>ACPAs are a nice addition but are underwhelming mechanically
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>>97449010
It's more this issue the game is adding to the amount of tables you need to reference without actually adding much depth. Some of the weapon tables are welcome additions like the Scout Rifle but overall I don't see why the game needed to make the distinction between say an Assault Rifle and Battle Rifle when their tables aren't drastically different and fulfill the same mechanical role of "high powered mid to long range weapon."
It's just R.Tal being spergy for the sake of it. Streamlining things and not caring about realism 99% of the time but then being weirdly granular about certain things. See the skill list in the corebook.
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>>97449091
You're not wrong but I don't see a problem with RTal enabling players to be spergy about their guns if they want to be.
>See the skill list in the corebook.
On the other hand, unlike 2020, they don't want to add more skills, ever. No supplements with 5 new skills that you have to tack onto the list of shit you need to remember.
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>>97449127
Like it's fine as a "there if you want it" feature, but I dunno I think R.Tal often has a "quantity over quality" problem with their works. They take forever to put anything out and I can't help but feel like the bloated nature of their releases is a contributing factor.
The new tables also make statblocks for weapons a little messier since now you've got to denote what range table the weapon uses instead of it being inferred by the weapon type. A minor issue, but something I noticed.
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>>97449180
yeah their output on very important shit is disgustingly slow, it should not have taken this many years to get a fucking Night City book when they do absolutely nothing to write about anywhere else in the world. and whatever their process is, it's sloppy enough that they had to cancel Rusted Chrome. the fuck is going on in that company?
you are also right about statblocks but unless the players are wielding the whole list you only really need a fraction of it. or just force the players to remember their own damn DVs.
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All of the new ammos feel pretty anti-player
>ammo that makes crits harder to heal
>ammo that makes crits more frequent but -2 attack (doesn't matter much in an ambush)
>ammo that works best with solos (a hardened mook can be rank 2 solo)
>ammo you can't dodge (npcs don't dodge unless ninjas or coke'd out bozos)
Obviously the crew can use these too, but the effects are more long-lasting (and man I love crits).
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I don't follow what you're supposed to do for parrying in 2020. I've never seen it come up so it's not some pressing issue but I was reading the book and got confused. What does it mean expend damage against the parrying object? Does the person parrying make a damage rill and that's the number to beat? It can't be besting the weapons SP/SDP right, because they don't list those sorts of stats
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>>97451135
>npcs don't dodge
I don't think you've shot enough NPCs anon.
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>>97451763
the part that bothers me is that hitting a dude with a car gives everyone in the car whiplash. even if you were driving a truck? people would bounce off the hood like rubber.
>>97455042
2020 has weird ideas of party sizes. All the suggested campaign ideas were pitched like you were playing with 10 to 12 people, like playing three medias and four solos with a nomad a tech and a medtech is normal play.
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>>97449220
I also appreciate that they're moving away from describing all their items with jargon and having proper statblocks for weapons, but they still find a way to make them messy.
Every weapon has a "classification" which seems like useless information when all the relevant information is already stated and the "classification" infers nothing aside from the weapon's quality. Why not just state the weapon's quality instead?
>>97451135
I feel like Cyberpunk Red has always been very "anti player." Alot of the item list is NPC fodder items and the way the game goes out of it's way to tune items to make them less attractive to players.
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>>97455982
Do you get ammo drums that let you spray down enemies and do suppressive fire? That might be cool
>increase the ranged DV to hit for any enemies you damage and reduce their movement speed
>This simulates making someone dive for cover or crouching down instead of aiming at you.
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>>97455982
>>97456050
Well in Red's corebook itemization every weapon had a classification because each weapon classification inferred a specific statblock. For example an Assault Rifle was a weapon that did 5d6/Autofire 4, had 25 rounds, used the Shoulder Arms skill for single fire and rolled off the Assault Rifle range tables.
In this new system, weapon stats are more malleable, so really calling something a "machine" gun is pointless because there is no standardized machine gun. There's a Machine Gun Autofire table, but not all Machine guns use that table.
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>>97455982
Well, for starts, it disqualifies them in their own splat from having their range-band changed as they are not "Assault Rifles" and can't then take the assault rifle Range Table Modification.
Additionally, it's short-hand for using the Heavy Weapons skill. All Machine Guns that can be fired in single shots use Heavy Weapons.
Basically, Machine Guns are a defined class of weapons that are fired with heavy weapons and/or autofire skill.
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>>97456132
>>97456175
Actually after re reading the splat, the classifications do have a purpose and aren't just flavour.
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>>97453523
Parrying is a really strange I’d say actually bad system in 2020.
Basically you just declare parry at the start of the turn with some item you are carrying and the melee attack hits that item and deals damage to it and soaks that damage for you based on how many hitpoints the gm decides the object has.
if you are using a sword/monosword you instead roll a d10 to determine if your sword blocks the strike or shatters. Literally no input is made from the players actual skills so a fat paraplegic downie parries at the same luck and akill level of a master swordsman.
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>>97455042
>>97455266
Meant to say 12k per person.Also there's one part where the players get 12 seconds to disarm a bomb IF they notice it or take 8d10 damage
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https://rtalsoriangames.com/2026/01/28/cyberpunk-red-alert-everyday-pe ople-january-2026-free-cyberpunk-dl c-releases/
monthly free dlc. more npcs and goons.
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>>97459078
also interface sof got updated
>Set MetaCorp Chaingun “Victoria” Range Table to N/A (page 116)
>Set Tsunami Arms Helix (Citrus Edition) Range Table to N/A (page 118)
>Updated Serrated Arrow/Hollow Point Ammunition. It now increases Base Death Save penalty on any Critical Injury (page 121)
and so on
some acpas got buffed/nerfed
>Rebalanced Arasaka Neo Standard, SovOil Bombardier, Zetatech Grasshopper, and Zhirafa Boris.
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Using the new Solo of Fortune rules you can take the core-rulebook Railgun, rechamber it to Battle Rifle ranges, put on a rail adapter and a targeting scope and modify it to take special ammo to load Explosive rounds. It will have an effective DV of 16 at 26+m and of 15 at 51+m. You can EQ it to bring those down to 15/14.
Upon hitting, the 5d6 damage will ignore armor under 11 SP and critical hit over half the time.
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https://rtalsoriangames.com/2026/01/28/cyberpunk-red-alert-everyday-pe ople-january-2026-free-cyberpunk-dl c-releases/
New free DLC is out, it's a collection of quick-reference statblocks for common everyday characters and people.
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How is autofire as a skill now? I've been waiting to give it a try and with Interface 5 dropping to give it buffs, seems like a good time to make a character around it?
>>97461125
its okay, we all become gonks every once in a while
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>>97461143
You still have to invest in autofire to make it work well, but smartlinks and tracer ammo make it easier, and the new autofire upgrades make machine pistols and SMGs as viable as ARs. The new machine guns are also solid choices for Nomads to mount on their vehicles, much better than the corebook heavy weapons, so autofire is now a great choice for them to spec into for their MG technicals.
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>>97461178
Correct. Shooting a gun in single-fire requires skill with the gun. Shooting a gun in full auto requires the different Autofire skill, because controlling a weapon spitting lead everywhere is treated as a different kind of ability.
>Downsides: Autofire costs twice as much as normal gun-handling skills; Autofire DVs are higher than single-shot DVs
>Upsides: Autofire works with any kind of full-auto gun; having Autofire means being able to spray with machine pistols, SMGs, assault rifles, and machine guns with equal ability
>Autofire damage has its own calculation: roll 2d6 and multiply it by how much you rolled over the DV
>this means Autofire damage ranges from "barely scratching the target" to "turns target into the consistency of warm chili"
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>>97447101
>bagging a corpo
>cook up some sleepytime drug for the bruisers
>they meet the target and blow their cover
>they immediately punch his lights out instead of applying the naptime needle
>he now has broken ribs and a sucking chest wound
why do I try
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>>97461241
My personal take is that the double damage is meant to apply before damage penetration as a lot of the head armor seems weirdly strong otherwise. but i think most people run it as doubling damage after penetration
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>>97461143
>>97461209
Even after this DLC Autofire is still mediocre. The damage calculation method makes it inherently unreliable and making it a X2 skill separate from the regular wepaon skill means it still requires a ton of investment.
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>>97462454
if you're looking for some alternative ways to deal with autofire, I've seen and used two that I liked;
>Straight up double damage before SP is subtracted
Makes it really fucking deadly (much like IRL getting burst fired is a death sentence), and is somewhat balanced by the fact that it's a x2 skill.
I've tested it in one campaign and it was neat alternative to heavy weapons (also x2 skill) dealing more damage overall but towards singular target, not groups (in which HW excels). This way skills were also separated in clearly worse and better combat skills, much like MA is better than grappling in 99% of situations.
Helix was described as 6d6 times two if you'd be curious about that.
>Autofire deals 2d6 (when it hits) and +1d6 per each point you've beaten the DV
It's closer to the RAW, and is in fact less random than 2d6 (bell curve n shit) allowing for more consistent damage and better crit chance.
There's also one rule that autofire deals crits on a singe 6, not double, but I havent tested it in actual play. Since it's limited version of the James high lethality rule I guess it could be pretty good.
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>>97462555(witnessed)
There is also the half crit rule proposed by James to make combat super lethal where rolling any 6 gives +5 damage (so double 6's would be +5 damage and the crit effect). I don't remember if crit damage gets included in autofire and I'm gonna assume it doesn't like solo bonus damage but any bit helps.
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>>97462454
Tracer Rounds raise the maximum equipment bonus to autofire up to +3, and autofire now has weapons that hit optimal at different ranges. An effective DV 14 means even a character with 8 DEX and 6 in Autofire from character gen can be hitting with autofire much more consistently and will be maxing their multiplier 50% of the time. As for the damage? there's no way around it, the numbers are unreliable, but there are a number more Autofire 5 and Autofire 4 weapons in the splat that make it much more attractive. If you've got good odds to max out your multiplier, you're looking at a nice enough damage range starting at 8/10 damage and raising through the roof.
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This is how I like to imagine ACPA cycling through their 6 weapons.
Speaking of that, I re-read and you can have 6 cyberware completely ignoring cyberware slots required. I'm not sure how many huge slot cyberware there are (I remember chainsword and arc caster) but this means you could also have 6 pop-up shields. I know pop-up shield doesn't require an action to draw/stow but when destroyed takes up a hand until dropped as an action. Even though weapons and Cyberware in an ACPA feel fluid (like that one linear frame with the swords) and can emerge from anywhere I'm sure using a pop-up shield would take up a hand until the shield is dropped. But maybe you could pop up a shield on your other empty hand as you get to safety?
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>>97460053
It also helps to address why things are still so scarce 20 years after the war, and why corps are having a hard time getting going again: all of their files have been corrupted so they don't know where anything is, what still exists, what is destroyed or lost, etc.
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>>97462555
>Autofire deals 2d6 (when it hits) and +1d6 per each point you've beaten the DV
That house rule worked well before, but the new DLC adds too many Auto 5 guns. The one with 500 rounds will be doing 10d6 every turn and never have to reload.
That's why I think Autofire needs to be reworked, you can't fix it with the current state of the game's balance without making it blatantly overpowered.
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>>97460258
Explosive ammo is no joke. https://anydice.com/program/419cf
Considering how ACPA pilots take 5 damage on every crit, I wonder if crit fishing is a viable method for downing an ACPA without trashing it. Reminds me of using neutron beams in Master of Orion 2 to capture enemy ships.
Also while I love the upgraded battle rifle railgun the 100eb excellent bolt rifle from Toggle's Temple could be absolutely diabolical in the hands of a mercenary level mook especially if being lead by a lieutenant who gets the ambush skill.
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>>97466470
I still think it even being just super speed is retarded. You mean to tell me something that gets put onto the spine is capable of getting you to move the quarter the speed of sound with no drawback other than some Humanity loss? Meanwhile you got other cyberware that requires muscle and bone lace to avoid tearing yourself apart trying to use it. Even in the bounds of the setting and all the other Cyberware, it's jumping the shark and going way to far into fantasy/magic.
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>>97468030
the anime is unrealistic because Trigger does everything with a layer of hyperreality, and even then it definitely swung too far into magical technology. David's prototype super-Sandevistan is one thing, but where I drew the line was the fucking gravity manipulator. what the fuck was that.
the video game is typical video game retardation where V is the bestest strongest superest coolest badassest edgerunner to ever edgerun for no reason other than he's a video game protagonist and it has to be a power fantasy.
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>>97468072
It's also them bringing the Anime's Sandevistan into RED. It just tells me they are gonna put more and more of the fantasy magic style stuff into the setting, especially with a sequel on the way.
To add onto the stupid cyber-skeleton, not only is the grav generator mental, but that it can be used with the super-sandy is insane. Because at that point, why wouldn't they just put that into drones or vehicles and have the perfect murder machine to wipe out entire armies with? It's not like the Coprs ever stop and think "have we gone too far with our murder machines?".
This can only damage the setting if it's allowed to grow further.
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>>97466281
>Oh no I could not dodge and must now suffer 3 damage and lose 1 SP
Anyway
>>97466127
Anon, what are you on about? Sure I didnt specified that you're limited by RAW autofire number (such as 4 for AR, 5 for Helix etc), so I guess that's how you get to the 10d6. So to clarify;
on hit AR deals 3-6d6
Helix (and its derivatives) deal 3-7d6
I started at 3 because you have to beat enemy evasion to hit them, so here's your +1 to the base 2d6. I guss it couldnt hurt to check the original rules to clarify on that one, but autofire damage starting at 3d6 seems legit for me.
If you meant it for the second (first actually) rule that doubles damage before SP yeah it was supposed to be compared to literal rocket or grenade launchers, whom (I'd like to remind) deal area of effect damage, potentially dealing even more that such overtuned 10d6 helix.
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Shadowrun 4e in Somaliland. GM mentions there's a bounty on the Euphrates dam. It's an earthworks dam about 19 meters wide at the top. Rules for cratering charges in standard terrain are armor 3 structure 3.
I want a 10 meter radius hole, multiply by structure for 30, ad 1/4 armor for 30.75, divide by 2 for tamping to get 15.375, divide by explosives rating (ANFO is 3) for 5.125, square it and round up a little for 26.3 kilos of ANFO, which we'll round to 27.
With an average density of 0.8kg/L this will take up a little over 33 liters, which converts to around 9 gallons.
I figure I can cast some concrete and maybe steel sheeting around a 10-gallon bucket in the bottom of an oil drum, drop it off in the middle of the road, and blow it to kingdom come. Thoughts?
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>>97468030
>>97468072
>>97468117
One of the major limitations on perceived speed and agility is perception; we cannot move faster than we can reasonably think, and so athletes generally perform at the highest levels of coordination and exceptionalism on controlled courses. Deviation or interruption in these conditions has always been disastrous.
To that end, someone otherwise unchromed with a Sandevistan will move perceptibly faster than someone without one, given the same level of flexibility and fitness, not because they're faster but because, in all meaningful respects, they began moving sooner. The ability to react faster than someone else also has the benefit of being able to react to your own actions and the impact of these actions faster. Generally speaking Trigger was actually fairly reasonable with these alleged super-speed scenes, until the timeskip where-- at bare minimum-- David clearly had chromed up his legs and only then was he shown doing Flash shit.
The cyber-skeleton is a step into technology as something closer to magic; but as a one-off prototype? It's only about as impressive as some of the other nanotechnology and bullshit other corps are pulling on blacksites or deep in secret labs. While it's existence is only confirmed in a one-off bad ending, a world ending nanoplague remains canon in Cyberpunk, self replicating robotics already exist and microscopic versions are a simple matter of when, not if. We're gonna talk about crushing a tank with atomic forces, but not about the fact the tank hovers to begin with? And it still jobs to the world's most psychopathic pinnochio.
Don't get me started about what's going on in space in setting.
I think you're inventing an unreasonable standard just to be upset.
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>>97468311
When it comes to sci-fi and fantasy, what audience members are willing to accept can vary a lot. When it comes to Cyberpunk, I can accept a lot of the nonsense tech because everything relies on highly advanced fictional nanotechnology that handles a lot of the nitty-gritty of cybernetics. Other ideas like strapping jets to cars to make them fly are ridiculous in reality but follow an understandable logic (jets make planes fly, so jets make cars fly). So long as there's enough logic, however vague or not meant to be considered deeply, a lot of sci-fi can be accepted.
But this gravity-manipulating exoskeleton is way out of left-field compared to the other "fictional but understandable" tech in the setting. It controls gravity. How the fuck? I can't even begin to imagine how they built it or how it works. This is that level of Star Wars "don't think about it, it doesn't matter" sci-fi tech where it all exists to be set dressing with no possible sense of realism.
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>>97468311
Literally 5 seconds to look up all of the scenes shoots so many holes in your argument it's not even funny https://www.youtube.com/watch?v=xoLBt2vayAc. Literally the first scene of him using it has him go super speed and use that momentum to send the other guy flying into a wall, and that's before he really even has any other chrome. Or all the other times after where he's using it to cross big distances with no even able to perceive he in the area at all, which means he was moving stupid bullshit fast.
And there is a difference between all the nano-technology we see, and a single implant letting you move at speeds that can't be perceived by the naked eye without any ill side-effects (like skin and muscle tearing away from the force required to move that fast from a dead stop). And it's not so much the existence of the cyber-skeleton, but that it's a several ton object zipping around at a quarter the speed of sound, again with no downsides. That sandevistan leans way too far into the magic territory that it sticks out from all the other cyberware in the setting.
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>>97468373
The anime is true to the core of Cyberpunk, in that it is style over substance. Very little of the action in the show should be taken at face value. It is presented the way it is not because that's what Cyberpunk is supposed to be but because that's the animation studio's style.
Nobody should take it as an accurate representation of the setting and I tell people as much.
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>>97468395
This, and even if it was, is the argument really going to be 'a cutting edge military grade reflex booster gives a teenager the power to... dodge two punches and punch another teenager hard enough that he hits the wall behind him-- that's unrealistic'?
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>>97468410
That's a gross oversimplification of the argument. It's not "oh it's a kid using this", it's a "why isn't Arasaka putting this on a bunch of their soldiers if they have the means to make it, since it's such a game changer even on someone with like no chrome", especially with how little of downsides it has.
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>>97468468
>especially with how little of downsides it has
Recall that the Sandevistan was taken off the corpse of an extreme cyberpsycho who went batshit and murdered over a dozen cops completely out of nowhere. Its RED depiction costs you 2d6 HL every single time you activate it, and if you have no Humanity, it does HP damage instead. That thing is not normal, and it's definitely not safe. David is considered "special" just for being able to use it repeatedly without melting his brain like wax.
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Man, everyone's talking about the Sandy and the Anime, and I'm just hear preferring 2020 over 2077 because I don't like how 2077 just went with the modern aesthetic that looks like it belongs in Dredd or District 9 (both movies shot in South Africa iirc). I liked that 80s Noir of 2020 far more, and felt like it actually had a bit more soul to it.
Also I'm still of the belief that 2077 originally started out as a soft reboot of the setting to make it more modern and that's why the flashback section is so weird with it's "retcons", particularly the style and design of a few characters like Smasher and Shaitan.
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>>97468223
The more common variation of that rule is you deal 2d6 for every 1 you roll past the DV. I assumed you made a typo.
Anyway I ran the above houerule in a game to mixed results, I forgot that the dumb 500 round LMG from Black Chrome existed and so one player was doing 8d6 every turn without ever needing to reload.
I think giving Autofire huge damage dice only works if ammo capacity is limited. Having all these high Capacity Autofire weapons makes adding more dice potentially busted, even if it caps out at 7d6.
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>>97468510
The more obvious criticism, I think, is...we're already past 2020 in our timeline. I think 2045 and 2077, respectively, are so far into the future that you don't need to worry about the series catching up to that date any time soon.
>it's just a watered-down less interesting version of 2020.
Considering they let Arasaka back into the city and the nuke event is pretty much handwaved to a cliffnote, I do see it as a soft reset of sorts. There's not really a source book for it outside of the ERMK, which is basically a slight polishing of the Red system.
The humanity recovery stuff offered in the ERMK is pretty cool; there needs to be more lore outside of the video game and anime. A proper 2077 corebook with mechanics, cyberware, factions, lore, and more would be nice.
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>>97468505
I'm a RED ref but I was reading Eurotour and liked the style of it. The format was a little more rigid since the crew has to travel with the band and work in their downtime to support the show, but that might work out better for a new group so they don't walk into a UK knoife gang and get stabbed to death. The irony is that your new players might fall in love with the EU setting and then get dumped in the shithole that is America/Night City once their work visas expire lol.This was something I considered for my lore-illegal Hong Kong gig where players might stick around in China for a bit to take on more jobs because they like the setting. But I guess now it's Shanghai.
I haven't checked out Land of the Free but I'd imagine traveling with a nomad pack could be fun too, more mad max if that's what your players like.
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>>97468505
Land of the Free imo is almost a GMing noob trap.
Not saying its not cool, its just kind of a challenge. the way the book lays it out, “ideally” the players should follow the path in front of them, but the actual truth is that ideally the GM is really good and wise at improvising scenarios because even the campaign sourcebook isn’t all that useful for providing much info on how to set up post-collapse New York or Tennessee etc.
Its not so hard to keep players on track with the constant threat of a gauntlet of death, but I almost feel like you shouldn’t even bother trying to keep things on track is what i’m trying to say.
One issue the campaign has is it doesn’t really consider the general attrition that comes with being closely chased across America. You don’t have much safe places to recover and resupply etc. I think this is kind of cool for the supply aspect but i find its a good idea to improvise new rules for the players quickly healing themselves.
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>>97466470
The random guy with the hammer with the hammer could keep up with David with his own Sandy or Keren, though that also might be some military prototype but David likely lacks information about there being more than one to check after the fight.
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>>97470188
>that also might be some military prototype
smasher could keep up too. David is stupid for getting surprised by smasher doing it, david really thought he was the only one with it for some reason despite fighting a guy who also has it before
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>>97451135
>anti-player
The game starts with the characters being at least twice as good as the low tier mooks. Then it gives GM tools to make things challenging.
>harder to heal
Yeah, the game should have some regenerating enemies for this to be anything but GM cruelty.
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>>97471037
Although, the devs have repeatedly stated that this game is very freeform for a reason.
Thus, bullets that are difficult to heal should work as more of an intimidation factor than normal ones, and using them may give your group some infamy.
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>>97471122
Burrowing Ammo is definitely something to give to significant NPCs like rival edgerunners just to fuck with players some more. Though players using it to fuck over NPCs and then run away like dicks is a fine idea as well.
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>>97468468
> it's a "why isn't Arasaka putting this on a bunch of their soldiers if they have the means to make it
Well, they already have the same tech, Smasher was able to easily keep up with David and even mocked his Sandevistan as just another rudimentary implant that any experienced merc would have. And remember, the guys at Arasaka already knew from video footage that David was using the experimental Sandevistan, and yet they never bothered to send someone to take the thing, they only got interested when they noticed David unusual freakish resistance to cyberware.
People focus too much on the sandy, but by the rules of the anime, your average punk or soldier is just going to instantly become brain dead from trying to imitate David, using ANY sandevistan ten times back to back like David does is completely impossible for your average person.
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>>97475136
>using ANY sandevistan ten times back to back like David does is completely impossible for your average person
That's the thing, though, everyone wants to be "built different". Looking at how David's Sandevistan behaves in the ERMK, it does seem likely that anyone using it like him would just die or go cyberpsycho in short order.
Kinda makes me wish there was a 1d10 you could roll at the start of character creation to see if you are actually "built different" and have a higher tolerance for cyberware and cyberware usage. Obviously, having that "built different" status isn't too common; otherwise, you'd have a lot more David Martinezes and Smashers running around.
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>>97466113
Initially, back in 2020, it was initiative booster. Initiative meant you went first, and with multiple actions being a thing, your local solo with sandy just killed 3 people at the start of the combat.
When it got translated to videogame, they boosted perception speed into actual speed to be more fun, because who doesn't like bullet time.
That being said, David (and V for that matter) are freaks, and the normie use of Sandy is more along the lines of what was shown in the 2AM novel that came out with the game, pic related.
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>>97475769
>Kinda makes me wish there was a 1d10 you could roll at the start of character creation to see if you are actually "built different"
Nothing stopping you, but it'll likely become a point of friction between the other players if one person gets a superpower none of the others have. Easier to just tell the GM you want to run a guy who goes cyberpsycho in a dramatic fashion, and do away with humanity over giving the GM dramatic license. Same as when players fuck up so bad they're marked for death, you only trigger that in a situation where getting wiped makes for a good end to the campaign.
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>>97475769
David had a natural resistance, but he also had emotional support and friends who cared about him. It was when he started losing those things that he descended into more extreme cyberware and growing cyberpsychosis.
David had an edge, but in the end, he wasn't really special. Nobody is.
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>>97475851
>it'll likely become a point of friction between the other players if one person gets a superpower none of the others have
Possibly? If everyone gets to roll for the same bonus, I can't see it being that big of a deal. At least no more of a deal than it is for role abilities like the exec getting free quality housing or solo's being able to do all kinds of goofy combat shit.
I'd suggested a "negative" humanity system for psychopaths where you had to regularly kill people and do crazy shit. Someone said they'd see about cooking something like that, but if they did, I missed it. Your psychosis would emerge if your humanity hit 0, going towards the positive end rather than the negative end. You'd have to regularly put yourself into violent altercations where you get to murder people and do hard drugs to keep your humanity score low enough to stay sane.
I figured there'd be a decay mechanic to it as well, since people could just avoid "having fun" which would be a buzz kill for roleplay and turn them into a mindless murderhobo who never goes out for drinks with the rest of the crew. Assuming the rest of the crew weren't also negative humanity cyberspychos.
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>>97471965
Yup, she is statted as one iirc.
My solution was to allow items like med and surgical kits to quick heal damage outside of combat. The inexpensive ones being able to help heal light wounds and the more expensive variants being required for bad wounds.
>>97475800
Reflex boosters are meant to be just that and in 2013’s rulebook that’s how they actually worked. Boosting your REF stat which makes perfect sense, but for 2020 they decided that ability was way too universally good and basically required for all players despite being an intended combat upgrade mainly for solo
types. So they nerfed it to just being an initiative boost, something really only useful for solos as they already dominate initiative with combat awareness, in other words the speedware basically gives a needed edge over other solos. It’s balanced but it doesn’t really make sense by the speedware’s own description as to how it functions. I think it would have made more sense to keep it as an actual stat booster just make it way more expensive (money and humanity) to anyone who is not a solo and nerf 2020s combat awareness which is honestly a ridiculous skill.
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>>97476702
Dropped my pic
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>>97476702
In 2077 and derived media they are stored in the forearm, the arm opens up to reveal them. In both 2020 and Red the hand of the relevant arm is considered 'in use' while the weapon is exposed, and follow ordinary firearms rules. If you want it to work otherwise you work that out with your GM. I would not be opposed to firing it out of ones palm, for example, but that would severely limit the size of the weapon. In my game 9mm and above requires the weapon to occupy the space used by your tendons, unless it is mounted on the exterior of the arm.
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>>97476702
This guy >>97476742 is 100% correct. But we do have a hands-free pop-up gun in art under Teamwork (executive ability).
I've noticed that CPR really cares about dps. You can get an excellent quality sniper rifle for 90% off by making it a bolt action (need to spend an action between shots). So if you tech-upgraded a pop-up weapon to be hands free I'm sure getting an auto-hit wouldn't be a big deal since you spent an entire turn not dealing damage and even potentially spent an action and failed. One of the things about grappling is everyone involved takes -2 to rolls, but the attacker in a grapple can spend an action (no roll) to deal BOD damage directly to the defender via choking. Let's say BOD is 8 (although who doesn't have at least 12 with a linear frame?). That's like being shot for 16 damage and having armor stop 8, which is pretty good for a pop-up weapon. A VH handgun is 4d6 which is 14 damage on average.
I'm not sure about auto-headshots. That should require a roll and could have a ridiculous penalty (-8 for aimed shot, -2 due to grapple).
Also just for context the flow of events would be
>(you) spend an action to grapple, you and victim roll opposing Brawling checks and if the victim wins or ties you fail
>victim can either attack you with a one-handed weapon at -2 or attempt to beat you in brawling to break free (both get -2), assume they fail also if (you) and the victim tie they fail
>(you) spend the action to auto-shoot your target and roll damage vs remaining BOD armor
That's my take at least. Also there is the pop-up shotgun and the fact that BOD 16 ACPA can grapple each other and use any weapon one-handed. I want to say the pop-up shotgun wouldn't work because nothing in the description in Black Chrome says it is one-handed, just that when drawn without an action it occupies the hand. But I think grappling ACPA should work.
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>>97476990
Just to add to this, it seems like the huge -8 to aimed shots is something the developers are trying to walk back, kinda like how ACPA were them realizing that nobody likes huge penalties for wearing good armor. Interface 4 has new martial arts and a few of them let you make aimed shots at only -5 (or even only -2 but this requires an entire action to set up instead of just the free Martial Arts action). So maybe you could get the penalty reduced. And excellent quality, synthcoke, smart-link, +1 solo ammo from SoF and pistol rechambered to snub nose (DV12 at 0m) etc could all help.
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>>97477675
I was under the impression that borg martial artist (at least with an installed linear frame for 12+ BOD) was good because it was RoF 2 4d6 armor halving. If you're going to make an aimed headshot you can use the Rostovic Kleaver (5d6 20% crit chance, armor halving, target on fire, if SP is under 11 it's ignored) from Black Chrome. There is also the Arasaka Weeping Katana (4d6 13% crit chance, which can simultaneously ablate armor -2, set target on fire, and salt the wound to potentially deal 2 crits).
Speaking of crits, those ignore armor (at least the critical effect and 5 damage do, no attack damage goes through). So the Kodiak Hunter bolt action rifle from Toggle's Temple (100eb excellent sniper rifle but needs an action to be spent after every attack) could be upgraded to 6d6 damage (300eb, sniper rifle rechamber from SoF), be upgraded to take any ammo (100eb), and then use explosive ammo (100eb for 10 bullets) and have a 65% crit chance. And since you'll be an entire map away (ideally 50m, but if you rebarrel to scout barrel 13m isn't so bad) you can easily ambush and line up your shot.
And speaking of explosive bullets I'm a big fan of the hurricane assault weapon which we've had since core red. RoF2 5d6 damage (sadly no aiming) means on average you're getting 18 damage which only MetalGear can stop it but that's still a coinflip that you go over and crack it. And if you're using explosive ammo (54% crit chance) even if you flub the roll there is a good chance you deal a fight warping crit.
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>>97477928
Also I forgot that SoF added Red Lace which is a drug that lets attacks using the Melee Weapon skill to crit on 5's too (so the Kleaver can have a 54% crit threat and the Weeping Reaver would have 41% crit threat).
Martial Arts did get some help in Interface Red 4 though. Panzerfaust lets you make a RoF1 Martial Arts attack with 5d6 damage, so that could be aimed and get the extra damage die.
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>>97477084
Funny because Aimed Shots had a -6 penalty in the Jumpstart Kit that they increased to -8 in the full game. Same for how STATs were capped at 10 in the JSK and reduced to 8 in the full game. Something spooked them between the JSK and the final release.
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>>97477675
No that's still extremely viable, except for maybe the armored part because heavy armor has significant penalties that makes it difficult to use for any characters whose skills aren't pumped high enough to compensate. Martial Arts are still very strong if not OP, and Fullborgs can make Martial Arts even stronger. That hasn't changed.
>>97478016
>Panzerfaust lets you make a RoF1 Martial Arts attack with 5d6 damage, so that could be aimed and get the extra damage die.
Special Moves can't be Aimed Shots unless specified otherwise so I don't know if you can do that. The MA rules are a pain in the ass in their wording.
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[grogposting]
Why'd they simplify the new Cyberpunk game only to add in endless +\- modifiers again? If they are just going to reuse the books that already exist, art and all, then why not just take out shock damage from 2020 and call it a day?
[/grogposting]
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>>97449100
Depends on how kitted they are. Fully modded out, they're functionally immune to 99% of weapons you see on the streets, and can trade blows with the Psycho Squad and come out on top. Especially if they invest in Panzer Faust, the FBC martial art. But they can combine that power with high mobility, good stealth, and modular bodies they can swap to for specialized needs. All of this is staggeringly expensive, but IMO very worth it.
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Looking for one or two more players to join a game I'll be running February 7, Saturday, 2PM-5PM EST. If it goes well, it might turn into a biweekly campaign.
Come by if you wanna play. English speaking and played via voice on Discord and with our imaaaginations.
https://discord.gg/3cBy4wsf
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>>97484611
I reread his backstory in the CEMK and it doesn't mention what he's chipped with. Wrench (the pre-made nomad) has BOD 8 naturally and gorilla arms and looks like he has Maine's build (but wouldn't main at least have the launcher?). But Thorn (the pre-made rockerboy) has bone graft and BOD 10 and looks smaller than Wrench and Maine. Personally I think Maine would have the grafts+sigma frame at least. Between that and his launcher (pop-up grenade launcher?) he didn't seem to have a lot of other chrome. But I haven't rewatched in a while.
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>>97484706
>Between that and his launcher (pop-up grenade launcher?) he didn't seem to have a lot of other chrome.
Dorio also mentions he has to chrome down to recover his humanity while we only know of him having a grenade launcher, so I guess he has a cybernetic body like a weird FBC from the neck down, I think.
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>>97484998
Man they tucked that rule right in there didn't they?
Even if you could, you'd be paying a whole ton more for the protection than upgrading the shell itself. Dragoon Plating would be 5500 to install (compared to 2000 for Light Metalgear Shell, which has higher SP) and Metalgear Dragoon Plating would be 15500 to install (compared to 10000 for Metalgear Shell).
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>>97468500
>I'm still of the belief that 2077 originally started out as a soft reboot of the setting to make it more modern
That's not just a theory, anon. Pondsmith confirmed that in an interview. CDPR originally wanted to make their game a reboot of the setting but Pondsmith convinced them to keep the existing continuity.
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>>97485528
Stupid but I kind of understand why. That'd require rewriting the entire timeline and that would be a complicated pain in the ass and fans would bitch about it. I'm hoping at some point they declare 2077 is non-canon like V3 is so they don't have to adhere to its bullshit.
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>>97485528
>>97485538
CDPR's idea was good. Making 2077 a continuation of 2020 is messy and Red is an awkward middle part that was clearly written without much oversight from CDPR. If anything Red should be retconned because of how inconsistent and vague it is and how it contradicts the world of 2077.
People need to stop treating Mike as the "word of god" and remember he's an ADHD ideas guy who had mismanaged Cyberpunk in the past and lucked out when it got turned into a big budget multimedia franchise by some Poles looking for a cheap IP to exploit.
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>>97485903
>If anything Red should be retconned because of how inconsistent and vague it is and how it contradicts the world of 2077.
2077 is still just a sterilized version of 2020. CDPR's take on the setting is bland, the video game and anime are propped up by character writing and nothing else.
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>>97484748
Oops, my bad. It's been a while and I was only thinking of abilities. He was ex-special forces so he should have military chrome. It's possible if he has bone grafts and an internal linear frame that would constitute being extremely metal with just one implant. Plus both of those count as borgware (I treat anything that deals 4d6 HL as borgware) so if someone didn't have a lot of humanity just one of these could nuke it with a bad roll.
If you want someone who is 90% FBC I'd say having a linear frame would do it. I'm not sure if 2020 explained what they are better but I think they are skeletal reinforcements so the frame would modify your whole body except the head.
>>97479199
Also might as well admit my bad here too lol. I didn't realize martial art special attacks can't be aimed (except for the ones that expressly do). So much for my 6d6 0 humanity panzerfaust borg fist headshot. Thanks for remembering that rule.
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>>97485910
>2077 is still just a sterilized version of 2020.
In what way? Not enough child prostitutes? 2077 IS Cyberpunk now. Grogs need to come to grip with the fact it was a dead franchise before 2020.
>CDPR's take on the setting is bland, the video game and anime are propped up by character writing and nothing else.
So you admit it has better writing than 2020 but that's a bad thing because?
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>>97485965
>So you admit it has better writing than 2020 but that's a bad thing because?
>the only good thing about the game and anime is the characters
>"so you admit it's better than the RPG!"
sorry kid I don't argue with retards who can't read
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>>97485931
>I didn't realize martial art special attacks can't be aimed (except for the ones that expressly do).
The thing is, the wording for this move is extra complicated, because you roll to unlock the ability to make a ROF1 PanzerFaust Martial Arts Attack. It words it in that specific way so maybe you can use that attack for an Aimed Shot, or maybe not. It's confusing.
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>>97485983
Actually fuck it, I'll make a personal call right now that you CAN make an Aimed Shot with Borg Fist, because you have to roll twice for the fucking thing: the first roll for the Special Move Resolution and the second roll for the actual attack itself. So fuck it, it can be an Aimed Shot, because it sucks enough already so it doesn't need to suck even more. If it can read in a way that allows it to be Aimed, then it should be.
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>>97485983
I think alot of the Martial Arts in that splat would be improved if the special moves were performed by rolling an attack using you Martial Arts skill when certain conditions are met, rather than making you roll separate attacks and then a Martial Arts check. Sometimes a check is necessary if it's a reactive effect (like the Judo Counter throw), but in most scenarios it just slows down the game.
I mean most players will have their MA at 14 or above, so it's not like these checks are huge barriers. It's more rolling for the sake of rolling.
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>>97486095
Well almost all MA abilities are attached to doing normal combat activities; if they made doing the combat thing itself more difficult (with the bonus effects), then you'd make MA unheathily rocket-tag. As it stands instead its bonus effects that aren't guaranteed and will suffer if you're injured or debuffed; makes things like pain editors and IR/NV more crucially useful.
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Something I've been thinking about since SoF dropped are the non-slot attachments. I love them, especially the one that let's a firearm use any exotic ammo for the low price of 100eb. That's infinitely better than the core rulebook tech upgrade where you have to spend the price of your exotic weapon and spend a long time just to get 1 exotic ammo type. What other non-slot attachments could we get? I'd gladly pay 1,000eb for a non-slot smartlink attachment. And maybe 100eb (or 300eb since it's a bit more powerful) for an underbarrel rail upgrade for front-mount weapons.
>>97486056
>>97485983
There is definitely a clear difference between Knockout Attack (which doesn't mention martial arts (boxing) at all and is clearly the attack itself) vs Borg Fist (which is more like an ability that gives us a rof1 attack) so I think you're right. Now the real fun would be combining Panzerfaust with Muay Thai (you can get +1d6 Martial Arts damage but had to have a successful brawling attack last turn, if you're trying to ambush a heavily armored enemy maybe you punch your buddy).
>>97486095
I feel you. Rereading the original martial arts it actually seems like you'd make a MA Special Move and there were no other rolls. Like Judo Counter Throw is just roll and the enemy is suddenly on the floor with no counterplay.
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>>97486489
Generally I take the non-slot SoF upgrades to be tools for the higher threat of a higher stakes game. The idea is not to replace slot economy but amp up the tools you have against stronger opposition, allowing you to either specialize or generalize weapons, or buff them out to be competitive choices in an environment where DPR and damage breakpoints will be more of an issue.
I could maybe see 'upgrades' for attachments that extend their functionality for the same slots; like maybe multi-mode sights or a hybrid underbarrel grenade/shotgun; but things like a smartlink are the way they are precisely because it produces a curve in power for cost and tradeoffs in slot space (for example: For inexpensive weapons EQ is more economical, for long ranged weapons a sniping scope/teleoptic is easier. Now with Precision Ammo, you can have a weapon that gets a +4 to hit, but that adds a consumable cost to it as well and requires high skill bases).
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>>97486095
Well what I mean is like take Karate. It's Armor Breaking Strike requires you to make a Melee and Martial Arts attack and then roll another Karate Check. You wouldn't lose much if you just had its effect proc on hitting a Martial Arts attack after a Melee Weapon Attack. You still have to spec into two different skills and possibly take a reduction in damage (if you MA damage is above 3d6) to get the extra SP ablation. If you have Base 14 in both Melee and Karate than failing one of the two opposed Attack rolls is more likely than failing the flat DV15 MA check.
>>97486489
>Like Judo Counter Throw is just roll and the enemy is suddenly on the floor with no counterplay.
Well you have to use an action on your turn to actually perform the move. The enemy can run away out of grapple range, they can use suppressive fire (lol) or just tank the hit and use Martial Arts to get up for free on their turn.
Prior to the Martial Arts splat I thought a "martial arts special resolution" was some kind of resource like an Action or Movement you had to spend, meaning you couldn't just chain together multiple Martial Arts moves a turn, but then the DLC threw that all out of the window and the only way to balance things seem to add a gorrillion extra checks.
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>>97486750
woops meant for >>97486156
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>>97485528
Good move on Pondsmith's part. 2077 is far enough removed from 2020 so it doesn't matter too much, but it has a great foundation. The setting don't feel the same at all and that's a good thing.
>>97485965
I agree. 2020 was cyberpunk of 40 years ago and 2077 is cyberpunk of today. Kinda shame real world didn't get nearly as advanced as expeced back in the day.
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>>97449100
Samson and Trauma Team Kildare. Although because they're the only FBCs I've played so far.
If the campaign didn't end at that point, it would probably be the dragoon I took home from one of the enemies.
So we finally got ACPAs instead of "tech upgraded External frame to take armour".
Are they good or did the ACPAnon make something better? I'm gonna ask a friend to borrow their copy meanwhile.
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>>97487537
You can grab interface 5 here >>97448705 but it's the old version. The piratebros just uploaded the new version (in either the current or last thread if you search for Interface you'll find it in a reply). But that mega also has ACPAnon's version.
So official ACPA are extremely streamlined. I haven't had a chance to play with them but with some models having low HP it feels like you get to be a badass for a few turns/fights of immortality (you can't be hurt except for crits only dealing damage through the armor, and with explosive ammo this is actually a lot more common than you'd think!) but once the suit's HP hits 0 the ACPA breaks and you're left in your light armorjack. Actually if you look at the tuning section all of the choices are basically "lose HP or take attribute penalties". Also there is no new gear custom to ACPA (but that's OK because everything else in SoF greatly supports ACPA such as new ammo, weapons, and upgrades). And ACPA get fun new rules like all weapons are one-handed (which makes me wonder if I can grapple and use some massive guns still). I haven't run anything yet. I think it's fine but a single attack wiping out a Grasshopper feels bad.I have an idea or two to make official ACPA a little less susceptible to this
Compare that to ACPAnon where most suits have triple the SDP their official counterparts do. His ACPA combat is more about overwhelming damage and crits from high damage weapons that only other ACPA or FBC can use. Custom crit table (and man I love crits) and tons of custom upgrades including an AI support and nanomachine healing. I've run a few games where the crew was basically getting fun toys from Militech for a gig or two. They could ignore any non-mechanized infantry (which makes sense as they are personalized tanks). They'd lose their SP way before their SDP/HP. Pilots could be injured by a few crit results. They probably won't die but could get wound penalties.
Vid only sorta unrelated.
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>>97468500
The flashbacks aren't retcons, Silverhand is just an unreliable narrator, it's not supposed to be the actual events at Arasaka Tower, it never was. That's why Johnny is killing everyone with one shot and there's no Morgan Blackhand, because in his own mind he's always the hero.
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>>97488973
Not only has Pondsmith confirmed this in interviews, which means him and CDPR talked about this in development and he's fully allowed to say this is the case, but Alt herself tells you in the game that Johnny is a bullshitter. Hell, the Johnny in the engram might not even be a true-to-life Johnny, he could very well be a corrupted and modified copy that genuinely can't remember Arasaka Tower accurately. Yet people still take it at face value.
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>>97489240
I was saying it felt like a retcon in the sense of it possibly being a left over remnant of when CDPR wanted to do a reboot of the setting, which is also why we get the Smasher and Shaitan designs that we do. Other than that I know it's Johnny not remembering everything right.
Also I fucking hate the non-2020 Shaitan designs because they just made him look like a knockoff Colossus.
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>>97489751
I think him and some other borgs just have regular human face but metal texture.
I still hate smasher and his ballsack face, instead of having a proper metal face too. It's like the devs are scared of robots and borgs with non human faces
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>>97489790
>It's like the devs are scared of robots and borgs with non human faces
more like they're scared of the extra budget it would have taken to model borg faces instead of just putting a metal texture on human faces for a cheap and easy "solution"
8 years with Witcher money and government funding and they were still cheaping out
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>>97491026
Martial arts, melee weapons, a favorite gun or melee weapon, a specialty, or they're good at both violence and some other thing like tech or social. A semi-solid backstory helps inform the personality, lean into the lifepath. Why did they become a Solo? What do they hope to get out of it? Any higher aspirations? Do they enjoy the violence or treat it as a mundane task?
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>>97491026
Find a weird weapon, and specialize with it. Someone was talking about Karate earlier, and how you need to make Melee and Martial Arts checks, so many your melee weapon that chainsaw popout implant. Or, you could go deeper into Cyberpunk's retrofuturism and use a spear to joust from a motorcycle, maybe he used to be a Nomad.
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>>97489790
There's a LOT of full borgs in 2077, even the whore in Fingers' chair when you go see him was all chrome under her skin, unless she had a cyberskull for some reason. And unless some AI went totally off the fucking rails, there's the FBC couple in the motel and one is doing a stripper dance.
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>>97492022
What makes you say that? You can wield a very heavy melee weapon with only one hand, run up on heavy armor enemies and start hitting them with it for the usual half-SP effect, wear their armor down enough to back off and start shooting them if necessary.
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>>97492041
Very heavy melee weapons and BODY 11+ punches do the same 4d6 damage, getting BODY 16 with armor or a linear frame doesn't make you hit any harder. So, you either find a VH weapon with an additional effect you want, sacrifice damage for style, or just punch things.
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>>97494315
These are pretty much it. The Arasaka acid katana and the retarded super-sword that takes a full minute to power up so you can actually use it. There's other things like monokatanas that ignore SP 7 and under, but if you're in ACPA and SP 7 is the best they can do, they were never a threat anyway, so WTF does the sword's effect even matter? Actually, that applies to not being in ACPA too, monokatanas are a fucking joke.
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Hello lads. I was wondering, what splats have "lore" and art of power armor? I really like the cyberpunk designs, so I was looking to use them as reference to design my own forgurps.
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>>97492022
I hope melee weapons get a Renaissance like armor did with ACPA. Black Chrome has cool weapon abilities attached to garbage weapons (light or medium) nobody would ever use. Sure concealability is nice but pop-up melee weapons exist.
>>97493969
According to SoF martial arts won't halve SP on ACPA and special moves don't work (I don't know if bonus attacks triggered by a special move do, such as the discussion earlier). So melee weapons have that advantage already. ACPA are immune to EMP and being set on fire so my post before >>97477928 only sorta applies. The Rostovic Kleaver can make a halving aimed headshots for 5d6 damage and ignore the armor if the SP is 11 or less. The Arasaka katana can ablate armor - 2 per hit. Red lace greatly increases melee weapon crits, which won't hurt the ACPA but deal 5 unstoppable damage to the pilot. There could be another funny strategy where you use red lace and a RoF2 heavy weapon that probably isn't beating armor but has a 25% chance to crit the pilot and that's twice per turn. Even if it doesn't kill them it can wound state them.
>>97494583
The Firestorm books cover the 4th corporate war with a lot of ACPA stuff (in the earlier mega link). If you Google for it some fans color the B&W art from 2020. And fansites like datafort2020 try to match mecha without art with manga or old 80's sources.
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>>97485903
I’m inclined to agree somewhat. I think Johnny was an actual meaningful addition, Arasaka and Militech are maybe good but potentially replaceable keeps, but almost everything else actively drives the setting down. Like why include a bunch of has been geezers in your youth punk game? I’d reckon you’d have more to gain from Johnny’s character if all his old friends were just dead and forgotten. Even Adam Smasher’s inclusion is explained as “well he vanished for decades but somehow he came back now just in time for him to be shoehorned in with minimal relevance other than to be a big bad for johnny!”
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>>97494583
Maximum Metal and Firestorm Shockwave have the lions share. The chromebook 3/54 pack also has a couple. Firestorm Stormfront has a deep sea one which is cool. Home of the Brave, and Solo of Fortune 2 have the stats for a couple of them but no art (I imagine the viper series ACAP to look like the python and ingram from patlabor)
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>>97495674
>>97495735
Thanks anons
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>>97492022
>>97495674
My table's GM allows Techs to upgrade a weapon's damage by 1d6. I don't know if this is balanced (it kinda ends up becoming the best Tech upgrade on any weapon no matter what) but it does mean melee weapons also have access to 4d6 ROF2, not just martial arts. At my table most players prefer melee over MA because it's a cheaper skill and there's a bunch of good melee weapons to use, like the monowire.
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>>97493969
>>97494315
Melee weapons ignore half SP, and I don't see a rule saying ACPA Brawling attacks halve SP in the same way.
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>>97496135
>>97497708
Not all GMs see it this way, but at my table when a melee weapon says it ignores SP under a certain value, that value is after it's been halved, so if a a Kendachi Mono-Three hits a target with SP 22, it's halved to 11, then it's ignored entirely as per the sword's rules. But, some people interpret it as it halves SP, OR ignores it if it's under a certain value, it doesn't do both.
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>>97498086
>But, some people interpret it as it halves SP, OR ignores it if it's under a certain value, it doesn't do both.
I do think this is the correct and intended interpretation, but that's not the point. I'm pointing out that melee weapons halve armor as a general rule, which makes them good, especially at cracking heavily-armored enemies. ACPA Brawling does not halve armor, it's the same as punching people with a standard Beta frame. And ACPAs can single-hand any two-handed weapon, so there's nothing inconveniencing an ACPA if it wields a big fuck-off rifle for long-range in one hand and a big fuck-off sword for close-range in the other hand. Assuming they don't just install the weapons onto the thing in the first place.
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>>97498193
>ACPAs can single-hand any two-handed weapon
Which is useless, dual wielding only matters if you have ROF 2, and as you said you can just have weapons mounted to the armor so there's no need to stow or draw anything.
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>>97498262
That's correct. The only point I'm trying to make is that ACPAs have good reason to use melee weapons, and should always have some kind of Heavy or Very Heavy Melee Weapon because there is plenty of room for it and there are no downsides.
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>>97498267
The integrated weapons and cyberware do cost an extra 500eb each, which I just realized is the cost of a pop-up weapon. Bravo James, that's actually pretty cool. I admire that internal consistency.
Also I'm guessing the weapons become inaccessible when the armor is destroyed/inoperable.
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Does anyone use the Tech and Power weapons from the edgerunner's kit? I've been using them in my current campaign, and they add variety to firearms.
Using the SOF conversions, one of my players made a 6d6 Tech scout rifle and loaded it with explosive rounds. Shit's devastating.
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>>97502582
I haven't had a chance to test out SoF yet (I hope to try merc levels soon) but are you using the new gear in a 2077 game or are you using tech and power in a RED/2045 game (like as experimental tech perhaps?)?
And I can only imagine. Explosive ammo and red lace have to be my favorite additions. I think a few months ago we were discussing a crit-based player (or bad guy I forget) and I had the idea for some medium or maybe heavy rapier weapon that could crit on 5's, but I'd never imagine putting that on a 5d6+ weapon. It's bananas. I can see why merc ops can take several weeks. There is a possibility the crew could get crit'd hard and need to beat a quick retreat to heal/patch up. There is a good chance my next game has Trauma Team come for everyone because the run went FUBAR.
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>>97479415
>>97480442
I assume anon means the plastech duster. I always figured the starting cost of 845 for something disposable that might last one gunfight is fair enough
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am I missing something here or are combat rules in RED just bad? Like this entire "in LOS or not in LOS" and not having cover bonuses seems like a major failing. I played an example/learning combat where basic "first level" PCs are attacking a room and it seemed the best move was to just run past a door while snapping a shot off as you pass the opening, and just spamming that over and over. At most I'd leave one guy with a held action to shoot any enemies that come out the door. It looks so goofy and unrealistic. and why would martial arts suddenly go through half armor? maybe it would make sense if you had some powerful cyberarms or something, but some guys normal fist punching through armor better than a gun? Is 2020 similar to this? I'm thinking of switching to that, or maybe even Cities Without Number or Interface Zero
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>>97503112
You should witch. RED is streamlined design for speed and ease of play and leans closer to Hollywood action movie logic, which is why a karate master has an easier time punching through plate armor than an untrained street thug. 2020's combat design was more focused on being gritty and granular, going to great length to create something lethal and hard-hitting. It's likely 2020 is closer to what you'd prefer.
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>>97503112
What was this learning combat exactly? Were the enemies using cover? Did anyone charge at the PCs to melee them? Did anyone have any grenades? Did the enemies try shooting the walls out so the PCs had less cover to hide behind?
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>>97503112
If your players were crowding around a door to get the most out of their moves, they'd be prime targets for a grenade and at 100eb even the poorest goon could have one.
Cover (and the held action system requiring a specific target, you can't just overwatch and shoot the first gonk who enters your view) is pretty annoying. What I do is apply a -2 penalty to be hit if partially behind cover (or -4 if the player used their move to really throw themselves up against the cover). All misses hit and damage the cover instead, but otherwise fighting is normal. You can also change how held actions work so that any enemy can trigger them, not just the neon green shirt goon. And if a player needs to reload they can completely hide behind cover (100%) since they aren't attacking.
Martial arts being strong vs armor is just a stylistic thing going back to the 80's and oriental mysticism and Bruce Lee films.
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>>97503136
We really need to stop treating 2020 as if it's the TTRPG equivalent of a hardcore tactical shooter. It's Hong Kong action movie stuff with some randomness thrown in, which is why you have shit like martial arts being more powerful than most guns.
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>>97505422
I see now. A leather jacket, boots, and pair of chaps could all be armored at SP18 and protect most of the body with 0 penalty. Meaning everyone should be running around dressed as cowboys for maximum lightweight protection.
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>>97503112
Yeah, basically. its pretty bad.
>Is 2020 similar to this?
Kind of, maybe worse. 2020 at least has the stipulation that movement and firing both count as actions so doing the cover pop stuff requires you to take a minus on firing.
But with 2020 the cover explanation is... odd, or better to say poorly explained. It works the same as RED that being "LOS" but 2020 has rolled locational damage which becomes an issue when determining in 2D flatspace what part of a body is actually fair game to shoot. The core rulebook's recommendation is literally to reroll hit location if a target's legs, or what have you, are determinably behind a car or whatever, until you roll an applicable location. That doesn't make much sense at all, especially when you consider the game has rules for shooting through and destroying cover.
My take is you just got to make an executive decision in determined space what is an exposed body part and what isn't and apply cover SP where applicable. Which, if that sounds annoying to you, it is. Probably just better to require an aimed shot negative modifier at the exposed part of an enemy.
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>>97507551
Well yeah, Martial Arts are broken. The problem doesn’t even lie in MA per se, it’s a confluence of multiple factors at once.The devs fucked up by allowing them to ignore half SP on something that could also scale in damage with a stat that can easily be made to reach maximum damage potential on base RoF 2. The devs decided to largely balance the game around RoF 1 on attacks unless something does such pathetic damage that even at RoF 2 you won’t use it outside of edge cases. The only exceptions to this are the heavy pistols, heavy melee weapons, and punching which do respectable damage and have RoF 2. This is why melee feels great on heavy melee weapons and a lot less so on very heavy ones since you drop to RoF 1. Imagine if the amount of attacks you got on melee weapons was tied to weapon size and body score and very heavy melee got two attacks on 11+ body. No one would complain about melee being outclassed now. MA can keep their special moves and combo shit for being twice the cost in IP.
…Or just cap Muscle and Bone Lattice at one installation and up the cost of a Sigma frame to 5k while also requiring 8 Body with Muscle and Bone Lattice counting towards that number. Now people can’t treat Body as a dump stat at char gen and get the MA frame damage and more importantly can’t come out of char gen with a sigma already installed.
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Had our Shadowrun session zero. Characters are all over the fucking place, Troll Physadept who is allergic to the sun and went priority a on money so he has followers AND a gang, Elf decker who is also a mystic adept, human hermetic wizard who, despite being the player with the most setting knowledge is shit at rules so his character wasn't finished, and one player who took the "former company man" archetype and who will probably be the most optimized character.
If I run this for my other group,.I'm definitely making them just pick an archetype. All in all it should be stupid fun, I think the first job is going to be robbing a giant long haul truck in Puyallup.
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>>97507551
On a mechanical level, probably. But I also think another answer is simply that punching the military killing machine to death is too goofy even by Cyberpunk standards. You're not even punching the guy inside the suit, you're just punching pure steel. Even with cyberarms, that's difficult shit to do.
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>>97509449
Strictly speaking a mass driver is simply a device used to accelerate an object to extreme velocities in order to propel it into orbit. Generally, they use linear magnetic acceleration to achieve this though in theory you could use gravity manipulation instead. But given that we see no sign what-so-ever of gravity manipulation being present in Cyberpunk it's safer and easier to assume that it's just being done in the usual magnetic fashion.
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Hey check out this drive:
Timeless WW1-Rifle-to-Pistol Conversion 20 eb
TUp to be Concealable 20 eb - DV 9 - 1 Hour
Range Conversion to Snub Nose - 100 eb
Explosive Ammunition 10 eb each
Concealed DV 15 @ 0-6 m/yds with a 40% chance of dealing a critical injury for 150eb
For the less budget conscious, pick a less psychotic VHP.
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>>97506398
Good find, I forgot about Black Chrome+. Normally I'm all about budget items with manageable drawbacks but 50% chance to light yourself on fire if you take (1) damage is too much for me. According to DGD it's fine to give basic goons 300eb of gear, which is enough for a poor rifle/shotgun, kevlar armor, a poor handgun for backup or kevlar helmet, and a grenade.
Also am I crazy or is 300eb of gear but 500eb of cyberware nuts? There are definitely some good pop-up melee weapons or skinweave (replace kevlar helmet and armor) but I wouldn't just mind more gear.
>>97502582
It just occurred to me that Tech weapons might be why we don't see ACPA in 2077 (except for those weird exosuit things).
>>97510494
>>97510497
Very interesting stuff. This is an example of a huge penalty (bolt action) not being able to drive the cost down 2 full price categories like the Everest Kodiak rifle does. But the real savings here is 6 hours for 50eb projects to 1 hour for 20eb projects. This would be a good untraceable zip gun for an assassination to then toss away.
My eyes originally glazed over at the new range tables I am starting to warm up to them. Definitely helped by something like the app to just quickly review your current table, especially if the idea is changing these out for missions.
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>>97509876
Yet base Red lets you punch through body armor with more force than a high powered rifle. Even without Cyberware you can get 3d6x2 natty.
Restricting Martial Arts for ACPAs seems arbitrary when they largely follow normal combat rules. My thoughts are MA probably destroyed the ACPAs pathetic HP.
>>97510494
>needs an action to fire
into the trash it goes.
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>>97510862
You can pay an extra 60eb to make it a regular poor VH handgun. It's still nicely under the 300eb gear budget for a non-hardened mook ambushing the players and they can still afford armor (or apparently skinweave). It'll deal around 14 damage with 41% chance to add +5 and a potentially debilitating crit (10% chance of dismemberment that can't be quick fixed, for other crits players need to roll 14-16 to quick fix which is a tall order if the crew doesn't have a medtech or even a guy with +10 First Aid).
Also martial arts supremacy isn't the same as 5 years ago. Here is martial arts 4d6 with crits vs melee weapons 3d6 with crits and red lace. There is an average +3 damage in favor of martial arts but only after that fighter spent double IP, 3,000eb in cyberware and 42 humanity on average vs some guy who picked up a metal baseball bat (100eb) and snorted red lace (100eb). There are also special abilities which martial arts have the edge with until Interface 6 gives us better melee weapons. Or we might already have those with Power (+10 on crits) if it could be applied to weapons like it does in 2077. Here is a link to my homework if I did anything wrong (I got the code from Gemini) https://anydice.com/program/41c01
>>97511125
If you mean the new Soldier of Fortune barrel length extension, yes. A grenade launcher would be considered short tube but can be upgraded to have medium or long since they're all in the same category.
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>>97509876
>An ACPA cannot be grappled by anyone with a BODY 14 or lower. The pilot cannot be grappled while inside a ACPA that isn't destroyed.
You can body slamming them to death if you're a borg though, with good ole fashion grappling.
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>>97512019
The Dragoon has an Omega frame and is bigger than this truck so it seems fair that you'd have to be that tall to grapple toe-to-toe with an ACPA.
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>>97512216
But I forgot the NovelTech Samson is also Omega and it's pictured here barely bigger than a Sigma Kildare. So I dunno what to say anymore.
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>>97512773
The one bit with the Alpha FBC and a few others is among the worst art I've seen in Cyberpunk.
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>>97513127
Well the Sheol probably would've looked better if they did that, cause man something about the RED art for it bothers me. Looks a little less industrial for an FBC that's literally made for industrial workers and the like working in hazardous environments. Also the RED art for it reminds me of the goombas in the old Mario movie with the relatively tiny fucking head. Then again, I'm probably one of the only people that has the Sheol as their favorite FBC.
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>>97512773
I'm the original shit art posterI used to think that art was so bad it was AI but no it's just their fantasy Witcher art painter doing his best I guess. This might help, it's the official minis and even at BOD16 the Dragoon is only slightly bigger than everyone else. And the better fancolored Dragoon is here >>97494583
Honestly Linear frames are weird. If you look in Black Chrome the frames there are all Sigma and the implanted halves look totally normal. But they have crap like 'yeah pay 4,000eb more to get no penalties when swimming/climbing or jumping+skate feet'. The Fuma Kotaro linear frame gets a pass because it gives you 4 excellent weapons (Excellent light, excellent heavy x2, and excellent very heavy) which is worth 2,100eb and +2 stealth (I have never seen this kind of bonus anywhere except maybe the techscanner which just gives a bonus to nerd shit) so it might be worth the cost.
I take everything back. Forget Interface 6 melee weapons give us Interface 6 linear frames with attachments and cheaper upgrades. That would help so many things (ACPA, martial arts, and just edgerunners trying to buff their health up and get some sweet bonuses).
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>>97513252
>I have never seen this kind of bonus anywhere except maybe the techscanner which just gives a bonus to nerd shit
You mean gear that gives bonuses to skill checks? They aren't very common but there's some out there for other skills. The MicroWaldo gives a +1 to Surgery, for example. Not much for 1000eb cyberware but could be valuable if the GM is shooting you with Burrowing Ammo.
>I take everything back. Forget Interface 6 melee weapons give us Interface 6 linear frames with attachments and cheaper upgrades. That would help so many things (ACPA, martial arts, and just edgerunners trying to buff their health up and get some sweet bonuses).
I already hear way too fucking much from tryhard munchkins and powergamers about Sigma Frame Martial Artist Gun Fu blah fucking blah. Giving them even more shit to use would be a headache.
Also that is a much more reasonably scaled Dragoon. In fact I'd say it looks alright, compared to that fucking cartoon character they put on the cover.