cyberpunk2020.de

cherry flavoured atrocities

Electrothermal Weapons in Cyberpunk 2020

with 5 comments

ELECTROTHERMAL WEAPONS

Author: unknown.
These weapons are very unrealistic and overpowered. The default rules don’t talk about the many disadvantages of such weapons. Will all know that an electrothermal upgrade can only be preformed on a gun that fires cased shells. While the increase in firepower is considerable, the large list of disadvantages may make you think twice about using such weapons.

Heat:

Think about it, using plasma to fire a copper cased shell is not by any means smart. The copper casing ejects from the side of the gun through the sliding action. These casings are extremely hot and can burn your skin. Even normal casings can burn you if you catch them, but with electrothermal casings the chances of starting fires and such are greatly increased. Burning your hand on a casing inflicts 1 point for a normal casing and 1d6/2 for a electrothermal casing. There is also a 15% chance that a hot casing will start a fire if it lands on something flammable.
Also note that blowing up a clip of electrothermal ammo is a bad idea. Throwing a clip into a fire, will likely cause it to explode (most ammo will).

Water :

Yeah yeah, it says the batteries are sealed against water. Big deal, plasma basically is super-heated gas. Usually (99% of the time) man made plasma is super-heated water. If water gets into the barrel of your electrothermal weapon. You could be in deep, deep trouble. Firing a water filled electrothermal weapon will cause your gun to blow up. Damage everything within 5m of your weapon and inflicting 4d6.

Rapid Fire:

To avoid over-heating the barrel of your gun, it is suggested that you only fire at a ROF 2. Think about it, nothing is stopping you from firing at a faster rapid. However firing a burst with a electrothermal weapon has a 1 in 10 chance of warping the barrel of your gun after the first burst. Basically you allow the player to get away with the first burst, but then you start rolling a 10-dice. If you roll a 1, the gun’s barrel becomes warped.
Optional : If you want to be really nasty, you can roll another 10 sider after you’ve rolled a 1. If you get “double 1’s” the gun blows up inflicting 4d6 to a 5m area (see above).

Speciality Ammo:

Oh this is a big one. Behind a electrothermal bullet there is alot of heat and force. This seriously limits the kinds of ammo you can use in this type of weapon. Hollowpoints, explosive tips, and most fragmentation rounds will simply blow through and with the cores blown out the jackets are left in the chamber. This jams the gun and is weaponsmith vs dif 15 to clear.
Ammo such as Armor Piercing, Tungsten Carbide, Depleted Uranium and Titanium rounds are very heat resistant and tough. They are unlikely to blow through and are therefor good rounds to use in an electrothermal gun.
Ammo Cost:
The cost of electrothermal ready ammo costs twice that of normal ammo. This is because of the plasma injected into the base of the round and the re-configuration of the firing plate of the round, so that it maybe fired from an electrothermal weapon.

Battery Power :

Electrothermal guns use up an unreal amount of electrical power. A small battery storage in the butt of the weapon will hold about 25 charges. While a hip pack can hold up to 100 charges. The small battery is included in the weapon conversion, but the hip pack costs roughly 75 euro. (Hey it’s just a big battery)
These batteries have to be recharged after all the shots are fired. No other rounds can be fired if the battery is at 0 charge. Not even normal shots (duh!), since the rounds are completely different.

Written by cyberpunk2020

July 29th, 2007 at 2:06 pm